Mechanics

Pokémon battles are a core component of the world of Pokémon in general. Therefore, much site progression revolves around Pokémon battles. While the mechanics behind them can be complex, we have done our best to make them as simple and as easy to understand as possible. This section will list all of the battle rules and mechanics, as well as detail the various types of battles. If you have questions, feel free to reach out to a staff member!


Before proceeding, we would like to define two terms:

A turn is the act of one character choosing actions for their Pokémon to take, and the Pokémon taking those actions.

A round consists of each combatant in battle taking one turn.

Player vs. Self (PvS)

By far the most common type of battle in Ageos, these battles are largely self-regulated. In PVS battles, you are the only player participating, largely controlling both sides of the battle. These battles most often come up in Journeys, Discoveries, and Training Grounds, when fighting NPC Trainers and wild Pokémon.. As long as you make it a fair and interesting battle, you are free to determine the details of the battle including the outcome.


Typically these battles take one post, though you may split them up into multiple posts (at approximately every 500 words per post) if the battle runs particularly long. Ultimately it is up to you how the battle shapes itself, but if staff members or Content Moderators notice your character is constantly winning battles in the face of unlikely or even nearly impossible odds, we will let you know you are abusing your PvS privileges and will expect immediate corrective action. Otherwise, you will lose your privilege to conduct PvS battles, and all of your battles will be required to be Modded for a time. Trust us - you don’t want that to happen. Have your character lose a critical battle every once in a while! It’s great for character development.

Modded NPC vs. Player (NPC PvS)

This system is primarily used for Gym battles or Contests against NPCs, but can be used for any NPC battle you want modded. It is primarily Player vs. Self but has mod prompts thrown in. If you are playing a Trainer, you will want to pay special attention to this section, as it is crucial for advancing in your Class Rank.


At the start of the battle, the player will send out a number of Pokémon appropriate to the battle style (usually 1 or 2), roll a single percentile die, then Mod Call. The Content Moderator will send out the same number of Pokémon, then roll a percentile die for each of them. Whoever rolled higher, as well as the difference between the rolls, determines the difficulty of the battle. The battle can be labeled “Very Easy”, “Easy”, “Medium”, “Hard”, “Very Hard”, or “Super Hard”. For formats involving multiple Pokémon battling simultaneously per side, the player’s single percentile die is compared to each mod roll individually, meaning individual battles can be different difficulties.


The battle then plays out similarly to a freeform PvS battle, except that the battle’s difficulty determines a minimum word-count requirement to win the battle, based on a table further in this section. Type alignment can further modify the word-count requirement.


For formats involving multiple simultaneous battles, total word count matters more than individual word count, but the strength of each opponent should be driven by individual difficulty. For instance, a Neutral Easy Pokémon (250) and a Neutral Hard Pokémon (650) require 900 word-count to defeat both. The split does not necessarily need to be close to those word counts, but the Hard Pokémon should be the primary focus of the battle overall.


If your Pokémon faints or is withdrawn, you will send out a new one and roll again, and your new roll will be compared with the original rolls of that Pokémon. The word count you put into the fainted Pokémon is subtracted from the new word-count requirement. For instance, if you write a 300-word battle then have your Pokémon faint, the word-count requirement with your next Pokémon is reduced by 300. This represents the damage your first Pokémon dealt before fainting.


Once the NPC’s Pokémon is defeated, you will Mod Call to have the Content Moderator determine a replacement Pokémon for the NPC as well as compare your rolls and the NPC’s rolls to determine the next battle’s difficulty. The Content Moderator may also write a prompt for you to follow, such as use of a specific tactic that will need to be incorporated into your battle. Players are free to control the NPCs speaking and acting during the battle to some extent, as long as the NPC’s personality is followed.


If a Content Moderator feels you are abusing this system, they reserve the right to raise your required word-count or instantly faint one or more of your Pokémon as a result of writing the battle unfairly. This will typically only be done as punishment for abusing the system; as long as you are being reasonable with your battles, this should never happen.


There will also be a system to represent sustained damage on the player’s side. If one of your Pokémon is in battle for more than two posts, the word-count requirement is increased by 100 for each post, including the current one, that the Pokémon is in battle for. This means +300 WC for the third, +400 for the fourth, etc., until the Pokémon is recalled and removed from the battle.


