Character Creation

Okay, keep in mind that I am still balancing stats/tweaking equations, so this is almost guaranteed to change (probably drastically), but feel free to start testing your characters. This system is still in EARLY ALPHA.

If you feel like testing combat, use N = 4 for weak attacks, N = 5 for average attacks, and N = 6 for strong attacks. Please report major unbalances.

As of right now, you can (and are urged to) pick the last Pokemon in its evolutionary tree. Pick your Pokemon from the first Three Generations or any Fourth Gen that ends a tree created in earlier gens (Weavile being added in 4th G ends Sneasels 2nd G tree, and is viable).

Template

Pokemon ___________ Trainer Archetype ________
+ ______ - ______ Type1 ______ Type2 ______
Base Ev Misc. Total Mod.
HP 10 __ __ __ __
Atk. 10 __ __ __ __
Def. 10 __ __ __ __
Sp.Atk. 10 __ __ __ __
Sp.Def. 10 __ __ __ __
Speed 10 __ __ __ __
Held Item _________

Copy and paste the code below for your Character Sheet:


| [*Pokemon*] ___________ | [*Trainer Archetype*] ________ | | | | | | [*+*] ______ [*-*] ______ | [*Type1*] ______ [*Type2*] ______ | | | | | | | *Base* | *Ev* | *Misc.* | *Total* | *Mod.* | | *HP* | 10 | __ | __ | __ | __ | | *Atk.* | 10 | __ | __ | __ | __ | | *Def.* | 10 | __ | __ | __ | __ | | *Sp.Atk.* | 10 | __ | __ | __ | __ | | *Sp.Def.* | 10 | __ | __ | __ | __ | | *Speed* | 10 | __ | __ | __ | __ | | *Held Item* _________ |

Stats

Base: 10 points in each stat (excl. a few cases).
EV: 10 additional points to allocate (max. 5 in a stat).
Misc: Other (if any) modifying stats.
Total: The stat after modifying.
Mod.: Add one to the total stat, and divide by two. Round down. Thats: ((Total + 1) / 2)

  • Spec: The [+] and [-] related to each species. Reference Bulbapedia for your highest and lowest stats (Pick whichever stat you want in the case of a tie).
  • +: Add 3 to specified stat.
  • -: Subtract 2 from specified stat (subt. 1 if there are 3+ EV points in that stat).

Held Items may be added soon.

Add +1 to each misc. modifier every even level.

Base crit-ratio is one in sixteen attacks. (RandInt(1, 16), crit on max.)
Increasing the crit-ratio by one tier doubles crit chance (one in eight).
Decreasing crit-ratio by one tier halves crit chance (one in thirty-two).
There are 4 crit-tiers: 1/32, 1/16 (base), 1/8, 1/4.
Crits deal 1.75x damage.

Each damaging move has a power of N.
Consult The List of Attacks me for power and effects of moves.
Also consult The list of Pokemon Specs me for each specific pokemon spec.
As of right now, you can only know four moves. You can visit the Move Tutor to change any moves. (The price will go up for each move change)

Health = (HP * 10) + Mod. * 1.<level> .
Physical Damage = (Atk. * N) + Mod. * Effectiveness * 1.<level> * <stab> vs. Opponent Def.
Special Damage = (Sp.Atk. * N) + Mod. * Effectiveness * <stab> vs. Opponent Sp.Def.
Physical Defense = (Def. * 2) + (Mod. * 2) * 1.<level> .
Special Defense = (Sp.Def. * 2) + (Mod. * 2) * 1.<ev> .

Trainer Archetypes

PokeMedic: Increases effectiveness of Potions and healing effects by 20%.
Ranger: Increases the crit-ratio by one tier on non-STAB attacks.
Breeder: Increases effective Def. level by 1 (ex. 1.<level> to 1.<level-plus-1> At level 9 it goes from 1.9 to 2.0)
Boy/Lass: Total Speed is increased by 30% of base Speed.
Type Trainer: STAB bonus is increased to 25% from 20%. You can only have one of each type of move (ex. No more than one Bug-type move, etc.).
Psychic: Special Defense changed to (Mod. * 1) instead of (Mod. * 2) but incoming STAB only does +10% instead of +20% (or +17.5% if they have Type Trainer).
PokeManiac: Allies get 10% more health with you present in battle. Your attacks are 20% more accurate. Does not stack with other health-increasing effects.
Magician: Evasiveness increased by 20% against opponents already receiving accuracy penalties. Can not fall beneath 50% accuracy.

Character Creation

Uncanny Valley Narri