Can everyone copy your character info from the old roster thread into this one, please? Also, try not to post anything else before everyone has their character info in - just to make it easier for people to find later.
General Game Info & Homebrew
- Teraz Gym Details
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1) Challenging a Gym Leader is usually free - you don't have to pay an entry fee or anything. There might be exceptions for some Gyms, but in general Leaders are paid by the League, so they don't need the extra income or anything like that.
2) Healing items are disallowed in all official matches. So you aren't going to win by just spamming Potions or Revives. This includes matches against regular trainers, unless you confirm beforehand that it's okay with both participants. Most of the time though, the only items that are allowed are Held Items.
3) Additionally, most direct Trainer involvement is also disallowed. This is slightly less clear than you might expect, since Features don't have a League Legal tag like in PTA. Generally, if a Feature has the [Orders] or [Training] tag and doesn't say otherwise, then it's always League legal. Beyond that, if you aren't sure about a Feature, ask. I'm going to be handling them mostly on a case-by-case basis, and I don't want you guys choosing a Feature than finding out you can't use it the way you wanted to because it's officially banned.
4) There are four tiers of Gym Challenge - Copper (Lv20), Iron (Lv40), Cobalt (Lv60), and Platinum (Lv80). Each badge is made of the metal in the challenge name (obviously). The levels in brackets show what approximate level the Gym Leader's Pokemon will be, not what level yours have to be. It is entirely possible to challenge at the Copper level and use Lv50 'mons - although nobody will be very impressed if you win, and you'll be a laughing stock if you lose.
5) In addition to a badge, the first time you defeat a Gym Leader, you'll also be given a TM of their choice. Some may also give you an additional prize, but usually only in exceptional circumstances. And as there's no entry fee, there's also no cash prize for winning.
6) In order to challenge the Teraz Elite Four, trainers must have eight badges (one from each city), and must have an equal or greater number for each successive tier (excluding Platinum). For example, you could have 0 Copper, 0 Iron, and 8 Cobalt, or you could have 2 Copper, 3 Iron, and 3 Cobalt. Or anything in between. (Platinum badges are generally only important for trainers who have already beaten the Elite Four, so you won't need to worry about them for a very long time.)
2) Healing items are disallowed in all official matches. So you aren't going to win by just spamming Potions or Revives. This includes matches against regular trainers, unless you confirm beforehand that it's okay with both participants. Most of the time though, the only items that are allowed are Held Items.
3) Additionally, most direct Trainer involvement is also disallowed. This is slightly less clear than you might expect, since Features don't have a League Legal tag like in PTA. Generally, if a Feature has the [Orders] or [Training] tag and doesn't say otherwise, then it's always League legal. Beyond that, if you aren't sure about a Feature, ask. I'm going to be handling them mostly on a case-by-case basis, and I don't want you guys choosing a Feature than finding out you can't use it the way you wanted to because it's officially banned.
4) There are four tiers of Gym Challenge - Copper (Lv20), Iron (Lv40), Cobalt (Lv60), and Platinum (Lv80). Each badge is made of the metal in the challenge name (obviously). The levels in brackets show what approximate level the Gym Leader's Pokemon will be, not what level yours have to be. It is entirely possible to challenge at the Copper level and use Lv50 'mons - although nobody will be very impressed if you win, and you'll be a laughing stock if you lose.
5) In addition to a badge, the first time you defeat a Gym Leader, you'll also be given a TM of their choice. Some may also give you an additional prize, but usually only in exceptional circumstances. And as there's no entry fee, there's also no cash prize for winning.
6) In order to challenge the Teraz Elite Four, trainers must have eight badges (one from each city), and must have an equal or greater number for each successive tier (excluding Platinum). For example, you could have 0 Copper, 0 Iron, and 8 Cobalt, or you could have 2 Copper, 3 Iron, and 3 Cobalt. Or anything in between. (Platinum badges are generally only important for trainers who have already beaten the Elite Four, so you won't need to worry about them for a very long time.)
ELECTRONICS:
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POKETCH: A watch-like device. Automatically scans Pokemon that are in range - checking it is a Swift Action - and also has wireless communication capabilities. Other possible functions unknown.
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Certain weapons and armors have special tags, which effect how much it costs to create them and how they perform.
[DEADLY]: Weapons with the [Deadly] tag are particularly nasty and powerful. They provide an additional +1 DB to attacks and moves utilitized with them, and Critical Hits with a Deadly weapon automatically cause an injury which stacks with any Massive Damage or HP Marker injuries that may have been caused. All hits with a [Deadly] weapon against a target without [Protective] tagged armor are Critical Hits; note that Pokemon and Vehicles with Reinforced Alloy are considered to automatically possess the [Protective] tag. Only Fine Weapons can possess the [Deadly] tag, and the cost of buying or crafting a weapon with the [Deadly] tag is increased by 50%. Tier 2 and higher Vehicle-mounted weapons are automatically considered to possess the [Deadly] tag.
[AMMO X]: Weapons with the [Ammo X] tag require ammunition to use. Each magazine holds X rounds, and can only be used with a specific weapon. A standard struggle attack uses 1 round. Switching in a fresh magazine is a Shift action if the wielder's Combat skill is Adept or stronger, or a Standard action if otherwise.
[HIGH-TECH]: Weapons with the [High-Tech] tag are typically energy weapons. They provide +1 DB to attacks made with them, but require Novice Technology Education to safely use; if a user without Novice or better Technology Education uses the weapon and rolls a natural 1, the weapon breaks down and requires a DC15 Technology Education check to repair before it can be used again. Buying or Crafting a weapon with the [High-Tech] tag costs an additional 75%.
