Objective: Create a balanced, manageable multi-player turn based RP mimicing the contest described in The Hunger Games. Further Explanation: The game is effectively a large 12-way brawl in a massive arena with rules allowing for the participation of spectators and another group of users with a stake in the games. It is turn based, and works heavily around mechanics designed to limit the players knowledge at any given point. Map: The map has seventeen segments, and is similar to: Each section represents a different arena type (ie predominately water, grass, fire, electric). The "shallow," "deep," and "edge" sections all share this theme, but have slightly different interpretations and are considered different regions. Players can move between regions adjacent to the one they are currently in. Shallow regions will have fairly neutral effects, and will mostly resemble their type in flavor. However, they will give some buffs to the type they represent. Edge reasons will be relatively neutral, but give more substantial buffs and be more complex than shallow regions. Deep regions will give enormous buffs to Pokemon of that element, and will be dangerous to traverse without that typing in many cases. There are mechanics, to be explained later, to force Pokemon from "camping" in deep areas, though. Types of Players Overview: Refs: Refs, or Game Masters, run the game. They facilitate all player interactions, ref encounters, judge the viability of RP actions, and provide flavor updates. All ref activity will be monitored by Rediamond. Refs will be compensated for the number of rounds reffed as well as for their role in facilitiating other functions of the game. Tributes: Tributes are the players of the game inside of the brawl. They control a single one of their Pokemon, and their goal is to be the last player standing at the end of the game. The knowledge they have of other characters will be heavily limited through a use of codes designed to protect the names of the players involved, and prevent any communication beyond what the rules of the game allow for. Mentors: Mentors are assigned to a team of two specific tributes. Their goal is to ensure that one of them wins by earning sponsorships (bets of CC cast by spectators) to allow them to purchase items to boost the performance of their players. It will be very difficult to win the game without sufficient sponsorship money, so they hold a very important job in facilitating the victory of their tributes. Mentors will have access to observing the happenings of the game, but not the actual names of the players controlling the Pokemon. Spectators: Spectator access will not be universal; indeed, only certain users with sufficient CC will be granted access. This is because spectators and their money will be crucial to ensuring that their favorite wins. Spectators may watch most events of the game unfold, without knowing player names, and cast bets on the winner that will grant money to the mentor, allowing for more items and buffs to be given to that team. If a team they cast a bet on wins, they will earn some portion of the prize money. Flow of the Game: Sign-ups: At the start of the game, Rediamond or another ref will post a thread for tribute sign-ups and a thread for mentor sign-ups. All prospective tributes must prove they have three Pokemon who are either FE with 25+ moves or NFE with 40+ moves. All prospective mentors must list their qualifications through ASB leadership, RP's, Gyms, or Tournaments. At the end of the process, the refs will select X/2 mentors first based upon their qualifications. After this, X tributes will randomly be selected from the pool of qualified players. X/2 more will randomly be selected from the remainder. It will become publicly known that these players are the possible bank for tributes. The twelve will play, the six will be kept as subs and wild cards that make it harder to pinpoint exactly whom a player is, and thus give them information about the game they should not know. For the first game, X=10. Pregame: Players will then PM a Pokemon that meets the entry requirements. It need not be one of the examples they gave. Mentors will then be randomly assigned to two players, who will be in the same district (clarified later). Every player will then be assigned a District Number (the code the audience and mentors know them as) and a Player Code (the number they will know other players and themselves by). The game will then enter a ten day training phase. Mentors and tributes may talk by sending messages to each other passed on by refs to keep anonymity and make sure no information the players and mentors should not know is released. Players will also find out the species of the other Pokemon in the game, and the player number (and district partner) attached to them. They can message these players to set up alliances and talk strategy through the refs. At the seven day mark of the period, a showcase will be held. There, each