Pokémon pushed too far can also suffer Injuries this way. At the end of the third consecutive post with the same Pokémon, that Pokémon has a 10% chance of suffering 1 Injury. At the end of the fourth, it has a 10% chance of suffering 2 Injuries and a 15% chance of suffering 1 Injury (for a 25% cumulative chance.) At the end of the fifth, it has a 10% chance of suffering 3 Injuries, and 15% chance of suffering 2 Injuries, and a 25% chance of suffering 1 Injury (for a 50% cumulative chance). At the end of the sixth and every post after that, it has a 10% chance of suffering 4 Injuries, a 15% chance of suffering 3 Injuries, a 25% chance of suffering 2 Injuries, and a 50% chance of suffering 1 Injury (for a 100% cumulative chance). Any Pokémon with 3 or more Injuries must be immediately recalled.


The steps above repeat until all Pokémon on one side have been rendered unable to battle. Note that due to the nature of the system, no Pokémon switching is allowed at all. Any move that causes a Pokémon to switch out, whether it be enemy or ally, cannot force a Pokémon to switch out. Feel free to come up with creative ways for these moves to work in your battles.



Only the most extreme type matchup will be applied per Pokémon. Multiple favorable or unfavorable type matchups on the same Pokémon overlap, not stack.


Both sides having the same amount of advantage or disadvantage cancel each other out. Advantage and disadvantage on the same side cancel each other out. If a double advantage or disadvantage is paired with a single of the opposite, only half of the double advantage or disadvantage is canceled out, resulting in single advantage or disadvantage.


Immunities only count when the Pokémon would be immune to all Pokémon on the opposing side. In this case, immunities are treated as double advantage. Immunities are not applied if there are multiple types involved, unless the Pokémon is immune to all of those types.


You must actually use moves of the appropriate type to utilize type advantage. While not every move needs to take advantage of this, you should be pressing your type advantage at least some.


Similarly, if your opponent has moves that have type advantage over you, assume your opponent will primarily use those. While not every move needs to be of this type, they should likewise be pressing advantages against you.


Here are the criteria used to assign difficulties for battles.

Very Easy: The difference between your roll and the mod’s roll is +70 to +94.


Easy: The difference between your roll and the mod’s roll is +30 to +69.


Medium: The difference between your roll and the mod’s roll is -14 to +29.


Hard: The difference between your roll and the mod’s roll is -54 to -15.


Very Hard: The difference between your roll and the mod’s roll is -84 to -55.


Super Hard: The difference between your roll and the mod’s roll is -85 to -94.

The below chart indicates the word-count requirements for every possible difficulty and advantage. Advantage refers to player advantage, and weakness refers to player disadvantage.


word count battle guide


Exceptions to these rules are listed below:

If you roll 96 or more, and at least 25 points above the opposing Pokémon, you may KO that Pokémon with no word-count requirement. For multi-battles, this only applies to each Pokémon you rolled at least 25 above.


If you roll 96 or more, but within 25 points of the opposing Pokémon (either above or below), the battle is treated as one difficulty level easier than the chart would otherwise suggest.


If you rolled 5 or less, and at least 50 points below the opposing Pokémon, your Pokémon will suffer an automatic loss, but the losing Pokémon’s word-count will carry over to the next Pokémon as normal. In multi-battles, this is applied separately for each of your Pokémon.


If you rolled 5 or less, but within 50 points of the opposing Pokémon (either above or below), the battle is treated as one difficulty level harder than the chart would otherwise suggest.


Nothing special happens when the mod roll is either 96 or more, or 5 or less.

We know it's a lot to take in, so if you have any questions, feel free to reach out to any staff member!

Player vs. Player (PvP)

When two player characters wish to battle each other, a PvP battle ensues. While an in-house battle system is still being tested and refined, currently the way to resolve a PVP battle is to have players agree to who wins the battle by any method they decide (Site PM, Discord DM, in the #arena channel in the Discord server, or any other method both players agree to) and take a screenshot of the result. Then the players can RP out the battle however they would like,


If there is an argument over the integrity of the battle, please get in touch with a staff member.

