ASM Nightblade General Thread and Trainer Profile Registration -Under Revision

ASM NIGHTBLADE


Approved via iRC. As far as registration goes, you may simply scroll down to the section "Players."

OVERVIEW:

ASM is a game designed to test ASB mechanics in an open world setting, using mafia mechanics (factions, etc.) as a basic guide to make things flow. The goal of the game is to either meet your personal or faction goal and win.

The Background:

It's been ten years since Red set out from Pallet Town to begin his journey. In the years following Red's legendary struggles with Team Rocket, many other far more dangerous groups rose and inevitably fell, leaving the world seemingly safer than it was before after numerous potential apocalypse scenarios were averted. Indeed, the only movements left in the underworld appear to be assassins, rogues, and a few minor crime syndicates that stay under the radar by never getting too powerful.

But all that is about to change.

An ancient legend, the remants of the syndicates of the Global Crises, and the goals of a clan of assassins are about to collide and destabilize everything the heroes of the Crises achieved. Whether or not the world will survive relatively unharmed has yet to be seen.

Gameplay:

ASM is played in units of days and rounds. Each day contains five rounds, and the possibility of a night round. At the start of the first day, I will PM a role PM containing faction information, and a basic introduction to your surroundings. From there, a player will select an agenda of what to do with the first round (1-2 hours).

Factions:

The plotline of the game follows a number of incidents in a series of clashes between the Police, and less noble forces. While quite a few players will be unaligned at the start, they will also hold their own goals and will play a role in the clash. A faction will become eliminated if it's head and all PC's attached to it are killed. Notably, the following orders exist:

-Global Police:

The Global Police and the local leagues have become increasingly close after the Global Crises and have become active in stamping out crime by direct force and infiltration tactics. They have a large number of officers on hand to patrol cities, defends a target, or storm a base as dictated by their chief or a higher-up commander, although the head doesn't micromanage very often. The number of troops present and their capabilities will largely depend on the map, but a set number of actions will usually be available for chiefs to command.

Police Chief: These are the major roles of a police department, and will usually be given to more powerful players. They have knowledge of all spies under their command, as well as a fairly large list of police-compiled information about the opponents and situation at large. Their role and identity will be public information. In addition to being in charge of managing police information, they will also be able to command police officers to do one of the following actions.

-Patrol: The Police monitor the city, looking for anything suspicious and reporting it as needed. This will allow them to cover a broad area, but will generally end with the force more spread out and less able to defend a single target.

-Defend: The Officers assigned will defend a certain target, attempting to hold it in case of attack or infilitration. This can be helpful for holding off a group's attack once you have identified where the strike will occur, or safegaurding otherwise vulnerable areas.

-Protect: The Officers assigned will defend or accompany a certain person, protecting them from any attacks that might be targeted at them to the best of their ability. Special Forces assigned to protect may also enter dungeons or routes with a person they are protecting.

-Storm: Police agents will attempt to enter and secure a building or other area, neutralising all resistance. While this can be quite effective at securing an area, it will often come with a fairly high loss of life should the area be well defended, and will usually require Special Forces or Trainer support to be successful.

-Fortify: Agents assigned will either help with repairing, constructing, or securing a strecture. Repairing is simple enough to understand, while Construction will allow for a structure to be built given sufficient time and resources. Securing will involve the police installing new defensive measures and security equipment to make a building harder to infiltrate, but will cost a significant amount of resources.

Special forces are more powerful officers with significantly higher battle capabilities and the abilities to perform more complex operations, as well as more advanced versions of officer operations. Additionally, they will have a small number of snipers available, each of which with the ability to possibly execute a kill against a target. The chances of this occuring go down with gaurds or other defeneses areound a target.

The other type of Police unit is the Undercover Officer. These players appear to start the game as unaligned, but actually share a win condition with the Global Police and the ability to contact chiefs. They will start the game in the fashion of an unaligned player, and will generally interact with NPC's as if they were unaligned.

As a general rule, the Global Police will win if all syndicates are defeated and they do not get completely destroyed.

-Crime Syndicates

The remanants of a few of the old syndicates still exist in various locations, and some still have active objectives or commanders. These syndicates will typically be the major antagonists of the Global Police, and rivals amongst each other should multiple appear in a single game. While the win conditions will vary widely depending upon the syndicate, players reaching to achieve or prevent this objective will typically represent the main conflict of a game. They will often have some connection with a legendary Pokemon. As with the Global Police, the players aligned with a syndicate will traditionally have an undercover agent and an administrator. Unlike the Global Police, the faction will often have an NPC who will direct the general direction of syndicate policy and have the administrator carry out his orders. Furthermore, every syndicate will have a few unique advantages distinct to the syndicate. The syndicate will also begin with a predetermined number of commanders, operatives, grunts, administrators, and elites; as well as a predetermined group of bases and equipment available. The ranks and capabilities in a syndicate are detailed below:

Boss: Bosses are at or near the head of a syndicate, and are incredibly powerful. They usually direct the flow of a syndicate, but leave the actual dirty work and specifics to administrators. As a rule, they tend not to leave their headquarters, although they will move for very major projects. Bosses have six fully evolved Pokemon with maximum DC, movepool, and a held item. Some Pokemon held by bosses may have further boosts. When a boss is engaged, they may only be fought by a single opposing trainer in a format specified by the boss due to the gravity of the situation. Or you could play dirty, but chances are they can sink far lower if provoked.

Administrators: The highest ranked playable characters in a syndicate, administrators are generally tasked with one specific sub-objective and put in charge of achieving it by whatever means necessary. They have access to all information gathered by a syndicate via reports, and know the identity of all operatives a syndicate possesses. They have the ability to direct commanders, elites, and grunts under them. They also have access to a fair amount of supplies and money, as well as a basic body gaurd that will protect them from most assassination attempts by Special Forces.

Commanders: Commanders are incredibly powerful grunts, capable of leading field missions and commanding other grunts or elites. They will usually have five FE Pokemon with a held item and maximum DC and all Level up, Egg, and TM moves available to the Pokemon due to their experience. They can be promoted from Elite Grunts, although this will generally require a significant amount of resources to invest in the training and adjustment in rank structure. They can perform all tasks of Elite Grunts.

Elite Grunts: Elite Grunts are the special forces of the Syndicates, with a variety of abilities exceeding those of grunts. While they do not have the seniority to command grunts, they are more powerful and useful, and can go on missions alone or in groups led by an officer. In battle, they will possess Four FE Pokemon with maximum DC and all Level up and TM moves available to the Pokemon. A grunt can be promoted to an Elite Grunt with moderately expensive training, and advanced trainers recruited into a syndicate will start at Elite Grunt. They can perform the standard tasks of a grunt, as well as the following.

