The Best Role Play Ever

    Rules and Starting Guide


    Jessica Steele

    Posts : 28
    Join date : 2012-05-31
    Age : 21
    Location : Pallet Town

    Rules and Starting Guide

    Post  Jessica Steele on Thu May 31, 2012 10:51 pm

    Be friendly to other Roleplayers. They're here for the same reason you are: to have fun. Nobody likes a whiner or flamer or troll. Please be respectful!

    Having multiple accounts is unacceptable. Anybody caught with more than one account will result in BOTH accounts being permanently banned, period.

    We do not condone excessive profanity. We'll allow for the odd cuss if your character has a vulgar disposition, but try to simmer down sometimes.

    Please separate game events you are posting from things that are not being said by your character by using "OOC" (out of character).

    If you see someone disobey the rules, report the post so we can deal with it. A lot of rule-breakers are either new to the system, or people who trip over the odd obscure rule. In those cases, we'll give you a friendly little kick in the ass in the proper direction.

    Avatars should not be wider than 120 pixels to avoid stretching the board. There is no file size constraint, but they must conform to the Forumotion's Terms of Service.

    Signatures may not not be excessively tall and can not stretch the forum horizontally.

    Character Purges occur from time to time, depending on the number of inactive accounts. If your account has been inactive for at least sixty days, unless a valid reason has been given, your character can be deleted. However, if you catch more than one Pokémon, your character will be safe. So if you decide to rejoin the board at a later date, you will be good to go.

    Finally, just don't be a moron. Nobody likes a moron.

    General Roleplaying Rules

    Do not lag unexpectedly. We want this game to operate as fast as possible. In the event we can't do that, we want to expect obstacles. If you're going somewhere, notify the board in the Welcome/Goodbye section, we'll keep your character safe and warm. Seventy two hours is a general rule of thumb: if you don't respond within three days, the people you are playing with may skip over you and continue or even write you out of the topic.

    Your Pokémon and Trainer are considered to be separate entities in a topic. Try not to confuse one with the other.

    Your Pokémon and Trainer should only be in one topic at one moment in time. This is to provide consistency instead of topic jumping and keeping things in line to avoid liquid time canon issues. Additionally, you must travel from location to location in order unless you have a travel item. Use the Maps to plot out your travel plan.

    Do not put up one post topics, they clutter the forums. This means that if you want to pass through a city or location to get to another, you have to actually roleplay there unless you have bought a Bike or another location skipping item.

    Godmoding is generally not allowed. You are responsible for your own character, so don't unfairly control the circumstances of anyone else's character (without their prior permission).

    Do not godmode (AKA powergame) either. Having a unnaturally strong character will result in the suspension of your character's actions. Godmoding is usually attributed to super strength, speed, defense and charisma. Yes, this IS Pokémon, but we are not running by the game stats, which means your Salamence CANNOT two hit knock out anything that moves... usually. MOST Pokémon cannot destroy buildings with a single punch or crap like that, so don't have your Dugtrio level a city with a single Earthquake or something dumb like that. If Pokémon could all cause that level of destruction, the planet wouldn't last for a MINUTE.

    This board uses the PokéDollar as its general currency. Money can be earned in a number of ways in-context; challenge other Trainers and earn prize money for winning, doing jobs, participating in competitions, and even participating in Staff-made events designed to offer you money!

    Of course, SPENDING the money you earn is also up to you. You can buy items from a local PokéMart or store (conveniently located in a topic for each city), make deals with other members, or even track down Vendors and purchase unique items found nowhere else!

    If you have a few extra bucks, you can donate to the site by using the bottom of the site to buy *poke* 1,000 for a dollar. In addition to helping out and getting an Achievement, every ten dollars you donate gets you an additional *poke* 500.

    Jessica Steele

    Posts : 28
    Join date : 2012-05-31
    Age : 21
    Location : Pallet Town

    Re: Rules and Starting Guide

    Post  Jessica Steele on Thu May 31, 2012 10:53 pm

    Discipline Policies

    The first offense almost always results in a warning. Being rude and godmod(d)ing will usually only result in a verbal warning, via PM or IM, but spamming and large arguments usually result in an official board warning.

    Large spam attacks, trolling, massive godmod(d)ing and the like may result in permanent bans.

    The second offense may result in another warning, or being banned for twenty four hours.

    A third offense usually results in a forty eight to seventy two hour ban. You will lose access to the board, and the CBox if it becomes a problem.

    Any bitching about punishment will result in a Perma-Ban, Basically, it goes like this...

    Jessica Steele

    Posts : 28
    Join date : 2012-05-31
    Age : 21
    Location : Pallet Town

    Re: Rules and Starting Guide

    Post  Jessica Steele on Thu May 31, 2012 10:53 pm


    If you use a move on your opponent and they do not respond to it within forty eight hours of your posting, then the move is an automatic success and you may post exactly what the move does to their character and may then take another turn. After three of these autohits, you may declare yourself the winner of the battle.

    If an opponent ignores your move, you may claim an autohit on them. Please be sure to post that they ignored your move and point out where.

    Player vs. Player battles are not moderated. If you feel like your opponent is cheating, go to a Staff Member.

