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.
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.