Health & Energy

To discourage godmoding, World of Pokémon: Ageos has a simple HP, Energy, and Injury system.


All Pokémon have 150 base HP, which can be raised up to 200 HP via consumable items. HP will only typically be used for the upcoming PVP Battle system. More importantly is Energy. Every Pokémon has 3 base Energy, which can be raised up to a maximum of 6 Energy via consumable items. A Pokémon faints when its HP or Energy is reduced to 0. At the beginning of a thread, all Pokémon in your party start with maximum HP and Energy, unless an Injury has temporarily reduced these values.


HP is only affected by PVP battles, and is independently tracked from Energy. For instance, a Pokémon that had battled two wild Pokémon before starting a battle with your thread partner will still have full HP.


1 point of Energy is consumed after every standard battle, regardless of the outcome. This is meant to gauge the number of battles your Pokémon can endure before suffering from exhaustion. The only exception is if a Pokémon faints, its HP and Energy are both reduced to 0. Note that HP and Energy are both tracked independently in each thread; HP and Energy loss from one thread do not carry over to other threads unless you specify otherwise that you want your HP and Energy to carry over to a new thread (for instance, if you are ICly traveling through two areas without resting).


Energy is not deducted until after a battle is over. After the battle that would deduct your Pokémon’s final point of Energy, you may use an item, Feature, or other method of restoring Energy to prevent your Pokémon from fainting. You may also recover it from fainting by using a Revive.


Basic healing items use a formula with two components: a base healing value, and a multiplier. To calculate the HP restoration of a Potion, multiply the Pokémon’s level by 1.5, subtract that number from 100, multiply by the item’s multiplier, and add the base healing value.


Energy is much simpler to calculate. For a level 1-25 Pokémon, Super Potions and up fully restore Energy, while Potions restore 3 Energy. For a level 26-50 Pokémon, Hyper Potions and up fully restore Energy, Super Potions restore 2, and Potions restore 1. For a level 51-75 Pokémon, Hyper Potions restore 2, Super Potions and Potions restore 1. For a level 76-100 Pokémon, Hyper, Super, and normal Potions all restore 1 each. When using a Berry, use the potion value that most closely matches the HP restoration of the Berry. No item can restore less than 10 HP and 1 Energy. This math can be done by staff if you need it to be.


The following moves can be used once per thread to recover the user’s HP and Energy to their maximum: Recover, Softboiled, Milk Drink, Slack Off, Heal Order, Roost. Strength Sap, Synthesis, Sunny Dau, Moonlight, Shore Up.


The following moves can be used once per Pokémon per thread, up to three Pokémon total, per thread, to recover HP and Energy to their maximum: Heal Pulse, Pollen Puff, Floral Healing, Wish.


Rest can be used once per thread to fully restore Energy, but the user will sleep for 5 posts (3 posts if it has Early Bird).


Healing Wish can be used to transfer all of a Pokémon’s Energy to another Pokémon. This causes the user to faint, but the target will receive all of the user’s Energy. This is the only way for a Pokémon to gain temporary Energy beyond its maximum.


Volt Absorb, Water Absorb, and Dry Skin can be used by attacking your own Pokémon with the appropriate type of move. This will restore 2 Energy once per Pokémon per thread.


Life Dew can be used once per thread to recover 1 Energy to any number of Pokémon within your traveling party (including other trainers’ Pokémon.)

Injuries

Injuries can be sustained in battles, but are most commonly sustained in Wild Areas, dangerous areas of Ageos where wild Pokémon are extremely aggressive.


An initial Injury roll is performed in the following three situations:

A Pokémon faints in an Injury-enabled thread.


A Pokémon fails a check in an Injury-enabled thread.


A Pokémon is overextended in a Modded PVS Battle.

If a Pokémon fails the Injury roll, the Pokémon receives a level of Injury. Otherwise, no Injury is received.


Injuries are long-term wounds both characters and Pokémon can receive. To recover from an Injury, you must use a healing item capable of recovering at least 100 HP in-thread, perform First Aid through use of the Medic skill, or have someone perform it for you. Continued battling with an injured Pokémon cumulatively raises the chance of suffering new and more severe Injuries. When a higher-tier Injury is treated, the tier of Injury is only reduced by one; after that, a Pokémon or player must complete a 5-post cooldown period before the next tier of Injury is removed.


