The Legend of the Hidden Temple
"Legends of the Hidden Temple... with your guide, Ashley DeFog!"
"Thank you Olmec. Welcome to the Hidden Temple, the rooms are filled with lost treasures that are protected by mysterious Temple Guards. Olmec knows the legend behind each of the treasures located within his hidden temple."
Summary:
The Legend of the Hidden Temple is a Battle Factory style roleplay. Challengers will select two (2) pokemon to bring with them as they engage in a temple run. Only one (1) pokemon can travel with them at a time. A Temple Run consists of up to twelve (12) rooms, dependent on Rank. The goal? Find the lost treasure in the Hidden Temple and escape before you run out of Energy.
During the run, traversing the temple and performing actions will consume a pokmeon's energy. Once a pokemon's Energy reaches 0, they will be defeated, forcing the trainer to return to the start and attempt the run again with their other pokemon. Besides Energy, trainers will have to worry about encountering one (1) of three (3) mysterious Temple Guards. Battling these foes consumes both energy and Health.
Once a trainer finds the lost treasure, all rooms in the Temple will unlock. It is then a race to the exit, choosing the most efficient path to avoid KOing themselves.
Battle Format:
Temple Guard Battle
Pokemon: 1 v 1 Singles
DQ: 2 days
Switch: KO
Abilities: 1*
Items: None
Recovers: ∞
Chills: ∞
Subs: 2
Arena: Room
Post Order: The challenger will order second. Battle flow is described further down.
Rewards: 2 UC for defeating the Guard.
Battle Flow:
Temple Rooms:
Each room will have its own quirk to solving it. Only after the room puzzle is solved will a door leading further into the temple be unlocked. Trainers can only travel through unlocked doors prior to finding the relic. Once the relic is found, all doors will unlock and then it is up to the trainer to determine the most efficient path to escape the temple.
Temple Guards can be encountered in any room. Because of this, every room has its own set of mechanics for battles.
Gameplay Flow:
1) Challengers sign up with two (2) pokemon they wish to challenge the Temple with, the selected ability of the pokemon, and which pokemon they intend to start with.
3) The referee will either put up a new thread if none exists or post in the Challenger's Hidden Temple thread.
4) The referee will use an RNG to determine the room layout, Half-Life Pendant locations, Relic locations, and Temple Guard locations.
5) The referee will post the pokemon, the pokemon's data, the rank of the run, and the task to unlock the door in the first room in the thread. Referees are not to denote the location of the treasure, temple guards, or half-life pendants to the trainer.
6) The challenger will declare their actions for the room.
-The actions cannot consist of:
I solve the puzzle.
I find a Half-Life Pendant.
I do not encounter a Temple Guard.
I found the lost treasure.
et cetera
-It is possible for the trainer to encounter a Temple Guard during these actions. In that case, a Battle with the Temple Guard can start.
-Travelling to a room with a Half-Life pendant in it will automatically result in the acquisition of the half-life pendant.
8) Once the room is completed, the referee will decide which door opened.
9) The trainer and his/her pokemon will travel to the next room.
10) Repeat steps 6 through 9 until the lost treasure is obtained.
11) The trainer must choose a path out of the temple. This includes any room in the temple, including the rooms they did not unlock during the traversal of the temple. All uncollected Half-Life pendants disappear from the temple upon collecting the lost treasure. Temple Guards do not disappear.
12) Upon successful escape of the temple, the referee gives prizes for self and the challenger.
Rewards:
Battler Rank 1:
0.5 * Number of Rooms Completed) [FLOORED] + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC
(2 * Number of Temple Guard Battles beaten) = KOC
Pokemon who participated in battle: Standard Payout.
Battler Rank 2:
(1.0 * Number of Rooms Completed) + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC
(2 * Number of Temple Guard Battles beaten) = KOC
Pokemon who participated in battle: Standard Payout.
Battler Rank 3:
(1.5 * Number of Rooms Completed) [FLOORED] + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC
(2 * Number of Temple Guard Battles beaten) = KOC
Pokemon who participated in battle: Standard Payout.
Battler Rank 4:
(2.0 * Number of Rooms Completed) + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC
(2 * Number of Temple Guard Battles beaten) = KOC
Pokemon who participated in battle: Standard Payout.
Ref All Ranks :
(2 * Number of Entered Rooms) + (3 * Number of Battles) + 3 = UC
Temple Layout:
Trainers start at room 1.