    Every damaging attack that hits deals at least one point of damage regardless of defenses or variable damage calculation.

    While Recreational battles follow whatever rules both Trainers agree on, Official Battles have a special set of rules to go by. Official Trainer Battles are fights that fall under the jurisdiction of the Official Pokémon League. All battles that they sponsor must follow these rules and failure to do so will result in an automatic loss in whomever breaks them. Official Trainer Battles include Gym battles, Elite Four/Champion battles, and Ranked battles. Recreational battles and other things do not have to follow these rules.

    Jessica Steele

    Posts : 28
    Join date : 2012-05-31
    Age : 21
    Location : Pallet Town

    Re: Rules and Starting Guide

    Post  Jessica Steele on Thu May 31, 2012 10:55 pm

    Combat 2.0

    This is our in depth combat system unlike any you will see on any other site.

    There are two types of Moves on Pokémon Dimension, One Slot and Two Slot Moves. In a turn, players have two "Move Slots" that they can fill out however they wish.

    One Slot Moves include basic attacks, Buffs, and Debuffs. A player may use two One Slot Moves per turn, but there are a few restrictions.

    The same move can not be slotted twice.

    If two offensive Attacks are slotted, only one may be used for offense. The other shall be used for defense.

    Two Buffs or Debuffs that boost or lower the same Stat can not be slotted.
    Example: Defense Curl and Bulk Up

    Debuffs are considered as Attacks, so they cannot be used to proceed with another Attack. Buffs, on the other hand, can as they are used for defense/support.

    Two Slot Moves include powerful Attacks, Healing Moves, Multi-Hit Attacks, One Hit KOs, Weather Changers, Status Changers, and other powerful techniques. These moves require the Pokémon's full focus and thus, they can only use one Two Slot Move and zero One Slot Moves. For information regarding charging and cool down turns for Two Slot Moves, please consult their entry in the AttackDex.

    Order: Normally within a turn, a defensive turn is taken before the offensive turn. This is because the Pokemon’s first move would be to Counter/Avoid/Take or otherwise manipulate the incoming attack. Afterward, the offensive turn is taken to launch an attack. There are some special cases, however, when a defensive turn can come after an offensive one, but in nearly all cases, this does not happen.

    Options: You don’t HAVE to take a Defensive turn or an Offensive one. One could choose to take an attack head on or not attack and only defend. It is up to the Trainer and how they battle. A Trainer cannot save Slots for use in the next turn. If no offensive action is taken by the opponent, there is no move to defend against.

    Dodging: In order to preform a dodge, it is considered as a "One Slot" move. This prevents people from dodging and using two One Slot attacks after. This also avoids the possibility of being cheap by dodging and using a Two Slot move or a full turn count. Avoid attacks wisely.

    STAB: Same Type Attribute Bonuses do apply to moves on both Slots. If two Pokémon at the same level and same power use Water Gun, the one that is a natural water type will overpowered the non-water type because of STAB. This also includes the changing from physical to special or vice versa via STAB as mentioned in the Rules.

    Items: Items used by Trainers take a whole turn to use. However, an item held by a Pokémon only takes up a single Slot. In this way, it forces careful item usage and more strategy for Trainers. Keep note that when posting on the use of the Item, we expect some creativity out of it.

    Switching: Switching Pokémon takes up a full turn. This means they are left defenseless to whatever attack they switch in to and cannot perform a defensive move. Furthermore, since they did not perform an attack, there is nothing for the opposing Pokémon to defend against.

    Special Note: If Pursuit is used by someone after a person has switched Pokémon, it will take a full turn as well. But if it is used before (i.e. the Trainer predicted the switch), it will not. This is more a measure to balance Pursuit as it is an iffy move.

    Jessica Steele

    Posts : 28
    Join date : 2012-05-31
    Age : 21
    Location : Pallet Town

    Re: Rules and Starting Guide

    Post  Jessica Steele on Thu May 31, 2012 10:56 pm

    In combat, a Pokémon is able to use techniques that form the core of a Pokémon's combat abilities.

    A Pokémon has two separate groups of Moves: Innate Moves, and Learned Moves. Innate Moves are learned naturally by the Pokémon and are listed in that Pokémon's PokéDex entry. Any given Pokémon will know every Innate Move listed as being learned at a Level equal to or below its own. Unless it evolves or somehow becomes unable to use an Innate Move, it will never forget it, and will always be able to use it.

    A Learned Move, on the other hand, is one of three things:

    A Move that was taught via a Technical Machine to the Pokémon

    A Move taught to the Pokémon via other means, such as a Move Tutor.

    An Egg Move obtained through breeding.

    Learned Moves can not be obtained until a Pokémon is at least Level thirty. Additionally, a Pokémon must level up at least ten times with its current Trainer before being able to use Learned Moves. The only exceptions are Egg Moves and Moves learned through PTMs.

    A Pokémon may know up to four Learned Moves. If the Pokémon learns a new Learned Move and already has four, it must forget a previous one in order to make room. Once forgotten, a Learned Move cannot be recovered without a Move Tutor so choose your moves wisely!