-Investigate: An effort to gather intelligence via spying or other means is undertaken. Information gathered in this way will be condensed into a report available to all admins of a syndicate.

-Espionage: An Elite Grunt/Commander will infiltrate a facility and attempt to plant bombs or some other device to cause damage and/or create a diversion to the structure. This does carry a risk of failure that is further increased by gaurds or increased defense measures.

-Kidnap: A target is sought out and kidnapped to be dragged back to a nearby base. This is quite difficult to pull off without detection during the day, and can be resisted somewhat easily if the target is a trainer. This has an increasing chance of failure with gaurds or security measures in place.

-Steal: An attempt to steal some sort of object is launched, with success rate depending upon the object in question and the defenses around it.

Other options may be available, and elite grunts can be ordered to perform other tasks, but these will be the standard elite-only tasks.

-Grunts: Grunts are the standard agents of any syndicates, and useful for tasks where quanitity is more important than quality. While they aren't pathetically weak, they are hardly strong and most serious trainers can probably dispatch two or three easily with no healing items. In battle, they have three medium-strength (weak FE, middle stage, strong NFE) Pokemon with a maximum DC and all level up and TM moves available to the species. Their functions are usually restricted to carrying out day-to-day operations, and the following basic commands:

-Gaurd: Grunts will defend a certain area fiercely until defeated or reassigned. This is particularly helpful for maintaining security in a base.

-Operation: Grunts will be led to perform some sort of non-defensive operation under the lead of an officer. These include everything from taking over a building to making a move on a legendary Pokemon, although standard grunts will probably be unable to move very far in a dungeon.

-Recurits: Recruits are, well, newly recurited members of a syndicate. They can only gaurd given their inexperience, and only have two NFE Pokemon with maximum DC, TM, and level up moves. They will automatically promote to grunts given a week's time in a syndicate.

-Scientists: While lacking in combat power, scientists hold immense viability as a supporting force. Principally, they can be tasked to add new security features to an area, design new technology, hack into databases, operate complex system, and conduct research into other fields. They only have one standard trainer Pokemon to compensate, though. While the amount will vary, most syndicates are highly dependent on scientists.

Additionally, syndicates may need to adopt recruitment strategies to stay in buisiness and keep up with the task ahead. This can be accomplished by a number of means, which will be left to the administrators to figure out. The likelyhood of three groups (normal, trainer, scientist) of being recruited will determine the type of recruit.

-Lumin Order:

Recently, a newer group of magicians known as the Lumin Order popped up. While their membership is small, and their objectives are almost entirely unknown, they have a tenancy to pop up with trouble, although whether they cause or accompany it is unknown. Their objectives are shady, and may have compatible win conditions with one or both alliances. With the help of magic, they can accomplish tremendous tasks that are typical of a standard Mafia role, but start divided. The individual roles of the Lumin Order members will vary per game and be described in role PM's.

-Unaligned

Everyone has goals, but many do not have a clear alliance in mind. Unaligned players will have a goal in the game that will be quite difficult to fulfil, and nearly impossible to fulfil alone. If they do so, they achieve victory in the game. Whatever side they team up with, if any, is open to that player.

Players

Obviously, the focus of the RP and the ultimate deciding factor in a game's outcome are the players. Players in the game are based around an RP Persona, with a trainer class, backstory, and hometown to match. The background and personality in particular will prove important in deciding the goal of a game if unaligned and a backstory if aligned. It will also affect how other characters interact with a player.

There will be a certian number of players in each game, selected by a process that is a combination of luck and skill. ASM promotion matches will periodically be held, and up to ten players may get into a game by reffing or battling in these. All other slots will be determined by lottery system. Odds of winning the lottery system can be increased by having a large team (explained later) and contributions when applicable.

Now, onto the purpose of this thread: registration. To register for ASM games, you must have a profile active. This must include a background/personality section, hometown, and Trainer Class selected from a list below. The background/personality being more extensive can prove to be a benefit, while the Trainer Class and Hometown are crucial aspects for differing reasons. Hometown may be any city in Orre, the Tojoh land mass, Unova, Sinnoh, Hoenn, Alto Mare, the Orange Islands, or the Sevii Islands.

Trainer Classes:

Ace trainer's skills revolve more around battling, and general heroism. If Red and Ethan had a trainer class, this would be it. Ace Trainers are the obvious heroe, and are the best at leading single man crusades against enemies and rising through the ranks. There skills are set to match that.

Skill=Innate
Ace Trainers can get a comprehensive list of all possible arena effects.
Ace Trainers can view RNG's and calculations.
Ace Trainers have Pokedex access.
Ace Trainers are aware of the teams of Gym Leaders.

Skill=5
Ace Trainers start the game with 1000 more Poke.
Ace Trainers are more skilled at performing RP actions.
Ace Trainers have a +5 CR on all wild Pokemon.
Ace Trainers are aware of the buffs and abilities of all opposing bosses.

Skill=10
Ace Trainers always order second against Policemen and Syndicate units below Commander.
Ace Trainers automatically jump to first in line when waiting for gym challenges.
Ace Trainers recieve 1.5 times the Prize money from trainer battles.
Ace Trainers know the teams of all major opponents.

Skill=15
Ace Trainers can request, and periodically recieve, help from local gym leaders, provided they have reason to trust the player.
All Pokemon who participate in beating a gym leader have a minor buff to a stat (selected per gym). This is the equivalent of a Rank Six+ boost, where it only factors for 1 in the damage calcs. For HP, acc, and Evasion it is a simple +5% boost. For speed, it is a simple +5 speed. They may rechallenge gym leaders with different teams.
Opposing grunts have 0.5x the HP on their Pokemon.
Opposing grunts get no substitutions.


Black Belt: The strongest of the trainer classes, Black Belts pack quite a serious punch. In addition to having the added ability to take hits that comes from their strength, they can also employ all physical damaging fighting moves in battle should they be forced to defend themselves. Additionally, they are the only trainer class that is not automatically eliminated upon losing all Pokemon, as they still have the ability to catch more through battle... although a very unconventional one to say the least. They may also employ the Hidden Machines Strength, Rock Smash, and Rock Climb with their own bodies, and are not dependent upon a Pokemon to do it for them. Their skill with fighting types also grants them a +20 catch rate when attempting to capture them, and a primal connection with the type that allows them to cast instinctual, highly reactive orders. When moving first with a fighting type, their orders are hidden. When moving second, they order as normal.

