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 Roleplay Systems

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Marionette
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Marionette


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PostSubject: Roleplay Systems   Roleplay Systems EmptySun Jun 01, 2014 9:52 pm

Experience Gain and Leveling Up

Experience is the key factor to growing stronger and leveling up. There are, at the moment, two methods of gaining experience:

Battling: Battles against another character or NPC will always render experience for both involved, win or lose you'll always learn and grow from it. Of course, experience gained from winning will always be double that of a loss, and losing doesn't help much self-esteem. Regardless, it is the most common and useful method of experience gain.

Training Topics: Training topics will be explained in greater detail within this systems topic~

After experience is gained, it will be added to your Pokemon by a member of the staff. The amount of experience gained depends on the level of the opponent. If your opponent is level 15 and you are the victor, you will gain 15 experience. If you are the loser, however, you will gain half that (rounded to the nearest whole number if it was an odd level), which in our example would heed 8 experience. a level 10 would give 10 or 5, 41 would give 41 or 21, ect. NOTICE: there isn't a loophole in order to quick level up using the losing exp. If the Pokemon are 7 or more levels apart, the losing experience is NOT applied. That way, if you decide to battle the level 41 with your newly caught level 1, your losing Pokemon would NOT gain the 21 experience.  

Now, gained experience is nice, but what deems a level up? Well, it's a relatively simple process. A Pokemon will level up once they gain enough experience to match that of their current level. In this case, a level 1 would need to receive 1 experience, a level  15 would need 15, 41 would need 41, ect. Once that number is reached, the Pokemon will level up and the remaining experience will be listed within their character's application to be added with future gained experience.

There is a special condition with traded/bought/gifted Pokemon:

If a Pokemon has an original trainer that is not the one currently in possession of it, meaning it wasn't originally the character who caught it, that Pokemon will gain a slight exp gain boost. Every time it gains exp, whether it wins or loses, it will receive 2 more points of experience on top of what they'd originally earn. So, if it defeats a level 12, it would gain 14 or 8 exp, etc. Traded Pokemon, however, will be more disobedient until their Happiness reaches 60. This small aspect is based on the honor system, and should be kept in mind.


Last edited by Marionette on Mon Aug 31, 2015 3:56 pm; edited 2 times in total
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Marionette
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Marionette


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Join Date : 2014-05-21
Location : Your fridge, eating all of your goodies~

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PostSubject: Re: Roleplay Systems   Roleplay Systems EmptySun Jun 01, 2014 10:48 pm

Battling

Probably one of the most essential parts in any Pokemon roleplay are battles. The way battles are done here is by leaving them open-ended. You don't say if the attack hits or misses, that is up to your opponent. Similarly, they cannot say if their attack hits or misses, that is up for you to decide. Because of this open-endedness, there is ample chance to godmod, and that is not okay. In order for your Pokemon to dodge a move, you must fully explain how the Pokemon managed to do so, you can't simply say it did. There are a few regulations for battles to keep in mind:

~You may only dodge one full-accuracy move per battle, given that no Evasiveness has increased or decreased. Keep dodging reasonably with less than 100 accuracy moves. It's reasonable to dodge a Sheer Cold three times with luck, but doing so against Dragon Rush is unreasonable. Moves that are guaranteed to hit, such as Swift or Thunder when it's raining, cannot be dodged, no matter the circumstances.
~You're allowed to use more than one move at a time, or even create combo attacks, but keep things easy to respond to. If your Pokemon uses a stat booster, fires off several status moves, then launches three attacks, it's hard to respond to all of that and it can be considered godmodding. Keep in mind that your opponent will probably respond with the exact same amount of moves to fire back, so it's better for everyone to stay in the 1-3 move used per post.
~No-Miss moves by nature should be used in moderation.
~There is no PP system for move use, but try to keep it somewhat realistic. It's okay to use Tackle loads of times, but Blast Burn probably wouldn't exceed five.