The grey lines signify entrances/exits between rooms.
There are 24 possible rooms in the temple.
Rooms 1, 2, 3, 4, 9, 10, 11, and 12 are the same size. The areas for those rooms are interchangeable. As such, they have the largest number of possible rooms.
Rooms 8 and 7 are the same size. The areas for those rooms are interchangeable.
Rooms 5 and 6 have their own unique sizes.
Ranks:
A Rank 1 run consists of six (6) rooms.
A Rank 2 run consists of eight (8) rooms.
A Rank 3 run consists of ten (10) rooms.
A Rank 4 run consists of twelve (12) rooms.
Pendants:
For all intents and purposes, Pendants are not considered items. A total of five (5) Half-Life Pendants can be found in a single Temple Run. However, there is not a guaranteed chance that a battler will find a single Half-Life Pendant in a single run, even after exploring all rooms in that rank.
Rank 1 Chance: 6.25%
Rank 2 Chance: 12.5%
Rank 3 Chance: 25.0%
Rank 4 Chance: 33.3%
Half-Life Pendants serve two (2) purposes in the Hidden Temple.
1) They are worth 2 CC.
2) Having two (2) of them form a single Life Pendant.**
Life Pendants serve two (2) purposes in the Hidden Temple.
1) They are worth 5 CC.
2) They can be given to a Temple Guard to exit a battle.
Energy:
As of this time, pokemon start with 100 Energy.
In order to perform an action outside of battle, the pokemon will consume three (3) Energy on top of any move Energy Cost and Stab Energy Cost reduction. In order to travel between two (2) rooms, a pokemon will consume two (2) Energy. Attempting to exit a room via a door, even if it is not a valid exit, will consume the energy for traveling between two (2) rooms.
This Energy is shared with the Energy a Pokemon uses during Battle.
A Pokemon cannot recover energy through the user of the command "Chill" outside of Battle.
Health:
Pokemon can be damaged outside of battle by room effects.
Pokemon can use health recovery maneuvers outside of battle.
Unless the target is specified as having a set amount of health (Or specific stats), the pokemon cannot use Pain Split or Draining moves on it.
Status:
Pokemon can be placed under status outside of battle and suffer from the effects of the status outside of battle. In addition, any status effects suffered during battle will carry over and affect the pokemon outside of battle. The same is true for status effects suffered outside of battle, which will carry over and affect the pokemon in battle.
For the purposes of status effects that change per round, a set of three (3) individual actions will constitute a "round" outside of battle. This means that a Pokemon's paralysis level will decreased by five (5) percent outside of battle after it has attempted to perform three (3) actions. If a Pokemon attempts two (2) actions and then enters into battle, the out of battle "round" is aborted. Meaning two (2) things: First, two (2) actions will not constitute a round and the out of battle actions will not combine with the in-battle actions, resulting in the paralysis degree not decreasing. Second, if the Pokemon survives the battle, the pokemon must attempt an additional three (3) actions in order to fulfill the out of battle "round" requirement.
Volatile Status Effects (Taunt, Torment, Confusion, Attraction, Encore, etc) will not carry over after a battle is complete, nor will they carry over into a battle. However, they can occur both outside of battle and in battle. Once a battle starts, any volatile status effects suffered outside of battle will end. Once a battle ends, any volatile status effects suffered in battle will end.
Temple Guards:
The Pokemon the Temple Guards have are dependent on the BRT of the Trainer's Pokemon. The Temple Guards' Pokemon' BRT will be equal to or within two (2) BRT of the Trainer's Pokemon.
The probability of encountering a Temple Guard is equal to (3 - Number of Temple Guards encountered) / Number of Rooms Remaining.
Notes:
*Priority levels for abilities are factored in. If a pokemon has a trait, that trait is used as its ability by default. If a pokemon has multiple traits, then the trainer may select which trait to use.
**It is impossible to have an even number of Half-Life Pendants. As soon as two (2) half-life pendants are acquired, they disappear and the trainer receives a Life Pendant instead.
Hotfix
5/26/2014 - Payout for pokemon in battles changed to standard payout for non-maxed pokemon.
"Legends of the Hidden Temple... with your guide, Ashley DeFog!"
"Thank you Olmec. Welcome to the Hidden Temple, the rooms are filled with lost treasures that are protected by mysterious Temple Guards. Olmec knows the legend behind each of the treasures located within his hidden temple."