Camper/Picnicker:

While every other trainer class is at home in the cities or the water and travels by land when they have to, Campers prefer the wilderness. Due to their long time out in nature, they have learned to survive and travel in ways that the other classses simply can not. While traveling on routes, all encounter rates are halved. Additionally, their camps will never be attacked at night or during the day by local wildlife. If seeking a Pokemon that lives on a route, they will always find it, and only it. They start the game with a tent, as well as the HMs Cut and Flash. Pokemon battled on routes have a +10 Catch Rate, and Pokemon fought in dungeons have a +5 catch rate. Campers also start the game with a Town Map, which contains detailed information on all dungeons and other features that are known to be in an area.

Doctor/Nurse:

Doctor's are important for two reasons. Not only are human injuries common, particularly in crisis situations, but so are Pokemon injuries. Doctors excel at dealing wtih both. Doctors start the game with a bag of medicines that will help them heal many basic (and some advanced) human injuries, as well as five super potions to help heal Pokemon. They also have two doses of an exceptionally powerful potion that will automatically negate the first two kills scored on their Pokemon. Their Pokemon also have a higher chance of recovering from critical condition. Furthermore, their occupation allows them to have an 80% discount on all forms of Pokemon medicine. They also have a slighly higher salary, which makes their starting income boosted to 3000. In battle, their recovery moves restore 10 more HP per use, and their chills restore 6 more energy. Leech Seed, and other per action healers, will restore one more HP per action.


Gentleman/Lady:

The wealthy upper classes of the Pokemon World, these trainers generally prefer to let others do the dirty work whenever possible. Their great influence allows them to get information from NPC's with more ease than others, and they can finance operations given sufficient time and paperwork. Additionally, they start the game with 2 Luxury Balls and a starting income boosted to 4000. Their fame and money will also prevent them from being detained by the police for more than a single night without sufficient proof of a crime, or an army of lawyers will get them out through the fairly corrupt judicial system.

Pokemaniac:

Widely regarded as "that strange guy who lives next door," Pokemaniacs are easily the most knowledgeable trainer class about Pokemon. Through their studies, they have obtained a working knowledge of all common Pokemon species, and will have access to the Pokedexes as they are completed without having to obtain one from an in-game source. Furthermore, they know all Pokemon that live in all discovered routes and dungeons, and can learn the Pokemon who live in an undiscovered route by a simple hour of observatioins, and will gain some knowledge of the probable types of Pokemon in a dungeon upon looking into it. Pokemaniacs also carry a video camera on them at all times that will allow them to record up to 15 minutes of footage and 25 photographs, provided it is periodically recharged via electricity or batteries. Pokemaniacs have studied smaller Pokemon and baiting techniques extensively, and have a +15 catch rate on NFE's. Without much practical battle experience, they do not have the same ability to take down or capture FE's or bosses of any evolutionary stage. Pokemaniacs can always target a specific Pokemon living in an area they are in.

Psychics:

Psychics have always been something of a mystery, and their full role in both the normal and supernatural worlds is up for debate. Despite these uncertanties and variations, a few things remain consistent. Psychic types can communicate easily with their Pokemon, providing a dark-typing does not ruin the connection. Therefore, they can give orders mentally in battle, making their opponents unable to see them. When using a Psychic type, the connection is so fast that they can react incredibly quickly, allowing them to always move last. Their connections with the relatively unkown aspects of the world grants them a +10 Catch Rate on Ghosts and Dark types, and a +15 Catch Rate against Psychic types. These boosts do not stack. Despite this, Psychics lack material wealth or physical strength, and have 1000 Starting currency and a lower strength class than normal trainers.

Scientists:

The intellectuals in all areas aside from Pokemon, Scientists hold a fairly powerful role in crime and the world at large. Their ability to invent machinery allows them to make any device they can dream up, provided a sufficiently explained means of making it, and the materials to do so. They are also quite effective at research, and may research genes, drugs, equipment, or any other project an organization needs researched. Their knowledge of mechanics does have applications in training, and scientists have a +10 CR on Steel, Electric, or Poison types. These boosts do not stack. They do suffer from a lower strength class, however.

Swimmers:

Swimmers are the Campers of water routes. Well known for swimming for incredible periods of time, these men and women are often seen, well, swimming. Due to their sheer experience with this, Swimmers may use the HM's Surf, Whirlpool, Dive, Waterfal, and Dive with their own bodies, along with starting the game in possession of said HM's. They also have halved encouter rates while moving along aquatic routes, allowing them to move faster. Additionally, swimmers will not fail to find any Pokemon they seek on an aquatic route. Their experience with water gives them a +15 CR, and for every day spent partially on an aquatic route, all water types in the party will gain 5 extra general counters. For capture purposes, swimmers have a +strength class.

Veterans:

Veterans are the only trainer class associated with age rather than profession. Indeed, veterans are the elders in a variety of fields, and have a lifetime of experience behind them. While very few still actively battle or participate in leagues, they are the legends of the past era, and as such hold a level of battling skill comparable with an Ace Trainer. Through they're travels, they have picked up a knowledge of Pokemon comparable to that contained inside of a Pokedex (Dex access). Additionally, they've challenged most NPC's in the past, and thus know the Pokemon commonly associated with major NPC's. They are also skilled at analyzing arenas, and can easily recognize what impact the surroundings could have on a battle. Veterans. Due to better training techniques, veterans will pick up an extra MC per Pokemon that participates in a battle. They do have a reduced physical strength, but this does not apply to Pokeball throwing. Most notably, a veteran will start all games with a random HM from their travels.
 
POKEMON:

Obviously, Pokemon are a major aspect of ASM, as there is a battling emphasis. In addition to their normal utility in battle, most Pokemon have abilities unique to their species they may use outside of battle, such as telepathy or spores. These will eventually be codified in an ASM Pokedex available to certain trainer classes. Additionally, Pokemon may be tasked with simple tasks, such as "Follow X" or "Sneak into X." The creative use of Pokemon is really limited to only creativity and the constraints of physics.

The rules around them vary a bit more.

Registration:

A player will usually register a certain number of Pokemon at the start of the game. This will serve as the backbone of his team, and the team he will start a game with. There is only one other way to get a Pokemon from a home profile into a team. At night, if there is a live Pokemon from your original team in the PC, you may subsititute it out of the game for one other Pokemon from your profile with an equal or lesser move count. This ability can only be activated once during a one week period (days 1-7). A Pokemon previously subbed out may be subbed back in regardless of movepool sizes.
Also in Prize Claims, a Pokemon captured in-game that is in the PC may be subbed out into ASB, at which point the trainer may either claim the Pokemon as-is for their profile, or claim it like a new Pokemon of that species. This rule does not work for legendary Pokemon.