So, that's about it. Just keep things open-ended and realistic! Also, here's a brief example of the start of a battle:

Spoiler:
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Marionette
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PostSubject: Re: Roleplay Systems   Roleplay Systems EmptySun Jun 01, 2014 11:00 pm

Happiness

Happiness is crucial for certain evolutions and moves, so it is important to implement it somehow. On Pokemon Legacies,  it's a fairly simple process. When you first capture or receive a Pokemon, the amount of happiness will always be at zero. Once you start using your new friend you can gain it through battling. You gain 10 points toward it when you win a battle, however you will lose 20 if you lose, and it only affects the Pokemon in question. In a training topic, every 500 words will also gain you 10 points toward happiness. If you are below 500, you won't gain any, and only at 1000 will you gain 20, ect. Once you Pokemon gains 100 points of happiness (It seems like a lot, but it truly isn't), then your Pokemon is considered at max happiness. Keep in mind that the total will not go above 100, so if you lose a battle, your Pokemon will no longer be at max happiness.

Happiness will affect all Pokemon within a battle, so if you use two Pokemon in a battle and each don't faint, they'll each gain 10 points of happiness, though this will cap out at two against a single Pokemon. So, if you use three Pokemon to take down only one, then the first two used will gain happiness while the third will not. If a second Pokemon is used in battle, though, two different Pokemon could be used against the new opponent to gain happiness. Also, PM me a message with the word 'lollipop' for something that will make you happy.

~Any traded/gifted/bought Pokemon will have their happiness brought down to 0 once with a new trainer.
~Hatched Pokemon will start with 20 Happiness
~Pokemon caught in a Friend Ball will start with 20 Happiness, while Pokemon caught in a Luxury Ball will start with 40


Last edited by Marionette on Thu Jun 05, 2014 5:59 pm; edited 2 times in total
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PostSubject: Re: Roleplay Systems   Roleplay Systems EmptyMon Jun 02, 2014 12:23 pm

Training Posts

A training post is a fancy way of saying a long post meant to gather Exp and Happiness for you Pokemon. It replaces a wild battle as a way of earning Exp, and works a bit differently. In a training post, 10 words equal to 1 Exp, however, any redundant thing that doesn't have to do with the Pokemon being trained, such as dialogue, will be removed from the total word count. The Pokemon involved in the training are the only ones that will gain Exp from the topic.

Training posts heed experience as well as happiness based upon word count, in summary. 10 words = 1 Exp while 500 words = 10 Happiness. So, if a training post is made with 200 relevant words, the Pokemon will gain 20 Exp and no Happiness, while one with 1000 words will heed 100 Exp and 20 Happiness.

TM/HM/Tutor Moves

In order to learn a move that is not naturally obtained, such as a TM move, you're going to have to create a training post for that Pokemon. The magical disk doesn't make them automatically learn the move, they'll have to develop and practice it through training. Make a training post describing teaching the move and having the Pokemon learn  and master it. There is no word limit before the move is mastered, it's just based on good judgement and descriptive training. Since it's your Pokemon, you decide when they fully learn there move- so long as you've made at least one training post! Besides, the training posts for moves still heeds Exp and Happiness, so it's a win-win!


Last edited by Marionette on Tue Aug 25, 2015 7:59 pm; edited 1 time in total
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Marionette


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Join Date : 2014-05-21
Location : Your fridge, eating all of your goodies~

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PostSubject: Re: Roleplay Systems   Roleplay Systems EmptyWed Jun 04, 2014 2:26 pm

Breeding

Breeding on Pokemon Legacies is a pretty simple and straight-forward process. All it takes is two Pokemon in the same egg group that are of opposite genders. Genderless Pokemon cannot breed, unless they breed with Ditto. Also, though baby Legendaries have occurred within the anime, Legendaries cannot be bred by even the most skilled Breeder, the exception being Manaphy. Now, if you have two opposite gender Pokemon capable of breeding with one another, you can proceed~