Summary:
The Legend of the Hidden Temple is a Battle Factory style roleplay. Challengers will select two (2) pokemon to bring with them as they engage in a temple run. Only one (1) pokemon can travel with them at a time. A Temple Run consists of up to twelve (12) rooms, dependent on Rank. The goal? Find the lost treasure in the Hidden Temple and escape before you run out of Energy.
During the run, traversing the temple and performing actions will consume a pokmeon's energy. Once a pokemon's Energy reaches 0, they will be defeated, forcing the trainer to return to the start and attempt the run again with their other pokemon. Besides Energy, trainers will have to worry about encountering one (1) of three (3) mysterious Temple Guards. Battling these foes consumes both energy and Health.
Once a trainer finds the lost treasure, all rooms in the Temple will unlock. It is then a race to the exit, choosing the most efficient path to avoid KOing themselves.
Battle Format:
Temple Guard Battle
Pokemon: 1 v 1 Singles
DQ: 2 days
Switch: KO
Abilities: 1*
Items: None
Recovers: ∞
Chills: ∞
Subs: 2
Arena: Room
Post Order: The challenger will order second. Battle flow is described further down.
Rewards: 2 UC for defeating the Guard.
Battle Flow:
- Temple Guard orders
- Challenger orders
- Round is reffed
- Challenger orders
- Temple Guard orders
- Round is reffed
- Wash-Rotom, Soak, Encore.
Temple Rooms:
Each room will have its own quirk to solving it. Only after the room puzzle is solved will a door leading further into the temple be unlocked. Trainers can only travel through unlocked doors prior to finding the relic. Once the relic is found, all doors will unlock and then it is up to the trainer to determine the most efficient path to escape the temple.
Temple Guards can be encountered in any room. Because of this, every room has its own set of mechanics for battles.
Gameplay Flow:
1) Challengers sign up with two (2) pokemon they wish to challenge the Temple with, the selected ability of the pokemon, and which pokemon they intend to start with.
2) A referee will accept the challenge.Trainer: John Jacob Jingleheimer Schmidt
Thread: None
Pokemon 01: Zangoose @ Toxic Boost
Pokemon 01 Data:
Pokemon 02: Durant @ Truant
Pokemon 02 Data:
3) The referee will either put up a new thread if none exists or post in the Challenger's Hidden Temple thread.
4) The referee will use an RNG to determine the room layout, Half-Life Pendant locations, Relic locations, and Temple Guard locations.
5) The referee will post the pokemon, the pokemon's data, the rank of the run, and the task to unlock the door in the first room in the thread. Referees are not to denote the location of the treasure, temple guards, or half-life pendants to the trainer.
6) The challenger will declare their actions for the room.
-The actions cannot consist of:
I solve the puzzle.
I find a Half-Life Pendant.
I do not encounter a Temple Guard.
I found the lost treasure.
et cetera
7) The referee will RNG the success of the pokemon's actions, along with the consumption of energy.Possible Accepted Actions said:OK, Zangoose, I want you to smash this pot and look for a key. If you don't find a key, smash another pot and look for it. If you don't find the key, smash the last pot and pick up the key. Put it in the key hole.
-It is possible for the trainer to encounter a Temple Guard during these actions. In that case, a Battle with the Temple Guard can start.
-Travelling to a room with a Half-Life pendant in it will automatically result in the acquisition of the half-life pendant.
8) Once the room is completed, the referee will decide which door opened.
9) The trainer and his/her pokemon will travel to the next room.
10) Repeat steps 6 through 9 until the lost treasure is obtained.
11) The trainer must choose a path out of the temple. This includes any room in the temple, including the rooms they did not unlock during the traversal of the temple. All uncollected Half-Life pendants disappear from the temple upon collecting the lost treasure. Temple Guards do not disappear.
12) Upon successful escape of the temple, the referee gives prizes for self and the challenger.
Rewards:
Battler Rank 1:
0.5 * Number of Rooms Completed) [FLOORED] + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC
(2 * Number of Temple Guard Battles beaten) = KOC
Pokemon who participated in battle: Standard Payout.
Battler Rank 2:
(1.0 * Number of Rooms Completed) + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC
(2 * Number of Temple Guard Battles beaten) = KOC
Pokemon who participated in battle: Standard Payout.
Battler Rank 3:
(1.5 * Number of Rooms Completed) [FLOORED] + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC
(2 * Number of Temple Guard Battles beaten) = KOC
Pokemon who participated in battle: Standard Payout.