Content Moderators reserve the right to add Status Tags to Injured Pokémon. These Status Tags generally persist until the Injury is removed.


The four tiers of Injury are listed below:

Tier 1 - Mild: A Pokémon or character can become Mildly Injured if it faints or fails a check. The Pokémon or character in question has a 25% chance to become Mildly Injured. This does not restrict the Pokémon or character in any way; however, if the Pokémon battles, it must make another Injury roll, with the Injury increasing a tier at a 25% rate. If the Pokémon faints while Injured, it must make another Injury roll, with the Injury increasing a tier at a 50% rate. While Mildly Injured, a Pokémon’s maximum HP is reduced by 10 and its maximum Energy is reduced by 1.


Tier 2 - Moderate: A Pokémon or character can become Moderately Injured if the Injury roll on a Mildly Injured Pokémon is a success. A Moderately Injured Pokémon cannot participate in any battles other than Standard Battles with a single wild Pokémon. If the Pokémon battles, it must make another Injury roll, with the Injury increasing a tier at a 25% rate. If the Pokémon faints while Injured, it must make another Injury roll, with the Injury increasing a tier at a 50% rate. While Moderately Injured, a Pokémon’s maximum HP is reduced by 30 and its maximum Energy is reduced by 2.


Tier 3 - Serious: A Pokémon or character can become Seriously Injured if the Injury roll on a Moderately Injured Pokémon is a success. A Seriously Injured Pokémon cannot participate in any battles other than Standard Battles with a single wild Pokémon. If the Pokémon battles, it must make another Injury roll, with the Injury increasing a tier at a 25% rate. If the Pokémon faints while Injured, it must make another Injury roll, with the Injury increasing a tier at a 50% rate. While Seriously Injured, a Pokémon’s maximum HP is halved and its maximum Energy is reduced by 3.


Tier 4 - Critical: A Pokémon or character can become Critically Injured if the Pokémon taints or the Injury roll on a Seriously Injured Pokémon is a success. A Critically Injured Pokémon remains indefinitely unconscious, and should constantly be stored in a Poké Ball. Only a Rank 4 or 5 Nurse or divine intervention from a legendary Pokémon can heal a Critically Injured Pokémon. If a Critically Injured Pokémon somehow becomes further injured, the Ageos Rangers’ Guild will take it away from you.

Injury rolls and Injuries will be tracked by staff, letting you know when to update them.

- Introduction
     Overview
     Site Rules
     Accounts
     Posting
     Warning System


- Plot & Setting
     Map of Ageos
     Plot
     Travel Rules
     Setting FAQs


- Characters
     Character Rules
     Classes
     Factions
     Skills
     Aura
     Notoriety
     Features
     Starter Pokémon
     Imports
     Character FAQs


- Advanced Class Guide
     Challenging a Gym
     Performing in Contests
     Breeding & Hatching Eggs
     Secret Bases & Crafting
     Farming & Growing Berries
     Cooking & Making Poké Balls
     Committing Crimes


- Advanced Skill Guide
     Agility
     Charisma
     Cooking
     Crime
     Dexterity
     Farming
     Medic
     Performance
     Research
     Stamina
     Stealth
     Strength
     Survival


- Advanced Power Skills Guide
     Power Skills
     Novice Power Abilities
     Adept Power Abilities
     Expert Power Abilities


- Pokémon
     About Pokémon
     Rarity
     Habitats
     Obtaining Pokémon
     Service Pokémon
     Abilities & Moves
     Levels
     Evolution
     Mega Evolution & Z-Power
     Cosmetic Changes


BATTLING
     Mechanics
     Player vs. Self
     Modded NPC vs. Player
     Player vs. Player
     Health & Energy
     Injuries


- Threads
     Thread Rules
     Tag Types
     Rewards


Shoutbox

Any time you need modding, post here with a link to your thread and a brief description of what you need done.
Kyler Wilton: Mining | Journey Capture Attempt Jul 14, 2021 23:30:11 GMT -6 *
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