Capture:
Capture in ASM works about the same as it does in ASB, with a few twists. While bosses can be captured, they have an adjusted capture rate. This is 7 for legendary bosses, 15 for Major Bosses, and 25 for Minor Bosses. In cases of adjusted HP, current and max HP are taken as percentages, and plugged into the Pokemon's normal HP stat in ASB. If multiple trainers throw a Pokeball at a Pokemon at once, all trainers with the same priority toss will be RNG's to determine which ball will be successful. All other trainers will not lose a ball for losing the 'speed tie.' Ace Trainers have a +2 Capture Priority, Swimmers and Black Belts have a +1 Capture Priority, Veterans, Gentlemen, Pokemaniacs, Doctors, and Campers have a 0 Capture Priority, and Scientists and Psychics have a -1 Capture Priority.

If Six Pokemon are in a party, the captured Pokemon will be sent to the PC automatically. The active team may be exchanged with Pokemon in the PC whenever a PC unit is available. Please note that enraged legends can not be captured until they are sufficiently calm or the aura around them has returned to managable levels. This will make sense when it becomes relevant.

If a Pokemon breaks free from a Pokeball and has maxiumum energy, they will direct their attacks at the Pokemon of the trainer who through the ball.

Bosses "Total" HP in the calculations is taken from the maximum HP of a normal member of the species. Ignore any statements to the contrary in this thread.

Death and Critical Condition:

If a Pokemon is KO'd with orders from the trainer that does the final blow to kill, a wild Pokemon scores a kill RNG on a fainted Pokemon, or a fainting blow scores a critical hit, a Pokemon will enter an extremely fragile state that will lead to death bar the items Revive, Max Revive, or Healing Shot. Healing Shots will put a Pokemon in poor condition, where it can not be used until the start of the next day. Max Revive requires the Pokemon reaching a Pokemon Center or similar facility by the end of the night phase, but if this occurs, the Pokemon should be fine in the morning. Revive will cause a fairly complex numbers game to begin, with the survival of a Pokemon relatively uncertain. This will only occur if the Pokemon can reach a Pokemon Center on time.

Types of Encounters:

Wild Encounters will usually be 1-3 Pokemon battling at once. Periodically, they will recieve reinforcements at the end of a round. Common Wild Pokemon will have all level up moves. In some dungeons, five fairly weak Pokemon with only level up moves to twenty-five will attack at once.

Bosses are the notable exception to the rule in terms of encounters.

Minor Bosses are fairly common sights in dungeons, meant to provide a sort of minor challenge, and can usually score at least one KO or kill on an unprepared trainer. Minor Bosses take a Pokemon of the species represented, and boost all stats attached to it by one stage (and usual +speed stuff). Additionally, they have 250 energy and an HP stat equal to their cartiridge HP times 2.5, with a mininum HP of 125, and a maximum of 375. Minor Bosses will have a full DC, and all level up moves to 25 with 25 more MC invested by a gamemaster at some point during development. While minor bosses can be fled from, switching is off against them, bar moves such as Volt Switch, U-turn, Teleport, and Baton Pass. They can not be roared out of battle, and restore 18 energy per chill

Major Bosses are usually only at the end of more advanced dungeons, and are far more powerful than Minor Bosses. They also have all stats boosted, but have 500 energy and 5x the cartridge HP stat, with a minimum of 250, and a maxiumum of 750. They can be fled from, but switching is impossible bar the moves that allow it. They have a full DC, and 50 MC spent on improving their movepool. They can not be forced out of battle, and restore 24 energy per chill. Their agressiveness and Intelligence stats are boosted by one.

Legendary Pokemon:

Legendary Pokemon are the gods of the Pokemon World, possessing powers far above any normal Pokemon. As such, they are extremely hard to battle, and have a few special rules pertaining to them. Namely, all legendary Pokemon will usually be restricted to a dungeon, unless they are enraged. If a legend is enraged, they can not be captured, and battling them is nearly hopeless. It is best to get away, or find an alternative way to solve the problem.

Inside of the dungeon, the legend will usually be defended by a large number of obstacles and traps and/or a huge number of battles. There will usually be a Major Boss and or high-power NPC directly before the legendary battle as well.

In terms of gameplay, a player who has captured and legend in ASM will have the ability to use it in all subsequent games, regardless of the outcome and if they choose to continue saved data. The legendary Pokemon may not be used outside of ASM unless its TLR has been released. Furthermore, in-battle in ASM, all stats are boosted by one rank, including HP. Energy is multiplied by 1.5.

In battle, legends fall into two seperate groups: the powerful legends, and the insanely powerful legends.

Legendary bosses usually have some sort of arena working heavily to their advantage. They act as Major Bosses, except they have 7.5 times their cartidge HP with a minimum of 375 and a maxiumum of 1125. They also have 750 energy, and their chills restore 30 energy.

Origin Bosses are the legendary Pokemon with a BST of 650+. They act as legendary bosses, but they usually have an advantageous arena and some other ability to help them in battle. They have 10 times their cartridge HP, with a minimum of 500, and a maxiumum of 1500. They restore 50 energy with every chill.

Battling alterations in ASM:


The first basic prinicple of ASM battling is number of Pokemon allowed to be active at a time. When a player enters a battle, a side is selected based off of their likely alliance. IF one person is battling on a side in a feral (wild or rogue trainer) battle, they are allowed to have three Pokemon out at once. IF two people are battle on a side, they are allowed to have two Pokemon out at once. IF three+ are battling on a side, they each get one Pokemon active at a time.

Another important factor is the addition of two more statistics: Intelligence and Aggressiveness. These are measured on a scale of 1-5, and have various impacts, particularly in wild battles. More Intelligent Pokemon will order differently in battle when commanding themselves. More aggressive Pokemon have a higher chance of killing or blocking attempts to flee.

Items are another unique factor in ASM. A Pokemon may use a healing item during a round on themselves or a Pokemon in the party, but will sacrifice a round of combat to do so.

Sides that are selected at the start of a feral battle do not need to be obeyed. Betrayal is allowed, and in some cases, necessary.

Fleeing is another major mechanic of ASM. The chances of flight are determined by the opponent's aggressivenss, as well as the average speed of your active team compared to the opponents. Should the action fail, all opponents who would have blocked the flight will get a free action against your Pokemon. Pokemon may not block a flight if fully paralyzed (RNG), frozen, asleep, or trapped.

