Class Descriptions + Benefits

Discussion in 'RPG News & Discussion' started by Haas, Jan 14, 2015.

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  1. Haas

    Haas The Master of the Night Administrator

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    COORDINATORS
    Appeal Round Mechanics:

    Based on Pokemon's Happiness
    "It's amazingly friendly toward you! It must be so happy spending every day with you!" (+10) 255
    "You must really like your and always keep it by your side!" (+5) 200-254
    "Well, I think you and will be an even greater combo someday!" (+4) 150-199
    "It's a little bit friendly to you… Something like that." (+3) 100-149
    "Hmm…I think you have a lot of time ahead of you to get to know one another better." (+1) 50-99
    "Don't tell me! Are you just letting it get knocked out in Pokémon battles?!" (-1) 1-49
    "What's this? Are you a disciplinarian? Or do you plan to use the move Frustration?" (-10) 0

    Talent Round:
    Works like Emerald's Battle Arena
    3 turns for each battle.
    Mind:
    Mind judges Pokémon on their offensive style. One point is awarded if an attack that deals damage is chosen for use (except Counter, Mirror Coat, and Bide, which do not award points, and Fake Out, which deducts one point), and one point is deducted if Protect, Detect, or Endure was chosen. All other moves do not award points. The Pokémon with the higher number of points wins the two points in the overall judgment.

    Skill:
    Skill judges Pokémon on accuracy. One point is awarded if an attack lands successfully, while two points are deducted if it does not, unless it was caused by Protect, Detect, Endure, or Fake Out, in which no points are deducted. The Pokémon with the higher number of points wins the two points in the overall judgment.

    Body:
    Body judges the amount of HP remaining at the end of the third round compared to their amount at the start of the first. The Pokémon with the better ratio wins the two points in the overall judgment.

    You will face all other contestants once.

    Once you finish the talent round your points from the Appeal Round and Talent Round added together. Pokemon with the highest score wins the ribbon.
     
    Last edited: Jan 30, 2017
  2. Haas

    Haas The Master of the Night Administrator

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    BREEDERS
    Appeal Round:
    +1 Point for each Move Tutor or Relearner the Pokemon has learned
    +2 Points for each Egg Move the Pokemon learns.
    +3 Points for the Pokemon if it is a Purebred.

    Purebreds are Pokemon whose parents were the same species. They will be marked like this Pokemon below.

    [1] :female: :eevee: 13/13 [Adaptability] {Purebred}

    Talent Round:
    You will face off against the 3 other contestants and you will earn +5 Points for each victory and +1 for each Egg Moves used.

    At the end of the Talent Round your Appeal and Talent points are added for your Total Score. The Pokemon with the highest Total Score wins the Trophy.
     
  3. Roxas

    Roxas Prince of the Stars Administrator

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    Field Battles are the new battling method for the Tactician Class. Tacticians rely more on Action Based Role Playing as opposed to simply calling orders to a Pokemon. Unlike all other classes, Tactician Battles known as Field Battles, are battles of words and not necessarily numbers.

    All Field Battles will begin with a description of the Terrain and any field effects. It's part of your job to use the field to your advantage if possible and try to avoid any negative things that may come from it as well. How you do this is completely up to you!

    All Field Battles' opponents will have their pokemon listed like this:

    [X] :male: / :female: :pokemon: [Ability] ( :itemifthereisone: ) [Full Health]

    Where X is the Average Level of your team (provided there are no outliers. If there are outliers they won't be counted towards the average.)

    Because Field Battles don't function like normal battles, HP values are also different. Instead of using the Pokemon's Base Stat, all Pokemon have Health Conditions listed.



    In addition to the HP conditions listed above a Pokemon can be afflicted with a Status affect. Because Stats aren't in effect for Tactician Battles they have slightly different functions.



    The amount of damage a pokemon deals during battle is ultimately up to the Mod, however it should be an informed decision based off these factors:
    • Difference in Levels
    • Attack Stat vs. Defense Stat (or SpA vs. SpD)
    • The Power of the Move Used
    • If it is STAB or Not
    • If it is Super Effective or Not Very Effective against the Opponent
    • Any Stat Modifiers to Either Party
    • Any Items held by either party
    • Any Terrain Conditions which may benefit or hinder either party
    • Accuracy of the Move + Evasion / Accuracy Modifiers
    • Clarity and detail of the RPer's Post. (This is the most important factor.)
    There are a number of factors which can play into how much damage can be done. I don't expect a checklist to be filled out for Tactician battles so use your better judgement.
     
