This is a roleplay for 3 players of Pokemon.
This is also my first roll to dodge.
So here are the rules of this:
The map for this is mostly map of Kanto. There are locations that were not in games, but all that are in FireRed/LeafGrean are here.
Towns will not be mapped, but combat areas will.
No darkness will happen.
1 turn is 10 tiles (20 tiles on bike) and 1 round of battle.
Within towns, 1 turn is moving between 2 places, or shopping.
Pokemon will not have EV, IV and natures but otherwise their stats will be unaffected. Their base stats will be according to bulbapedia, Hoenn region.
Battles work somewhat differently than in pokemon games.
The order of pokemon moving is still determined the same way, but damaging moves work as follows:
If the move hits, 1dPower is rolled (or (1+1d4)dPower for multihit moves) the result is multiplied by apropriate attack and effectivity and divided by apropriate defence.
(1dPower)*Att*Effectivity/Def
Set damage moves or non-damaging moves work the same as in games.
Damaging weather hits all creatures in it, that do not resist it with Power=50 (sp.)Att=20
A Pokemon is Fainted at HP>1
A Pokemon is DEAD at HP >(-HP.Max+1)
A Fainted Pokemon can be caught with 100% succes rate, unless owned.
Battles take place on the map and cover may play a role.
Abilities and held items will work as normal.
Sturdy and Focus Sash, prevent Fainting directly, rather than stopping HP at 1.
While statu inflicting moves work as normal, statuses themselves do not.
A pokemon can have any number of statuses
Burn: Cured by being hit by any water move
Attempting to burn a frozen target will thaw them out instead
Inflicts 10 FIRE damage per turn (altered by resistance)
Frozen:Cured by being hit by any fire move
Cannot be inflicted on a burning target
Sleep: Cured by being damaged
Cannot be inflicted on a burning or poisoned target, or target being damaged by weather
Paralysed: 1/10 chance of being cured by an electric hit. Electric pokemon can not by paralysed by electricity.
Poison: Inflicts 20 POISON damage per turn (altered by resistance)
Infatuated: Cured by being damaged by target
Confused: Cured by any damaging Ice move
Because a single move may vary between regions, all moves are their Sinnoh variations.
All Pokemon learn all moves they would from Kanto to Sinnoh, at the lowest level they can in the four regions.
Moves are never forgotten, even if new ones are learnt. TMs do break.
All moves can be used outside of battle.
Healing moves have Power equal to the %HP they would normaly heal and deal HEAL damage, which is absorbed by all creatures.
Players (or humans in general) are also creatures, starting on level 1, with base stats
HP=200
Att=35
Def=35
Sp.Def=50
Sp.Att=50
Spd=40
All own backpacks of Holding.
As EVs do not exist, objects permanetly raising stats do not exist either.
Only 6 pokemon can be carried on person. Only 12 Pokemon can be stored in PC.
Pokemon written as [(Name) (Species) HP:(HP)/(HP.Max) LV:(LV) Status(List of statuses OR "Fine")]
Most things are possible.
They may require a d20 roll though.
Copy your character sheet with your posts!
Name:
Color:
Your starter: (Can be any starter from Kanto, Johto, Hoen or Sinnoh, but at most one of each species, Starts at LV=5)
Your Pokemon with you:
Your Pokemon in PC:
Your Items: (You can start with 3 RL items, that a person could reasonably carry with them)
Your ¥: (Start with 3000)
@ =Player
U =Other Humans
. =ground
^ =grass
~ =water
~ =lava
# =obstacle
! =cuttable tree
* =Rollable boulder
[_] =Ledges
<> =up and down ladders/stairs
+ =door
0 =hole
something =!!something!! on fire
something =something frozen
Other letter = Depends on context