HM's

Hidden Machines are important aspects of the game, allowing for dungeons and routes to be crossed that could not otherwise be crossable. When one obtains an HM, all Pokemon in their team that can learn the move do automatically. HM's may not be bought with MC in-game.

HM1: Cut
-Cut allows a Pokemon to slash through wires, paper, small trees, and fences with incredible percision. This is useful when it is unsafe, impractical, or impossible to smash through the object with brute force.

HM2: Rock Smash
-Rock Smash automatically smashes through weaker barriers with a single blow. Examples of what may be destroyed include weak rocks, thin walls, and debris piles. These objects can usually be destroyed in other ways, but they will take repeated attacks to bring down, which may not be practical.

HM3: Strength
-Strength allows Pokemon to carry objects that it usually could not. For example, large blocks of metal may be pushed or carried by a Pokemon using strength, potentially clearing obstacles that could not be avoided or smashed through. If a Pokemon has both Surf/Fly and Strength, it may activate both at once to boost its Size Class in occupancy calculations by 2.

HM4: Fly
-Many Pokemon can fly, but very few can naturally carry a rider. HM4 allows for a Pokemon to carry a rider over long distances, potentially avoiding fights on the ground in exchange for an increased encounter chance against airborne Pokemon. This can be quite helpful in moving over large and/or divided maps. The number of Pokemon it may carry is equal to SC Flier - Combined WC riders. This number may never go negative. The number of human riders that may be carried is equal to SC-3.

HM5: Surf
-Surf works in roughly the same way as fly, allowing for a Pokemon that could normally swim to carry a human or Pokemon. The same formulas are employed. While surfing, an alternative route encounter formula is used. This move can be used to cross water.

HM6: Flash:
-Flash has far more use than in-game, as most caves and dungeons will be too dark to cross without flash. Flash will illuminate an entire room of a cave or dungeon provided that the Pokemon using the move is active and concious. The flaslight item or a soft natural glow will periodically light up an area enough to see larger structures, but it will often miss finer details unless an area is inspected, which takes time.

HM7: Whirlpool
-While Whirlpools are uncommon both ingame and in ASM, this move does have some uses. Notably, whirlpools exist around areas connected to legendary Pokemon and will be useful for traversing them in these dungeons or areas.

HM8: Waterfall
-Waterfall does exactly what it does ingame: allow a player to traverse waterfalls. While this isn't always useful, in some dungeons and routes, notably ones with powerful bosses or in front of Leagues, they do appear.

HM9: Dive
-Dive is the third transport HM, and is needed to explore below the water's surface unless one is a swimmer or has a Scuba Gear item. A Dive user carries the trainer below water, and summons a stream of bubbles to allow them to breathe. Up to three Pokemon and a trainer may be supported in this way, but when carrying a trainer, the Fly SC formula is in effect.

HM10: Rock Climb
-Rock Climb is often helpful in scaling steep mountains, rocky paths, or generally hostile terrain that could not be crossed by walking. While it does seem to be totally outclassed by fly at first glance, it actually has uses in Gravity conditions, or other circumstances that would prohibit flight.

HM11: Defog
-Defog is useful for clearing mist, fog, smog, poison gas, levitating hazards, and many other airborne nuisances. This move is therefore surprisingly effective at clearing traps, or imporving visibiilty in the surrounding area.

One final advantage in the vein of HM's is Riding, unique to Zebstrika and Rapidash. These two Pokemon can carry a rider at their speed across a route. Any Pokemon that can not, even with a nature, outspeed this, will not attack the trainer. Any Pokemon that can with a nature will have their usual encounter chance. Pokemon who are naturally as fast or faster will have their encounter chance doubled.
 
Locations

The Map of ASM is probably the single largest varying factor in a game. Be it a small, isolated map - New Moon Island or Mossdeep City, or an incredibly large map spanning multiple regions, they are all made up of the same elements.

Cities

Cities are possibly the most important regions of a game, if only due to the number of important locations inside of them. They also serve as the headquarters of the police forces, as well as the resting grounds for trainres and the homes of gyms and contests. Many cities will have unique buildings, but the following are fairly standard.

-Pokemon Center:

Pokemon Centers are the effective headquarters of trainers, and they contain the healing machines and vital equipment to perform healing operations as well as the critical condition state. Healing a Pokemon takes until the end of a round to perform at the center, but is free. There are also free rooms there where trainers may stay the night. A Pokemon Center is unlimited in capacity.

Out back their are training courts, where fairly weak trainers will always be training and more experienced trainers may battle it out. Inside of the Center, a television will always be showing news for those who care to watch, and people are out that may be talked to about things in general or a specific issue. The list of people inside of a Pokemon Center is public information, and security isn't the greatest.

-PokeMart

These stores are the second key aspect of basically every city. Put simply, they buy and sell medicine, Pokeballs, and a few other items that a standard trainer might want although these are usually only available upon request. They will be discussed more in the items section.

-Police Station

Another standard aspect of most cities, these range dramatically in size, but serve mostly the same function. Basically, they are centers for Police to control the surrounding area, and will contain a number of officers that will vary by department. Additionally, there will be a message board where trainers may take on certain tasks for a reward as a side quest.

-Gym

Gyms are not in every city, but they are in a fair few. Basically, gyms are a challenge for trainers, containing a single gym leader and an arena giving them an advantage. The number and power of the Pokemon held by the gym leader will vary from gym to gym, but they will always be a difficult fight. After being defeated, a gym leader will hand out a solid cash prize, and some sort of other reward, as well as a badge. Certain gyms may be rechallenged after victory to face a more powerful version of the leader's team, and higher rewards.

Headquarters

Headquarters are another critical location, but mostly to syndicates. Headquarters and other bases will be the center of criminal operations, and other factions. They generally are flooded with syndicate trainers, and contain vital equipment. Taking them will be incredibly difficult, although the exact difficulty depends upon the game and headquarters in question, as well as prior moves by the syndicate. The functions of a headquarters vary.

Routes:

While they won't take quite as long to traverse as in game or the Anime, routes are the time-consumers as a player moves from town to town. The number of encounters is random, and determined by the frequency of Pokemon appearing on that route. Basically, an RNG is rolled for every Pokemon with a chance of appearing, and if the Pokemon is summoned, it will battle. This can lead to 10+ encounters on a route, or none at all. Some routes will require HM's to cross, and all routes have ways that make them faster or easier to get across, such as flying or a bicycle.

