Fybertech Forums

General Category => Roleplaying => Topic started by: Blazeman on October 11, 2006, 07:32:11 pm

Title: PokeRP: Status ailments and Stat changes
Post by: Blazeman on October 11, 2006, 07:32:11 pm
With a Pokémon-based RP, there are moves that inflict status ailments. Here's how I think they should go in the RP.

"Marked" status ailments: A pokémon can be afflicted with only one of these at a time. These remain after the battle.

Sleep: Every time the Sleeping pokémon tries to attack, roll a 1d2. On 2, the pokémon wakes up. Pokémon with the "Early Bird" trait are given 2 chances per turn to wake up.
Paralyze: Every time the pokémon tries to attack, roll a 1d4. On 1, the attack does not execute.
Freeze: Every time the pokémon tries to attack, roll a 1d3. On 2, the pokémon is defrosted. A pokémon is immediately defrosted if hit by a Fire attack.
Poison: After the pokémon attacks, it takes 1d5 damage.
Toxic: After the pokémon attacks, it takes 1dX damage, where X is the number of turns since it was afflicted with the ailment. The counter resets when the pokémon is called back from battle.
Burn: Attacks done by this pokémon do half damage. After each attack, it takes 1d2 damage.

"Unmarked" status ailments: A pokémon can be afflicted with any number of these, as well as a "Marked" ailment. These wear off when the pokémon is called back from battle.

Confusion: Every time the pokémon tries to attack, roll a 1d4. On an odd number, the pokémon attacks itself for 1d10 damage instead of doing the attack it was supposed to. On a 4, it snaps out of confusion
Infatuation: Every time the pokémon tries to attack, roll a 1d2. On 1, the attack does not execute. This status is healed when the pokémon that inflicted this is taken out of the battle.
Nightmare: Every turn the pokémon is asleep, it takes 1d10 damage.
Leech Seeded: Every turn, the afflicted pokémon takes 1d5 damage, and the pokémon that inflicted the status gains the lost HP.

If there are any ailments that I missed, or if the effects need to be changed a bit, let me know.

Edit: This topic will also be used for stat changes (Attack/Defense/Accuracy/Evasion Up or Down).

For all "Stat Modification Levels", it can be within a range of -6 to 6. Any attempt to bring it below -6 or above 6 will have no effect. For example, if the target has a -5 Defense SML, and Screech is successfully used, Defense SML will go down to -6, not -7.

If attacking with a physical attack, attacks do: (Dice Roll) + (Attacker's Attack SML * 2) - (Defender's Defense SML * 2)
Also, for each turn, factoring in Accuracy and Evasion, if (Defender's Evasion SML - Attacker's Accuracy SML + 5) is greater than 5, then every attack attempt must roll a 1d(Defender's Evasion SML - Attacker's Accuracy SML + 5), and if the roll is 6 or higher, the attack misses.
Title: Re: PokeRP: Status ailments and Stat changes
Post by: Deck on October 12, 2006, 02:10:13 pm
Don't forget, that a paralyzed Pokémon always attacks second.

Some battle strategies are used with a sleeping Pokémon. Is it possible to skip the "wake up" roll for maybe the first three turns? Afterwards you are forced to take the roll?
Title: Re: PokeRP: Status ailments and Stat changes
Post by: Blazeman on October 12, 2006, 09:10:46 pm
I can see where that can be useful, but I think there have been some 1-turn wakeups in the games as well.

As for first-strike/second-strike, we don't have a good formula for speed yet...
Title: Re: PokeRP: Status ailments and Stat changes
Post by: Armchair on October 12, 2006, 10:04:54 pm
This weekend I may just test the waters with a very simple turn-based PokeRP.