tribute will be assigned a value meant to signify their expected chances to win. The five factors that determine their score are: 1) The relative strength value (movepool size x Total stats) of the Pokemon 2) The average matchup (amount they outdamage/are outdamaged by opponents when spamming strongest attacks) 3) The prior achievements of the player 4) The prior achievements of the mentor 5) An interview with the chief ref about their strategy in the game. The top third of tributes in a category will earn 2 points, the middle third one point, and the bottom third will earn no points in that category. This gives a minimum possible score of 0 (bottom third all categories) and a maximum score of 10 (highest third all categories). The goal of this submission is to calculate the odds of a player winning throughout the game (a statistical guide for spectators) and give the first indication to spectators and players about the strengths of the players involved. This is critical for early bets (see Economy section). The First Day: The players begin the arena phase of the game in Section C. At this point, no further contact between players and mentors OR players in two seperate regions of the map is possible. There are 3X items in the arena (taken from various item classes). In any round (comprised of 3 actions) from the start of the game to the end of the Origin Phase, players have the following action possibilities: 1) Run. Zero priority, 10 energy in the origin phase. Leaves the area the player is currently in and enters an adjacent area. Run voids all further actions in the round, but the player will arrive in an adjacent section at the round's end. 2) Grab an item. The number of actions needed to grab an item is equal to the item's class (see Economy). 3) Attack. Player's Pokemon executes an attack on another player's Pokemon. If that target has fled the section earlier on the same action, the move will be used but miss. If the target has fled the arena on a prior action, the Pokemon will fume and do nothing. NOTE: If a player is outside Section C during origin phase, only actions 1 or 5 are possible. Both will work as normal, but run will have the reduced energy cost. The Origin Phase ends when all (non-fainted) Pokemon in Section C are allied, and divide the prizes among them in a stockpile. At this point, the number of dead from this sequence will be made known to all players, and there will be two more phases before the first day ends. At the end of the first day, the Pokemon KO'd on the day will be made known to players by species name and player number. All Subsequent Days: All other days last a fixed four rounds. In these four rounds, players can complete either three actions worth of attacks and commands, one hour worth of RP actions (variable EN cost, but usually fairly high), or a move to an adjacent area of the map (12 EN). If a player is elimated in a round, all players will be notified there was a death. At the end of that day, the species name and player number will be revaled. This cycle of days will proceed until eleven players are elimated, and one wins. Other Relevant Arena Phase Mechanics: Items: A player can only carry 3 items with them at a time, bar an item allowing them to do so. In order to gain a fourth item, they must leave one behind in the area. The next traveler to enter will find it, and be given the option of picking it up. An exception is the stockpile, which is a large pile of items stored by the winners of the Origin Phase (the last player(s) in Section C). They can store an unlimited amount of supplies there, but can't move it all at once. It can also be stolen from, but only if the thief is a member of the winning team, or defeats all members of the winning team present in Section C. The move Thief can rob any exposed (not in a backpack or pouch item) item the player has on them, and all exposed items will be made known to other players. Run, RP, and Attacks: Obviously, the different mechanics of moving, RP flavor, and attacks make direct translations inadvisable. As such, the following rules hold... If a Pokemon running is attacked: The Pokemon running will now expend 35 energy. However, they will dodge (as in, the command. Just no extra energy attached) all attacks aimed at them (uncapped), and take only *0.67 of the damage that would have been inflicted on them. If the Pokemon attacking uses Pursuit, the move is blocked entirely, and the running Pokemon is left completely open to all attacks launched at them. If a Pokemon that is using RP actions is attacked: No RP actions will be conducted, and they will expend 15 energy to dodge (command, uncapped) all attacks launched at them. The total damage taken will be equal to 0.67 times the damage they would have taken if the attacks had hit in a combat round. Entering and exiting an area: A Pokemon leaves the area at the very start of the round if it is not attacked. It arrives in the next at the end of the round. It is