ASM Nightblade: Shadow of Death
"For those who clash with the Shadow of Death"
"Shall ultimately sarcrifice their final breath."
"Shall ultimately sarcrifice their final breath."
Alright, the sign-up/general thread for ASM G0. This is a beta game, so I expect some things to go wrong, and did alter certain aspects to work, well, like a beta. This will also be an example of a general thread where I lay out mechanics and whatnot that apply to the game, and make a few general clarifications and/or announcements.
So, onto game details:
ASM Nightblade: Shadow of Death
Game size: Class zero (10 participants, less than a city)
Location: New Moon Isle
Cover Legend: Darkrai
Host: Rediamond
Synopsis:
In the streets of Slateport a deal is made
Amidst the towers of Jubilife a message is intercepted
Hiding on a secret island a mastermind plans the crime of the century
And on a cruise ship in the middle of an ocean an epic struggle is about to unfold...
Game size: Class zero (10 participants, less than a city)
Location: New Moon Isle
Cover Legend: Darkrai
Host: Rediamond
Synopsis:
In the streets of Slateport a deal is made
Amidst the towers of Jubilife a message is intercepted
Hiding on a secret island a mastermind plans the crime of the century
And on a cruise ship in the middle of an ocean an epic struggle is about to unfold...
The story of the Nightblade revivals are normally said to begin with the Mossdeep incident of 2020. However, new evdience has come to light that challenges this view. When the SS Libra was captured at the start of the Second Shadow Incident, most of the passengers either died in the crash landing or drowned before hand. Those who survived swore never to discuss the events of the ship's final voyage. However, a journal was recently found in shipwreck that sheds new light on a certain incident on the final voyage of the liner that could drastically alter our understanding of the Nightblade incidents.
List of clarifications, mechanics, and other changes:
1) Wild Battle Clarification: On routes, a wild battle must be fought with even numbers in order for the Pokemon to be captured. In dungeons this restriction does not exist. Additionally, wild Pokemon have two stats I forgot to mention: intelligence and aggressiveness. Intelligence affects how a Pokemon orders while aggressiveness affects fleeing rate and lethality rate.
Intelligence is measured on a scale of one to five. Class one intelligence Pokemon use a random move from their movepool. Class two RNG the most effective move(s) in their arsenal and one non-attacking option determined by the ref. Class Three give soft orders, but always order first. Class four give soft orders, alternating between first and second. Class five always order second.
Aggressiveness is also measured on a scale of one to ten. In a wild battle, the trainer will always have the option of fleeing (at least on routes). The chance of success is determined by the Pokemon's aggressiveness. If a flight command fails, the Pokemon attempting to be fled from will gain a free round of non-attacking moves the first time, and free turns to do whatever it wants to do on subsequent failed attempts.
2) Boss clarification: There are two types of bosses; minor and major. Minor bosses are simply more powerful Pokemon that gaurd a certain area, and will have an expanded movepool compared to a wild Pokemon and higher stats. Additionally, they have a catch rate of 25 and the pressure of the fight means any given trainer can only have one Pokemon out at a time against it.
Major bosses are much harder; legendary Pokemon and the gaurdians of very key areas. They have very high HP, boosted stats, unlimited energy, and a boost to aggressiveness and intelligence stats. Non-legendary bosses have a catch rate of 15 and legendary bosses retain a catch rate of 7.
Bosses are immune to the effects of, but can use, Perish Song.
3) Rewards: I hadn't clarified these. Let me do so now. Every week period, GM evaluation in five subjects will reward a player with between five and fifty General Counters for their time. The real reward will be wild Pokemon. Wild Pokemon will be caught with movepool unaltered for realism/ease of approving purposes. They can be sent out of the game at any time via PC, letting the Pokemon as it was at the end of the game out into the main ASB usage pool. However, it will no longer be usable in that ASM game. The exception to this is legendaries, who can not be removed.
Additionally, should the player survive the game any wild Pokemon they caught in the game and survived will leave with them.
Pokemon brought in do not recieve rewards that apply outside of the game due to the point discussed in #4.
Finally, a "Prize Claim" Dialogue can be made with the GM assigned to you at the end of a day unit where rewards for the day are claimed and factored into the ASM acting profile that will be kept in the GM group.
4) ASM overrides standard RP restrictions. Pokemon in ASM can be used in the Subway, Hall, standard battles, Raids, TLR, and the Berry farm. This compensates for the absurd time commitment.
5) Trainer Class changes and clarifications: I am here to clarify the "in certain situations can predict moves" clause in the Vet and Ace Trainer Profiles.
Soft orders given by Wild Pokemon, except for substitutions, can be read by an Ace Trainer. This, and one substitution, can be read by Veterans. Ace Trainers can read the first action of a Psychic's soft orders, and Veterans can read the full order set. None can detect substitutions.
Additionally, Psychics with Psychic types will not always order second, but alternate moving first and second against an Ace Trainer, Veteran, or Major NPC due to their reflexes and patience in battle that allows them to outstall psychics if needed. This is made up for by Ace Trainers being unable to read the soft orders at all, and Vets only getting the first action.
6) Forum Days: These occur on days where the players are confined to a small area. While they may explore their surroundings, the primary action will be on iRC and interactions among players to try and make alliances and determine factions. These days are shorter than exploration days (normally a locked real life time period instead of an action time period, like 4 days instead of six hours of action time). They will also have a built in night period for less noble actions.
7) Night periods: A user may sacrifice an hour and a half out of the day to gain an hour of action at night.
8) Game Leader: A user who has a leadership role amongst an entire group, regardless of faction. These will not occur very often (or at all outside of class zero games), but will serve the purpose of keeping a team together. Dissent against them and splintering could be a major element of games with a Game Leader.
9) GM's picked the list of participants. Get over it. Also, all participants may bring in six Pokemon and a held item for each for no TC cost.
10) Starting supplies: The usual. 5 potions, 2000 currency, a full heal, and five Pokeballs in addition to whatever else your Trainer Class gets you.
With that out of the way, here are our participants:
Game Host: Rediamond (Hosts are also GM's)
Gamemasters: Smashlloyd20, Tortferngatr, Blazikenmaster-Zeo
Players:
1) Dogfish44
2) Objection
3) Danmantincan
4) iiMKUltra
5) Engineer Pikachu
6) Terrador
7) LightWolf
8) Temperentia
9) Flamestrike
10) Athenodoros
Game Host: Rediamond (Hosts are also GM's)
Gamemasters: Smashlloyd20, Tortferngatr, Blazikenmaster-Zeo
Players:
1) Dogfish44
2) Objection
3) Danmantincan
4) iiMKUltra
5) Engineer Pikachu
6) Terrador
7) LightWolf
8) Temperentia
9) Flamestrike
10) Athenodoros
Participants, please include the following in your post:
1) Link to ASM profile and ASB profile
2) C/P the six Pokemon you're bringing and your held item for each, if any.
3) Time Zone
1) Link to ASM profile and ASB profile
2) C/P the six Pokemon you're bringing and your held item for each, if any.
3) Time Zone
Also, participants and GM's remember to go to #G0 and apply to this group here.