Dungeons:

Dungeons are the most varied sort of area, although the basic definition would be an encolsed area with some sort of a boss. This includes random battles against a minor boss, enormous mountains, and even some areas of a large laboratory. Inside of dungeons, difficult battles, puzzles requiring HM's or intellect, as well as other barriers block the path to the final boss. There may or may not be a reward or plot function to a dungeon. At the end of the day, dungeon exploration will abruptly end, with the players withdrawn to the entrance. They may start exploration a round before round one the following day.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
RP Name: MK/Mike
Trainer Class: Scientist
Hometown: Slateport City
Basic Personality: Arrogant and sarcastic to most unknown people (and quite a few he knows well), MK is suspicious of most and trusting of even fewer, but beneath a cirrhosis-encrusted exterior beats a heart of gold, prizing loyalty and friendship above all else. Someone you'll have to work hard at to get on your side, but once he's there, you wouldn't want him anywhere else. Also I'm a leader not a follower but I can't be arsed to word that bit RP-ly. Same with my inability to take things seriously, it's all a joke to MK.
 

RP Name: Brandon
Trainer Class: Ace Trainer
Hometown: New Bark Town
Basic Personality: A powerful battler, Brandon is fairly quiet, but strong-willed after being forced through the Nuzlocke Challenge. He doesn't make friends easily, usually preferring to keep to himself, but those that do earn his alliance find themselves with a powerful and fiercely loyal ally, who will do anything to protect his friends. Brandon's also always willing and ready to do the right thing, regardless of the cost.
 

RP Name: MB McSmogon (I use it on Serebii to be troll-ish but I'll use it over here as well)
Trainer Class: Ace Trainer (look at the dang sprite)
Hometown: Cianwood City, Johto
Basic Personality: MB comes from Cianwood City which is real lade-back but serious at the same time. Most teens like MB have the ladeback manner more then the serious but MB is very serious when something he believes in is on the line. He is very upbeat and jolly; and depsite being slightly shy can socialise well. Born to be a leader he is very humble yet just however if it best for whatever side he is on he will take a follower role as long as he gets his say.

Total Pokemon contributed: 17 (and counting)

EDIT: Hopefully the fact I've put in so much work in the social group will hep me get in ;)
 

RP Name: Simon Hyde
Trainer Class: Doctor
Hometown: Cinnabar Island
Theme: Midnight in a Perfect World
Basic Personality: Carefree, Simon will take the more relaxed approach to any problem. Rarely provoked, but an effective problem solver. Even in times where it seems the world is falling to pieces, he still takes the time out to appreciate the little touches, such as the sound of waves crashing against the sand or raindrops racing down a windowpane. Son of the late Blaine, he grew up around Science, and is not afraid of the New and Undiscovered. His only flaw is his great love of people: taught to love and tolerate everyone, no matter who they are, and protect those who deserve it, no matter the cost. Simon takes a stand for what's Right, whether it be the defense of those who cannot defend themselves or to go against the grain for something awesome. But through and through, he'd rather just relax along the beach, playing his guitar with the sunset at his back.
 
RP Name(s): Lenneth and Laharl
Trainer Class: Socialite(s)
Hometown: Celadon City, Kanto
Personalities:
Born in a rich city to an equally rich family, Lenneth and Laharl are used to living in the lap of luxury. Both are heirs to a notoriously secretive estate that is often the subject of queer rumours. These tales involve such horrible acts as human cloning, dark rituals and joining the Tea Party.

While being twins, the siblings share almost nothing in terms of personalities.
Laharl seems to be cold and stoic to most, only truly showing irritation or embarassment when dealing with his sister's antics.
He manages to keep his sister manageable during her outbursts and uses his calm, collected manner to talk his way out of most conflicts.
Lenneth, on the other hand is the definition of a loose cannon. Her emotional state can change from euphoric to murderous frenzy and back again in under sixty seconds. Much to her chagrin, she often comes off as child-like because of her volatility and outspokenness.

They both seem to have above-average intelligence, and with it follows the tendency for the two to come off as condescending. Laharl through a patronizing manner, and Lenneth through various barrages of insults. In addition, neither has any hesitations about doing whatever it takes to reach the top of the social ladder, though Laharl tries to at least leave his opponents (victims) with a small amount of dignity. Those facing Lenneth can only hope they catch her or her brother's good side and are allowed to beg for their life. Because of this, they don't make friends easily. Although if someone does manage to earn their trust or admiration, they make staunch allies, unwilling to concede defeat even in the face of death itself.
 
RP Name: Terrador
Trainer Class: Psychic
Hometown: Saffron City/Fuschia City
Background/Personality: Terrador is the child of two Tamers from Fuschia City. After wandering off and becoming lost, he made it all the way to Saffron City before he was found by a Psychic from Sabrina's Gym. After finally being found by his parents at the age of 12, he had grown to love how the Psychics thought and lived (and even managed to develop Psychic abilities during his time there). This eventually caused him to become alienated from his parents (and is the reason why he left home at the age of 16, eventually winding up in Mossdeep City), though he became and remained a Poison-Type specialist.

Terrador is calculating to a fault, always thinking before acting. However, it's an ability that he doesn't take lightly, and is sure to play to this advantage. His skills with people are tenuous at best, though; sometimes he'll never stop talking, and sometimes he stays silent when it would be most prudent to speak. Terrador thinks very little of the population at large, but is loyal far past the point of stupidity to those he knows well. In battle, he shows absolutely no mercy - he was trained to believe that entering battle is signing his own death warrant if he isn't prepared, and expects his opponents to know the same.
 
RP Name: Alex
Trainer Class: Ace Trainer
Hometown: Cinnabar Island
Basic Personality: Alex has been preparing his entire life for this. Determined to do his best, he comes with a confident, serious attitude that will not accept mistakes. However, Alex comes hoping to gain experience for the future as well as other ASMs.
 
RP Name: Soris
Trainer Class: Doctor
Hometown: Lacunosa Town, Unova
Basic Personality: Born and raised in Lacunosa Town to a faithful father and a kind mother, Soris was always the kind of person with a kind word for everyone. His mother was a nurse at the local pokemon center, and he followed in her footsteps by enrolling in medical school. His life wasn't perfect, but it was normal for him.

However, that all changed when Team Plasma showed up.

Team Plasma showed up in town one day to recruit, and Soris's parents ended up joining, believing that they could make the world a better place. But during the team's subsequent fall, both of them were killed during a charge meant to buy time for Ghetsis to take over the world. This left him with nothing except his little brother Curtis, an intense hatred for Team Plasma, and a distrust of the Global Police. To provide for the family, Soris dropped out of medical school and went into pokemon training with a Larvesta he found in the woods and befriended. Eventually, the income became relatively steady (as steady as a pokemon trainer can get anyway) and he challenged the Unova league, but he lost to the champion.

