Pokemon Challenger SYSTEM

The rules and information for Pokemon Challenger.

Pokemon Challenger SYSTEM

Postby MasterDJ » Sat Jan 09, 2010 3:30 am

In Pokemon Challenger, the Academy is where children go to become proper Trainers. They are taught to follow the laws of the trainer at all times.

1. A Pokemon Trainer is of 14 years of age and no younger if they possess license from an Academy.

2. A Pokemon Trainer without the Academy backing them is lawfully able to handle Pokemon at the age of 16 and no younger.

3. All Trainers are given a Command Pokemon. If that Pokemon is lost, then the Trainer's license is in jeopardy of being revoked.

4. Acting in a way that may harm the credibility of the Academy will not be tolerated, and licenses will be revoked as needed. In worst case scenarios, the Academy will disown the Trainer in question.


Locations

Timbre Island: The northern most island, it is based on the land of Sinnoh. Academies here hand out Sinnoh starters Turtwig, Chimchar, and Piplup, along with the Pokemon Eevee.

Pitch Island: The western most island, it is based on the land of Kanto. Academies here hand out Kanto starters Bulbasaur, Charmander, and Squirtle, along with the Pokemon Buneary.

Rhythm Island: The eastern most island, it is based on the land of Johto. Academies here hand out Johto starters Chikorita, Cyndaquil, and Totodile, along with the Pokemon Azurill.

Dynam Island: The southern most island, it is based on the land of Hoenn. Academies here hand out Hoenn starters Treecko, Torchic, and Mudkip, along with the Pokemon Aipom.


Terminology

Command Pokemon: The starter Pokemon given by an Academy. It is akin to a license and determines the rank of the Trainer by its prowess. It cannot be traded or released, as losing it risks the loss of the Trainer's license.

Pokedex: A hand held computer, it not only displays data on Pokemon seen, it can also show data on Pokemon currently battling, and houses a digital wallet to hold all funds. Try not to lose it.

Academy: A school made to raise proper Trainers. Every island has a main campus, and every city has a satellite campus.

Academy Master: The head of an Academy, and the one responsible for handing out Pokemon, Pokedexes, and overseeing classes. Each is a Pokemon Professor.


Battle

Battles are based on combat RP, and thus can be as boring or as dynamic as one can make it. At the beginning of each battle the surroundings are given so the Trainer can figure out how best to use the environment. Experience is determined by battle count, and each Pokemon is worth a certain number of battles.

Your Pokemon will learn moves and evolve at the same pace as in the games, so I suggest finding an encyclopedia. http://www.serebii.net is a wonderful place to use as reference.

Single Digit Levels: Level up in 10 battles.

Double Digit Levels: Level up in 20 battles.

Double Digit Levels (Pokemon with second stages): Level up in 30 battles.

No items may be used during a battle, only hold items like Berries.


Techniques

Pokemon abilities are numerous, and they will learn as they grow, though Trainers can also take them to move tutors to learn new and custom attacks. Move tutors can also teach a Pokemon to combine certain attacks into brand new ones.

Also, wins in Pokemon Gyms yield Tech Cases, items that when equipped to Pokeballs bestows attacks exclusive to that Gym Leader, and they ignore type restrictions.

Capturing Pokemon

A Trainer may have only six Pokemon on their person. Anything beyond that will be sent back to the Academy. A Trainer can only use up to six Pokeballs of any one type in a thread. Battles against a Pokemon you want to capture are conducted like regular battles, except in wild encounters you are given a time limit before the Pokemon escapes capture completely.

Pokeballs of various types are unlocked by rank. The rank is determined by the kind of Pokemon you capture. The higher your rank, the more you can access.

Challenge Force

Challenge Force is a form of psionic power of the four tribes of Arts. Each island's tribe can use the power to help with their training. Each has four levels of power, increased by going on Tribe Quests. Please note, if your character is NOT of native blood, they can not have a Challenge Force.

Timbre Tribe's Healing Aura: The power to heal a Pokemon without the use of a Pokemon Center or item. This power can be used anytime in the field, but only once in battle with other Trainers, and three times in wild encounters.
Level 1: Light Damage
Level 2: Medium Damage
Level 3: Heavy Damage
Level 4: Revive (Can only be used once in a battle, returns Pokemon to half strengh)

Pitch Tribe's Absolute Mind: The power to connect to Pokemon spiritually to make capture easier. It can be used two times in any encounter. Cannot be used against Pokemon with bonds to their own Trainers.
Level 1: Levels 1-10
Level 2: Levels 11 - 20
Level 3: Levels 21- 30
Level 4: All Levels

Rhythm Tribe's Synchro Trust: The power to synchronize with a Pokemon, increasing their affection and obedience once captured and allowing for faster technique learning
Level 1: Levels 1-10, decrease level requirement for moves by 1
Level 2: Levels 11 - 20, decrease level requirement for moves by 2
Level 3: Levels 21- 30, decrease level requirement for moves by 3
Level 4: All Levels, decrease level requirement for moves by 4

Dynam Tribe's Power Riser: The power to increase the experience from battles. Can be used five times in any one thread.
Level 1: 2 Points
Level 2: 4 Points
Level 3: 6 Points
Level 4: 8 Points

Seasons, League Challenge and Gyms

The Arts League takes place on League Island, a small island in the center of the archipelago. It operates twice a year, in summer and spring. Likewise, the various gyms, SIXTEEN (16) in all, will operate during various parts of the four seasons. Some will change staff, rosters, or even fully close during these times. You only need eight badges to get into the league, but to gain the most power one can go challenge all sixteen gyms.
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