Battler Rank 4:
(2.0 * Number of Rooms Completed) + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC
(2 * Number of Temple Guard Battles beaten) = KOC
Pokemon who participated in battle: Standard Payout.
Ref All Ranks :
(2 * Number of Entered Rooms) + (3 * Number of Battles) + 3 = UC
Temple Layout:
Trainers start at room 1.
The grey lines signify entrances/exits between rooms.
There are 24 possible rooms in the temple.
Rooms 1, 2, 3, 4, 9, 10, 11, and 12 are the same size. The areas for those rooms are interchangeable. As such, they have the largest number of possible rooms.
Rooms 8 and 7 are the same size. The areas for those rooms are interchangeable.
Rooms 5 and 6 have their own unique sizes.
Ranks:
A Rank 1 run consists of six (6) rooms.
A Rank 2 run consists of eight (8) rooms.
A Rank 3 run consists of ten (10) rooms.
A Rank 4 run consists of twelve (12) rooms.
Pendants:
For all intents and purposes, Pendants are not considered items. A total of five (5) Half-Life Pendants can be found in a single Temple Run. However, there is not a guaranteed chance that a battler will find a single Half-Life Pendant in a single run, even after exploring all rooms in that rank.
Rank 1 Chance: 6.25%
Rank 2 Chance: 12.5%
Rank 3 Chance: 25.0%
Rank 4 Chance: 33.3%
Half-Life Pendants serve two (2) purposes in the Hidden Temple.
1) They are worth 2 CC.
2) Having two (2) of them form a single Life Pendant.**
Life Pendants serve two (2) purposes in the Hidden Temple.
1) They are worth 5 CC.
2) They can be given to a Temple Guard to exit a battle.
Energy:
As of this time, pokemon start with 100 Energy.
In order to perform an action outside of battle, the pokemon will consume three (3) Energy on top of any move Energy Cost and Stab Energy Cost reduction. In order to travel between two (2) rooms, a pokemon will consume two (2) Energy. Attempting to exit a room via a door, even if it is not a valid exit, will consume the energy for traveling between two (2) rooms.
This Energy is shared with the Energy a Pokemon uses during Battle.
A Pokemon cannot recover energy through the user of the command "Chill" outside of Battle.
Health:
Pokemon can be damaged outside of battle by room effects.
Pokemon can use health recovery maneuvers outside of battle.
Unless the target is specified as having a set amount of health (Or specific stats), the pokemon cannot use Pain Split or Draining moves on it.
Status:
Pokemon can be placed under status outside of battle and suffer from the effects of the status outside of battle. In addition, any status effects suffered during battle will carry over and affect the pokemon outside of battle. The same is true for status effects suffered outside of battle, which will carry over and affect the pokemon in battle.
For the purposes of status effects that change per round, a set of three (3) individual actions will constitute a "round" outside of battle. This means that a Pokemon's paralysis level will decreased by five (5) percent outside of battle after it has attempted to perform three (3) actions. If a Pokemon attempts two (2) actions and then enters into battle, the out of battle "round" is aborted. Meaning two (2) things: First, two (2) actions will not constitute a round and the out of battle actions will not combine with the in-battle actions, resulting in the paralysis degree not decreasing. Second, if the Pokemon survives the battle, the pokemon must attempt an additional three (3) actions in order to fulfill the out of battle "round" requirement.
Volatile Status Effects (Taunt, Torment, Confusion, Attraction, Encore, etc) will not carry over after a battle is complete, nor will they carry over into a battle. However, they can occur both outside of battle and in battle. Once a battle starts, any volatile status effects suffered outside of battle will end. Once a battle ends, any volatile status effects suffered in battle will end.
Temple Guards:
The Pokemon the Temple Guards have are dependent on the BRT of the Trainer's Pokemon. The Temple Guards' Pokemon' BRT will be equal to or within two (2) BRT of the Trainer's Pokemon.
The probability of encountering a Temple Guard is equal to (3 - Number of Temple Guards encountered) / Number of Rooms Remaining.
Notes:
*Priority levels for abilities are factored in. If a pokemon has a trait, that trait is used as its ability by default. If a pokemon has multiple traits, then the trainer may select which trait to use.
**It is impossible to have an even number of Half-Life Pendants. As soon as two (2) half-life pendants are acquired, they disappear and the trainer receives a Life Pendant instead.
Hotfix
5/26/2014 - Payout for pokemon in battles changed to standard payout for non-maxed pokemon.
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