The hardships he endured in his travels slowly twisted him into a bit of a twisted cynic, believing that the world itself was corrupt. He always expects the worst out of other people, and seldom trusts anyone. Superficially, his kind personality never changed, but it was little more than a mask for his true feelings. Currently, he believes that he has to stop the decay of the world by changing it somehow, something only legendary pokemon could achieve.

Due to his training in medical school, he is able to heal the injuries of both people and pokemon, though he can't perform any surgery or similar complicated procedures. His travels have also made him well fit for most environments. In preparation for his plans to change the world, he has also studied many different facts about pokemon, particularly legendary ones.

Stats:
Strength: 7
Reflex: 7
Intelligence: 12
Perception: 12
Personality: 12
Skill: 10
 
RP Name: Seth Edge
Trainer Class: Scientist
Hometown: Goldenrod City, Johto
Personality: A young and very talented DIY Scientist, but a very abrasive person.
He was orphaned at a young age. Though he was given to the care of his grandparents, he ran away at 12 to Goldenrod where he eked out his existence through a life of petty crime.
Also at this time he formed a keen interest in science and engineering, and managed to design and build many devices from scratch, working his way through complex ideas without any prior teaching and little research. Of course, many of the necessary parts were acquired illegally, but his work was nonetheless that of a prodigy.
He is somewhat irritable and is rarely nice to anyone, even when it is in his best interest. He does however have a soft spot for children, and currently makes his (official) living building and repairing robotic toys, though some of his less innocuous creations find their way onto the black market...
 
RP Name: Seth
Trainer Class: Doctor
Hometown: Lilycove City
Basic Personality: Seth is a prominent child of a wealthy family from Nimbasa City. His family made their fortune by investing in the Hoenn region while it was still being laid out/constructed, and thus his parents own large stakes in many cities of the Hoenn region. However, the family moved to Nimbasa City to enjoy the wonders of American Football (GO LIONS!!!) better.

Seth, as a student, was a fantastic one, earning high marks in all classes while keeping a fantastic social life throughout high school. He later went to University, Medical School and later completed his residency in Lilycove City. Lilycove City was so attractive to Seth that he decided to live forever in Hoenn. He is in his mid-20s (a medical genius who blazed through school) at the start of his mafia adventure.

As a person, Seth is a very quick study, able to adapt to any situation. He has good social ability, above average fitness for a man his age, and well-liked by most who know him. Seth is also humorous, insightful, a fantastic orater and a tad mischievous. His personality flaws are Seth's pride and Seth's sarcastic nature.

All in all, Seth brings extraordinary Medical knowledge, general Intelligence, and high social charisma to the table, making him a valuable ally and great enemy. However, NOTHING will stop Seth from getting what he wants, and he will do whatever is necessary to achieve his goals.
 

RP Name: Lee
Trainer Class: Poke(Bastiodon)Maniac
Hometown: Oreborough City
Personality: Lee is an absolute fanatic whenever it comes to Bastiodons or any of his other favorite pokemon. This fanaticism began at the early age of 10, when Lee succesfully found a fossil while digging about in a childlike search for pokemon. He returned the new find to Roark, who gained much valuable research from this. After the revival, as a gift for all the incredible research from this archaelogical find, gave Lee the young Shieldon.

Over time, Lee came to absolutely love his new "Vanguard". As he grew older, the two grew very close, and eventually spread his love to other rock Pokemon, and Pokemon in general. Like a true Pokefan, he is constantly in search of a new favorite to add to his ranks.

As a person, Lee is proud and always eager to show off his pokemon, and is quite sociable and trusting. He is very persistent in anything he does, despite his poor battling skill. From days upon days of relentlessly searching, he is incredibly fit. Unfortunately, his perseverance is also his downfall, as Lee often charges into losing situations headstrong.

Stats:
Perception: 5
Intelligence: 10
Personality: 4
Strength: 15
Reflex: 13
Skill: 13
 

a fairy

is a Tournament Directoris a Site Content Manageris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Social Media Contributor Alumnus
Community Leader
RP Name: Samantha
Trainer Class: Ace Trainer
Hometown: Jubilife City
Basic Personality: revamp!!
 
RP Name: Daniel / Jack
Trainer Class: Psychic
Hometown: Alto Mare, Johto
Personality: A sweet and gentle person, Daniel grew up in the city of Alto Mare with her mother, Gloria and her sister, Charlie, from a rich family because her grandmother, her mother is a famous designer whose dresses have been renda in various places around the world, from small has been a great lover of nature, having fun in the nearby woods and playing with small pokemon that live there, but retaining te high level of culture that living in a beautiful city between two important regions granted him

His dream is to become a great coordinator, training since he was 8 years old when he was given a small birthday present, a little box with holes on it, a boz that contained a little Meowth, Isis and from then they have refined their technique through the years and are prepared to participate in the competitions in the region Johto, but the ties with Isis and her other pokemon is not a coincidence, since childhood he and his sister have felt a strange connection between them and the living beings around them, a connection whose source they can not explain, but it helps them to connect with each other and their pokemon

But not everything is as perfect as it seems, that Daniel has a dirty little secret, he has a dark side, a shadow extrña can not control, and that comes out when someone I care about is in danger, or something bother him too much, or sometimes just for stressed enough, and others for no particular reason, this presence, called Jack, take control of your body and makes sleeping with Daniel while he is concerned with what to do, Jack is a person who enjoys causing suffering to those who, according to him, they deserve to be regozija to cause suffering and grief who is doing something that he does not like, and who delights to eliminate anything that he considered "unworthy "even so his heart, but dark, save a certain nobility, Jack never hurt the innocent, and has a great respect for the pokemon, he has never hurt a pokemon outside of a battle, and even then he neves does anything over the line, but Jack has his own skeleons in his closet, and some of them are so well buried Daniel has no idea they exist, Jack doesn't wan't anyone to know, and he is doing pretty well

And while Daniel doesn't really uses his powers in other people,
preferring to trust on them first and foremost, Jack is someone who does not trust anyone unless they can prove they are worth almost as protecting Daniel, and use their powers to control others if this is necessary to complete its goals, whatever those are

Meanwhile, Daniel only wants to follow his dream... and maybe find more information about what happened year ago that gave him this blessing... or the curse that let Jack free
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

RP Name
: Engineer
Trainer Class: Veteran
Hometown: Mahogany Town
Basic Personality: Engineer grew up in Mahogany Town, a small town situated south of the famous Lake of Rage. The adopted child of the old lady who serves as shopkeeper and has items that "nobody else has," Engineer spent much of his time playing with Pokemon with enthusiasm and fascination. Pryce realized Engineer's love for Pokemon and so taught him how to battle with them. It was then that Engineer realized that old men were quite possibly the best battlers in the world, due to their decades of experience. With his league of Pokemon at his side, Engineer left Mahogany town shortly thereafter with the goal of gaining as much battle experience as he possibly could, with Pryce always in the back of his mind as a kind, knowledgeable mentor.

