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No. 18316 ID: 6a5a08

So that I can remember the different rolls and what effects them, I am making this thread.

Catch Roll: 1d100
Base: 40+ is catch
Rare Pokemon (eg. Dratini, Eevee): -10 to catch chance
Legendary (eg. Moltres, Suicune): -15 to catch chance
Godly Legendary (eg. Dialga, Palkia, Mewtwo): -20 to catch chance
Arceus and Mew: -25 to catch chance
Yellow Health Bar (below half): +10 to catch chance
Red Health Bar (less than 20%, or around there): +15 to catch chance
Paralysis: +5 to catch chance
Poison: +10 to catch chance
Burn: +10 to catch chance
Sleep: +15 to catch chance

Status Resist Roll: 1d20
Paralysis: 11+ is resist (12+ for Turn Taking each turn)
Sleep: 11+ for resist (15+ for Awakening each turn)
Poison: 12+ to resist
Burn: 12+ to resist
Confusion: 11+ to resist (10+ for No Self Damage each turn, 15+ to Snap Out of It each turn)

If you so desire this thread can also be used to discuss the Quest, although tis main purpose is an easy place of reference for these rolls.
Expand all images
>>
No. 18334 ID: 34470e

What about Great Balls, Ultra Balls, and Master Balls? What about Fast Balls, Heavy Balls, Nest Balls, etc.?
>>
No. 18337 ID: 6a5a08

I'll add those when they come in. We haven't even gone to the first gym yet. Plus, I'm trying to figure out numbers to make them fair, but also not a waste of money.

Master Ball doesn't need one, it's an automatic success.

Fast, Heavy, Net, etc. will be added if I decide to use them, but they would really just overcomplicate things. I don't usually use them in the games either, except for Dusk Balls.

And with much less of an inventory than in the games, lugging around 20 different types of capture devices wouldn't work very well.
>>
No. 18348 ID: 6a5a08

Update

Catch Rolls:
Great Ball: +8 to catch chance
Ultra Ball: +14 to catch chance

Status Rolls:
Flinch: 9+ to resist effect.
>>
No. 18386 ID: 6a5a08

Pink the Charmander:
Scratch
Growl
Attract

Yellow the Pikachu:
Thundershock
Growl

Plum the Gastly:
Sing
Lick

Bob the Caterpie:
Tackle
String Shot

Art the A-13 Grunt:
Pursuit
Leer
Gatorade
Bulk Up
>>
No. 18388 ID: 34470e

>>328186
That's it. When we get to a Name Rater, we are renaming ALL of these pokemon.
>>
No. 18450 ID: 903f16

>>328188
How much do you want to bet The Nerd won't want to and we'll be stuck being named after colors. I just can't wait until he runs out and needs to start using really obscure ones.
>>
No. 18475 ID: 34470e

>>328250
How much do you bet I'll order the pokemon to attack him until he does?
>>
No. 18505 ID: 6a5a08

[All stats are tracked in levels except HP, to make things easier for me. Also, other parts of the probably complicated Pokemon games system will be simplified or changed into a way that makes things easier for me, because I am lazy and not a supercomputer. I'll probably elaborate on things as we go, rather than all at once, as well]

Pink:
Hp: 19
Atk: 2
Def: 2
Spd: 3
Sp. Atk: 2
Sp. Def: 1
Lck: 2 [for every 4 levels of luck, all rolls in a situation involving the Pokemon will have a +2 chance of success]

Yellow:
HP: 17
Atk: 1
Def: 1
Spd: 3
Sp. Atk: 2
Sp. Def: 2
Lck: 2

Plum:
Hp: 14
Atk: 1
Def: 1
Spd: 2
Sp. Atk: 2
Sp. Def: 3
Lck: 2

Bob:
Hp: 16
Atk: 2
Def: 2
Sp. Atk: 2
Sp. Def: 2
Lck: 2

Art:
Hp: 20
Atk: 3
Def: 2
Spd: 1
Sp. Atk: 1
Sp. Def: 2
Lck: 1
>>
No. 18743 ID: 6a5a08

Pink: Level 6
Hp: 19
Atk: 3
Def: 3
Spd: 3
Sp. Atk: 2
Sp. Def: 1
Lck: 2

Yellow: Level 5
HP: 17
Atk: 1
Def: 1
Spd: 4
Sp. Atk: 3
Sp. Def: 2
Lck: 2

Plum: Level 5
Hp: 14
Atk: 1
Def: 1
Spd: 4
Sp. Atk: 2
Sp. Def: 3
Lck: 2
>>
No. 18745 ID: 6a5a08

Movesets

Yellow:
Thundershock
Growl
Tail Whip

Plum:
Lick
Sing
Spite (Due to not using PP system for all moves, acts the same as Disable)
>>
No. 18804 ID: 6a5a08

Status Rolls
Freeze: 11+ to resist (15+ to thaw out each turn)

Abilities
Pink:
Blaze: When HP is in yellow, power of Fire Type moves increases by 50%. When HP is in red, power of Fire Type moves is doubled.

Yellow:
Static: Pokemon who attack with direct contact attacks must roll for Paralysis.

Plum:
Levitate: The Pokemon is immune to Ground Type attacks, unless affected by the move Gravity.
>>
No. 18952 ID: 6a5a08

Spite/Disable/Similar Moves: 1d20
1-4 = Last used move disabled for 2 turns.
5-8 = 3 turns
9 - 12 = 4 turns
13 - 16 = 5 turns
17 - 20 = 6 turns
>>
No. 19072 ID: 6a5a08

Stuff that can be done while travelling:

Chat- Teammates chat with each other, higher approval scores can add bonuses in team battles or other cooperative things, and also they will be more likely to listen to your more crazy or unusual plans or ideas.

Find Pokemon- Search for a Pokemon by rolling 1d100, 1-79 is normal Pokemon, 80-100 is finding a wandering legendary (eg. Raikou, Mesprit) after it begins wandering, or rolling again for a rare Pokemon, or a Pokemon not normally found in an area, but plausible for that area. (eg. Mneme's suggestion to find an Aron).

Search for item- roll 1d100, over 40 is item find. Item depends on location and whatever I come up with.

Proceed- Moves on.

Go Back- Returns to last town.

If there is no reply within a certain amount to time (Whenever I get bored and decide to update again), will automatically Proceed.

Approval Ratings
Pink:
Yellow- 10
Plum- 10

Yellow:
Pink- 12
Plum-10

Plum:
Pink- 10
Yellow-10
>>
No. 19584 ID: 6a5a08

Patch the Sableye: Level 16
Hp: 39
Atk: 7
Def: 4
Spd: 6
Sp. Atk: 5
Sp. Def: 2
Luck: 4
>>
No. 19760 ID: 6a5a08
File 127900927743.jpg - (54.30KB , 720x720 , TooBadIForgotTheToothpaste.jpg )
19760

>>329541
The first time I bought something and actually paid for it instead of electrocuting the shopkeeper. It was a toothbrush.
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