    Last edited by a moderator: May 11, 2017
  4. Haas

    Haas The Master of the Night Administrator

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    Athlete
    Trainers who race their Pokémon in Chase Battles. Their goal is to conquer the races in a region, so they can race on the (name of final racing track).
    Benefits: +1 or +2 Speed to first Pokemon in Battle
    Other: They compete in chase battles. Medals are won. 6 races per region. Goal is the Grand Prix.

    ---

    Breeder
    Trainers who breed Pokémon so that they may enter them in shows. Their primary goal is to win all of the Breeder's Trophies in a region, so they can compete in the Grand Showing.
    Benefits: Can place Pokémon in the breeding center before level 20 (for the purposes of their class), and Eggs hatch sooner.
    Other: They compete is Shows. Trophies are won. 6 shows per region. Goal is Grand Showing.

    ---

    Competitor
    Trainers who compete in tournament-style battles that have more rules than your standard battle. They want to win every cup in the region so they can compete in the World Championship (yes that one).
    Benefits: +1 Att or +1 Sp. Att at beginning of battle.
    Other: Competitions are tournaments with varying sets of rules. Cups are won. 4 Tournaments per region (4 Seed, 8 Seed, 16 Seed, 32 Seed).

    ---

    Coordinator
    Trainers who go through the region competing in contests. Their primary goal is to win all contests so they can compete in the Grand Festival.
    Benefits: Bonus happiness when Pokémon are captured based on the number of ribbons.
    Other: 6 Contests per region. Ribbons are won. Goal is Grand Festival.

    ---

    Ranger
    Trainers who go through the region, and help those who need it. Rangers who have earned enough medals are invited to compete at the Region's Ranger Union where they are presented with a wide variety of challenges to conquer.
    Benefits: Rare wild Pokémon are made more common based on the number of medals. (4 medals drop 1 star, 8 medals drop 2 stars)
    Other: 8 Events per Region. Ranger Medals are earned. Goal is to be invited to the Ranger Union Competition.

    ---

    Tactician
    Trainers who compete in Tactical Battles. Tacticians who have won all the Emblem in the region can compete against the Council of Masters and the Grandmaster.
    Benefits: At the beginning of the battle, the player chooses one type (Fire, Water, Grass, ect) and their Pokemon's move of that type gets a 5% times the number of Emblems they have (10% once they get all ten, ending up with a 1.5 power boost)
    Other: 8 Gyms per region. Emblems are won. Goal is to face the Council of Masters and the Grandmaster.
     
  5. Haas

    Haas The Master of the Night Administrator

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    This is for things like the Mission Board, traveling to Orre and Holon, and events.

    1st Ribbon/Trophy/Medal = 1 Badge
    2nd = 2-3 Badges
    3rd = 4 Badges
    4th = 5 Badges
    5th = 6-7 Badges
    6th = 8 Badges

    1st Badge, Emblem, Ranger Medal = 1 Badge
    2nd = 2 Badges
    3rd = 3 Badges
    4th = 4 Badges
    5th = 5 Badges
    6th = 6 Badges
    7th = 7 Badges
    8th = 8 Badges

    1st Tournament Cup = 1-2 Badges
    2nd = 3-4 Badges
    3rd = 5-6 Badges
    4th = 7-8 Badges

    Decolore Rates
    1st Ribbon/Trophy/Medal = 1-2 Badge
    2nd = 3-4 Badges
    3rd = 5-6 Badges
    4th = 7-8 Badges

    1st Badge, Emblem, Ranger Medal = 1-2 Badge
    2nd = 3 Badges
    3rd = 4 Badges
    4th = 5-6 Badges
    5th = 7 Badges
    6th = 8 Badges

    1st Tournament Cup = 1-3 Badges
    2nd = 4-6 Badges
    3rd = 7-8 Badges
     
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