In order to breed, you must allow your pair of Pokemon into a secluded, private area for them to go about their business. They won't do anything with the prying eyes of their trainer, or any trainer for that matter, around, so it's best to find a place for them and let them be. Once they're in a comfortable, private area, all you need to do is wait. Generally, one egg is produced by them per in-character days. Your trainer should be able to leave their Pokemon be and go venturing off to do other things for a while, get a good night's rest, and check in on their pair the next day and see them with an egg. Of course, it's partially up to the Mod if one is produced. If your trainer sets them to breed in the morning, and immediately goes to sleep just to get an egg after 1 or 2 posts, the Mod has the right to say that the breeding was not successful. Your trainer MUST go and do other things while their Pokemon are breeding. The longer they leave their Pokemon to breed, the more eggs are produced.

So, in a TL;DR version:

1. Leave a compatible pair in privacy to do their business
2. They will usually produce 1 egg per in-character day, though it can be determined by the Mod.

Now that your character has made some eggs, it's time to hatch those suckers~

Hatching Eggs

Hatching eggs is very similar to the Breeding process. Once your character obtains an egg, it will hatch after four in-character days. (Only two if they have the Incubator!) Just like before, though, it can be left to the Mod to decide if it should evolve once those days are up. If your character just stares at the egg, and in four posts four days have passed, they can prolong the hatching because of the few posts you've made with the egg. It's best to go travel or do other things and leave the egg be. After four days with your character, it'll hatch. There's no need to be impatient!
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Marionette
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Marionette


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Join Date : 2014-05-21
Location : Your fridge, eating all of your goodies~

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PostSubject: Re: Roleplay Systems   Roleplay Systems EmptyWed Jun 04, 2014 2:28 pm

Contests

We're still working on a Contest system. Please bear with us! It'll be up and ready as soon as possible.
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Marionette
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Marionette


Gender : Female
Posts : 170
Tokens : 10099
Join Date : 2014-05-21
Location : Your fridge, eating all of your goodies~

Roleplay Systems Empty
PostSubject: Re: Roleplay Systems   Roleplay Systems EmptyWed Jun 04, 2014 3:27 pm

Safari Games

There is currently a Safari Zone in every region except for Unova, and they all work in the same way. Much like some of the Pokemon games, Legacies have swarms of Pokemon within each region. Unlike the games, these swarms will only be found within each region's Safari Zone, and will always be Pokemon belonging to that region's non-national Pokedex. Each swarm will have 7 Pokemon within it, and those 7 Pokemon will change every few weeks. Now, those 7 Pokemon will be available in each Safari Zone, and only those 7 Pokemon will appear. If you choose to make a topic within the Safari Zone, the Mod will list the swarm that was set when the topic was made, and it will be locked within the topic so that even if the swarm changes during the topic's duration, the same swarm will be within it until the topic is ended. Each swarm will be listed in this topic.

In order to participate in a Safari Game and potentially catch a Pokemon from the swarm, you'll have to pay :PD:500 to enter the Safari Zone, leaving your current team of Pokemon behind. Once inside, you'll be met with a wild encounter of one of the Swarm Pokemon, and you'll have four choices to make: attempt to battle the Pokemon using your own resources, such as rocks, in order to weaken it, attempt to peacefully befriend the Pokemon, immediately use a Safari Ball in a catching attempt, or flee from the Pokemon and search for a new one. With the first three of these choices, the Pokemon will either stay put, flee, or in the third case, become captured depending on the successfulness of the attempt. Each time a new action is taken, the Pokemon will either become caught, stay put, or flee.

Now, all of this is good, but what's a Safari Game without some sort of limit? You will only be given 10 Safari Balls per game to attempt to catch Pokemon, and only have 15 posts to make before your "time" runs out. Once you either hit 0 Safari Balls, or have made 15 posts within your game, the game will be ended and you will get whatever Pokemon you have caught, if any. In order to enter a new game, you'll have to pay :PD:500 more.
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