As an old man now, Engineer looks back on his memories and past battles quite fondly, causing him to be rather reminiscent and pessimistic about what the future holds. In addition, his upbringing in suspicious Mahogany Town has made Engineer's trust hard to obtain and even harder to keep. In serious battles, Engineer is as cautious as one can get, expecting the worst possible outcome for each round and planning ahead. His past experiences in battle have given him an attitude that conservative playing will always work out in the long run, and that gambling on risky tactics will only succeed if enough preparations have been made. The same, however, cannot be said for playful battles - those are simple and losing doesn't mean anything.
 
RP Name: G
Trainer Class: Ace Trainer
Hometown: Driftveil City, Unova
Personality: G is surprisingly hard to categorize in terms of usual personality; he can dish out snarky remarks at times, but won't hesitate to assist an ally in need. He's fairly smart, but rather than acting stuffy and holier-than-thou all the time, he jokes around a great deal. He's usually calm and peaceful, but when provoked he will fight back. Perhaps the only consistent thing about his personality is his, well, consistency. Whatever he sets out to do, he does it fully. He isn't one to give up, and he'll keep trying until all options are exhausted.

Side note: can somebody make me a recolor of the HG/SS Ace Trainer sprite? And if not, can you direct me to somebody who can? Thanks in advance.
 

RP Name: Dan
Trainer Class: Gentleman
Hometown: Goldenrod City
Basic Personality:
Dan grew up in Violet City but never felt as a member of the community. Everyone seemed so complacent with their position, while Dan continually wanted to gain more power and success.

He eventually left his home and moved to Goldenrod when it was still being developed and opened a simple store. Dan managed to grow his store into the now massive Department Store known today. He then managed to expand his franchise by buying various Poke Marts. Having taken hold of nearly all stores in Johto, Dan began expanding into the other regions of the world.

He then purchased the infamous Celadon Department Store and established the Lilycove and Veilstone Department Stores when those cities were being developed. Dan has made numerous enemies throughout his life, as he is not afraid of stepping on others for self gain and is a cutthroat businessman.
 
RP Name: Kevin

Trainer Class: Psychic

Hometown: Floaroma:Sinnoh

Basic Personality: Brother to Alexander Marquard. Kevin is a very quiet person, perferring to contomplete mentally. he views most everyone in the world with a quiet, kind demeanor, with the exceptions of his brother and his riolu, who he regards with open kindness. He's exceptionally smart and calm, only losing his cool when his family and friends are attacked or insulted. He is somewhat suspcious of others, choosing to watch others when he meets them in order to see what their intentions are. He takes a more excited outlook on fights, regarding them as extremely entertaing and a source of insight to others. He doesn't care much for material possesions caring more for the company of close friends and memories. Kevin takes his time deciding what to do when time allows it, but if someone around him is getting hurt or bullied he immedietly steps up to the bullied defense, a trait gained from being a guardian of Floaroma. Kevin has a great dislike of Posion type pokemon because of a plague that swept through Floaroma. He has to actively restrain himself to not attack in the presence of any Koffing. Kevin believes that Fighting type pokemon will almost always win out, he also has a near obsession with Dark type pokemon because he can't telepathically communicate with them which infuriates him. Kevin takes most defeats with grace again with the exception of Alex, who taunts him when he loses. Kevin's build is mildly better than most because of the training he goes through with his Riolu. Kevin dispises alcohol of any sort. Kevins a 18 year old male who job is the guard captain, overseeing a chunk of guards.
 
RP Name: Alexander Marquard
Trainer Class: Doctor
Hometown: Floaroma Town: Sinnoh
Basic Personality: Siblings with Kevin Marquard. Alexander (Alex to his friends) has always had a kind happy demeanor. He was the person anyone could go to with problems and he would do what he could to help them out. However when he was young, an infestation of Koffing happened upon the town, causing many of the townspeople to fall ill, even going so far as to take the lives of some of Alex's closest friends. This left him in a depression that eventually turned into a burning passion to make sure that he would always be able to help those around him. This lead him to pursue both medical training, as well as becoming a pokemon trainer, so no matter what the problem was, he can always help. Now he is a fully trained doctor as well as having a team of pokemon ready to help those in need. Alex has developed a hatred of all poison-typed pokemon and anything toxic, going so far as to dislike things such as alchohal. Alex always tries to build up those around him, encouraging friends even when down himself. The only exception is his brother, whom he fondly taunts into mini-frenzies. Alex is usually calm, only losing his cool when someone refers to him as "Al" (think Ed from Full Metal Alchemist when called short).
 

Orcinus Duo

Banned deucer.
RP Name: Hal
Trainer Class: Camper/Picnicker
Hometown: Nacrene City
Personality: Hal grew up in the boring warehouse town of Nacrene. The 'city of art' had never kept his interest for long, and he soon wanted so much to explore the great outdoors. He disliked the stiff gentlemen who ruled his town, and his boring, withdrawn parents, and makes friends easily with most people. When he was small, he travelled outside the city but badly injured his leg after falling down a cliff and carries with him now a cane and a bad limp. This has not impeded his love for the great outdoors at all, and his dream of travelling the world still remains. He is naturally friendly, but when confronted with any condescending, rich people in suits, he has no qualms in knocking them out with his cane.
Willing to jump right into any situation without carefully assessing the risks, Hal more often than not finds himself in tight situations. However, his close bond with his pokemon pulls him through more often than not. He is not completely dependent on his pokemon, however, and his physical capabilities, not at all impaired by the limp, is able to hold his own in most situations. He prefers to work hard instead of cutting corners. His charm contrasts with the slick language of the gentlemen he dislikes, and this is used in most situations. Loyalty, honesty, and hard work is valued over everything else. However, he is very annoyed when other people and even his own pokemon are unable to demonstrate the committment he expects. A friend to most people he knows, Hal is eager to travel the world!

(He is also very active. Hint, hint.)
 

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