[DEADLY]: Weapons with the [Deadly] tag are particularly nasty and powerful. They provide an additional +1 DB to attacks and moves utilitized with them, and Critical Hits with a Deadly weapon automatically cause an injury which stacks with any Massive Damage or HP Marker injuries that may have been caused. All hits with a [Deadly] weapon against a target without [Protective] tagged armor are Critical Hits; note that Pokemon and Vehicles with Reinforced Alloy are considered to automatically possess the [Protective] tag. Only Fine Weapons can possess the [Deadly] tag, and the cost of buying or crafting a weapon with the [Deadly] tag is increased by 50%. Tier 2 and higher Vehicle-mounted weapons are automatically considered to possess the [Deadly] tag.
[AMMO X]: Weapons with the [Ammo X] tag require ammunition to use. Each magazine holds X rounds, and can only be used with a specific weapon. A standard struggle attack uses 1 round. Switching in a fresh magazine is a Shift action if the wielder's Combat skill is Adept or stronger, or a Standard action if otherwise.
[HIGH-TECH]: Weapons with the [High-Tech] tag are typically energy weapons. They provide +1 DB to attacks made with them, but require Novice Technology Education to safely use; if a user without Novice or better Technology Education uses the weapon and rolls a natural 1, the weapon breaks down and requires a DC15 Technology Education check to repair before it can be used again. Buying or Crafting a weapon with the [High-Tech] tag costs an additional 75%.
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[PROTECTIVE]: Armour with the [Protective] tag is designed to protect the wearer from weapons with the [Deadly] tag; if the wearer is hit by a [Deadly] weapon, it is not automatically a critical hit. Buying or Crafting armor with the [Protective] tag costs and additional 50%.
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This homebrew introduces a new Adept Combat move for automatic weaponry:
SPRAY AND PRAY
Type: Normal
Frequency: EOT
AC: 8
Damage Base: 7
Range: WR, Blast 4 or Close Blast 4, Smite*
Effect: If the accuracy roll (including modifiers) against a target is lower than the target's Evasion, that target ignores the Smite keyword and is not damaged by the move.
Limitations: Rapidfire ranged weapons only.
SPRAY AND PRAY
Type: Normal
Frequency: EOT
AC: 8
Damage Base: 7
Range: WR, Blast 4 or Close Blast 4, Smite*
Effect: If the accuracy roll (including modifiers) against a target is lower than the target's Evasion, that target ignores the Smite keyword and is not damaged by the move.
Limitations: Rapidfire ranged weapons only.
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Milspec Assault Rifle
Type: Fine Long Range Weapon [Deadly] [Ammo 20]
Moves: Spray and Pray (Adept) and Furious Strikes (Master)
Special: Spray and Pray costs 10 rounds, Furious Strikes costs 5 rounds.
Tesla Coil Gun
Type: Fine Long Range Weapon [High-Tech]
Moves: Shock Wave (Adept) and Thunderbolt (Master)
Special: Deals electric-type damage. Paralyzes on 16+.
Zap Pistol
Type: Simple Short Range Weapon [High-Tech]
Moves: Nuzzle (Adept)
Special: Deals electric-type damage. Paralyzes on 19+.
Stun Baton
Type: Simple Small Melee Weapon
Moves: Spark (Adept)
Special: Deals electric-type damage. Paralyzes on 18+.
Omniwrench
Description: A multipurpose tool that can find use in virtually any situation. Surprisingly effect as a weapon, especially against mechanical targets.
Type: Simple Small Melee Weapon
Moves: Bash! (Adept)
Special: Steel Types and robots/machines lose a Tick of Hit Points on Critical hits.
Flashbang
Type: Throwing weapon.
Effect: Burst 3 from point of contact. No damage, lowers accuracy of all legal targets by 3 for 1d4+1 turns, Flinches on 15+ AC.
Type: Fine Long Range Weapon [Deadly] [Ammo 20]
Moves: Spray and Pray (Adept) and Furious Strikes (Master)
Special: Spray and Pray costs 10 rounds, Furious Strikes costs 5 rounds.
Tesla Coil Gun
Type: Fine Long Range Weapon [High-Tech]
Moves: Shock Wave (Adept) and Thunderbolt (Master)
Special: Deals electric-type damage. Paralyzes on 16+.
Zap Pistol
Type: Simple Short Range Weapon [High-Tech]
Moves: Nuzzle (Adept)
Special: Deals electric-type damage. Paralyzes on 19+.
Stun Baton
Type: Simple Small Melee Weapon
Moves: Spark (Adept)
Special: Deals electric-type damage. Paralyzes on 18+.
Omniwrench
Description: A multipurpose tool that can find use in virtually any situation. Surprisingly effect as a weapon, especially against mechanical targets.
Type: Simple Small Melee Weapon
Moves: Bash! (Adept)
Special: Steel Types and robots/machines lose a Tick of Hit Points on Critical hits.
Flashbang
Type: Throwing weapon.
Effect: Burst 3 from point of contact. No damage, lowers accuracy of all legal targets by 3 for 1d4+1 turns, Flinches on 15+ AC.
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Light Electrostatic Armour
Effect: [Protective] +5 DR vs. All Sources. Easily concealed under clothes.
Effect: [Protective] +5 DR vs. All Sources. Easily concealed under clothes.