    Please keep your Pokémon's Learned Moves in a list with that Pokémon's profile and statistics. Innate Moves... well, you should be able to figure that out just by looking at your Pokémon's PokéDex Entry and comparing its Level to the Learn Levels of the Innate Moves in its entry!

    Hit Points, also known as HP, are a set number of points representing how healthy your Pokémon is. Every time your opponent lands a hit on you, you lose a certain amount of hit points. How much hit points you lose depends on the base power of the move, the ferocity of the move, and the type of move when applying weaknesses and resistances. When your HP hits zero, your Pokémon faints due to sustaining too much injury.

    Your Pokémon’s HP does NOT recharge as your progress through a topic. The only methods to restore a Pokémon’s health are HP Restoration Items such as Hold Items, Berries, and Potions, HP Siphoning moves (Be it Pokémon or the terrain), or getting your butt over to a Pokémon Center. However, by traveling from one area to the next (Ex. Walking from Kuro Caverns to Shinrei Caverns) your Pokémon will recover 50% of their total HP.

    Stamina, not to be confused with HP, is the amount of energy your Pokémon has to battle. The more energy a Pokémon puts into battle, the quicker its stamina depletes so don‘t push them too hard. As a Pokémon’s Stamina lowers it gets noticeably slower and more sluggish, less accurate, and dodges become much more difficult to pull off, if at all. When a Pokémon runs out of Stamina they faint from exhaustion, so don’t neglect it.

    A Pokémon’s stamina can be affected in a number of different of ways:

    Successfully dodging of an opponents attack will result in ten points of Stamina being depleted on the spot, with an extra point added on each time if you dodge consecutively.

    If your opponent only manages to graze you with their attack, making it only a partial dodge, you will instead lose only five points of Stamina and take only a quarter of the attacks initial damage.

    When using moves like Fly or Dig, the first turn of the move will always result in ten points of Stamina being depleted, since the phase technically counts as an auto-dodge.

    Using moves like Teleport and Extreme Speed to dodge will always result in five points of Stamina being depleted.

    Moves that cause the user to receive recoil damage will, rather than take away HP, further exhaust the user and cause Stamina to be depleted. How much stamina that's depleted depends on the move itself, refer to the MoveDex for that.

    Moves used consecutively each turn will result in two points of Stamina being depleted.

    Powerful moves, such as Draco Meteor and Overheat, in addition to decreasing the Pokémon's power each time they’re used, will also lose five points of Stamina for each usage.

    Note that not unlike HP, Stamina also has a few ways to be recharged as one travels. Basic and easy way is to allow stamina on your Pokémon to simply recharge as you, the Trainer, walks around. For each post after a battle, the Pokémon used will gain five stamina points for each post afterwards made by the player in that topic. Also, when you travel from one area to the next, your Pokémon’s stamina will be completely replenished regardless of how low it was. There are also Items, Abilities, Moves that can allow a Pokémon to regain its Stamina.

    As your Pokémon’s Level reaches a new multiple of ten, their HP and Stamina will naturally increase accordingly.

    Level Sets
    Level Range HP Stamina
    1-9 50 50
    10-19 70 70
    20-29 85 85
    30-39 100 100
    40-49 110 120
    50-59 120 140
    60-69 130 160
    70-79 140 180
    80-89 150 200
    90-100 160 220

    Typically, a move’s power equals the amount of base damage (check the MoveDex for the move's base damage) it does to the foe’s HP. However, there are a few factors that can alter the power of a move:

    Type weaknesses and resistances greatly alter damage done by a move. Super effective hits will deal two times the original damage, while not very effective hits will deal half the original damage.
    Example: If a Pokémon uses a Fire move and on Grass-type and the base power of the move is forty, than the power of it is doubled making it do eighty damage. If a move is used against a type that resists it, such as a fire move being used on a Water-type, the damage is halved to twenty.

    Double effective and least effectives are also in place.
    Example: If a Pokémon uses a Fighting move and on a Bisharp (Dark/Steel) and the base power of the move is forty, than the power of it is multiplied by four making it do one hundred and sixty damage. Likewise, a Dark move will only deal ten damage.

    Buffs and Debuffs (also known as Stat Changers) work in increments of two with a maximum of six stages meaning that up to twelve points can be added or subtracted to Attacks. If a move has been sharply/dramatically boosted, those work in increments of four with the same limit of twelve points.

    Same-type Attack Bonus, or STAB, will add ten damage to the power of a move if it’s same type as the user.
    Example: A Charmander using Ember will have the base power with an additional ten points while a Bagon using the same move will not receive any bonuses.

    The ferocity, known to be as Critical Hits, of a move also determines the amount of damage it does. If a move is executed in a way that would damage the foe more than usual, then these moves can be used in devastating ways to result in a 1.5x increase in damage.
    Example: A Charizard taking a point-blank Hydro Pump to the face, it is considered a Critical Hit.

    Abilities, such as ones like Blaze and Torrent, may also influence the final power of moves when activated.

    And that is our battle system. Here to answer the question that is most likely on all of your minds is Giorgio A Tsoukalos.

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    Re: Rules and Starting Guide

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