technically out of the game for the period in between. Two Pokemon can swap areas and not encounter each other. Communication: Players can only talk to players in the same area (through refs). No contact with other players or their mentor is allowed. Nerfs to Camping: If four rounds go without a player being eliminated, some event will happen in one area to force players together. The event will be harmful to any players in it, and thus avoided. The event will also occur in the area of the player who has not experienced combat in the longest time. Area effects, Stealth Rocks, Screens, etc. Area effects last until broken, changed, or the day ends. Screens last until the end of the day for that Pokemon as long as they stay in that area. Hazards only trigger if the Pokemon is attacked in that area, but do not expire. District Teams: Two Pokemon from the same district cannot win the game simultaneously. They do not even have to be allied. But, the stockpile of donations from both of them goes to the mentor, who can distribute prizes as he sees fit. To dissuade outright hostility towards a district partner, if a Pokemon scores the final blow on their district partner, all items will have x1.5 the cost for the rest of the game. If a Pokemon avenges (kills the killer of) their district partner, all items cost x0.75 for the rest of the game. Economy: The Role of Spectators and Mentors The primary goal of mentors is to ensure their tribute wins the game. They can accomplish this primarily through granting them items that can be purchased through money granted by spectators. This is done through a gambling system. Spectators and Mentors join a "public" but still moderated group. In order for spectators to join, they must have over 16+ CC at a given moment to prove that they could make a contribution to one player or another. Any donated CC goes to the mentor in a tribute fund, that can be used to purchase items for their player. The item will then be sent to them at the end of the round. However, items will become more expensive as time goes on. To encourage spectators, the total amount of money raised throughout the game will be put into a single pot at the end of it. This money will then be split between the mentor, tribute (automatic 15% percent share each- their reward for winning) and the players, adjusted for the effective value of their contribution (how much it could have bought when they bought it). Spent 10 CC in the pregame stage on a canidate who no one else was foolish enough to bet money on that ends up winning? You will likely make a ton of cash. Spent a lot of money on the last day on the winning canidate who was favored throughout the game? You might not make as much. A clarification: Players and reserves cannot bet. Mentors can bet on their canidate, but not on opponents. Items: These are divided into six classes, to be clarified in a later appendix. These are roughly: Class One: Berries and consumable items Class Two: 6 CC items Class Three: 10 CC items Class Four: 20 CC items and Sig items Class Five: Weaker, Hunger Games Specific Items Class Six: Moderately powerful, Hunger Games Specific Items Class Seven: Potentially gamebreaking Hunger Games Specific Items The formula for the cost to purchase an item is (2^C)(D+1), where D is the day number and C is the class of the item. Thus, on day zero (pregame) a Class one item would cost (2^1)(0+1) = 2 CC. On Day Five, a Class Seven Item would cost (2^7)(5+1) = 384 CC. Hunger Games Items (Move your mouse to reveal the content) Hunger Games Items (open) Hunger Games Items (close) Rank One items will be all berries and herbs. Rank Two items will be all three and six CC items, bar training items. Rank Three will be all 10 CC items. Rank Four will be all 20 CC items and signature moves. Ranks 5/6/7 are made of Hunger Games specific items, which are merely more powerful versions of preceding bases. They are as follows: Backpack: Rank Five: Allows for up to five (5) items, not including the backpack itself, to be carried at time. These cannot be stolen or swapped. Rank Six: Allows for up to ten (10) items, not including the backpack itself, to be carried a time. These cannot be stolen or swapped. Rank Seven: Allows for unlimited items to be held at any time. These cannot be stolen or swapped. Message: Rank Five: The Mentor may send one message to one of his tributes at any given time after the item is purchased, but only once. After this, the player may send back one reply at any given time. Rank Six: The Mentor and 1 Tribute may talk freely the day after the item is purchased. Rank Seven: The Mentor and 1 Tribute may talk freely for the rest of the game. Armor: Rank Five: All attacks aimed at the Pokemon have three less Base Attack Power. This is not affected by critical hits. Rank Six: All attacks aimed at the Pokemon have either five less Base Attack Power or half the total Base Attack Power, whichever is larger. This is not affected by critical hits. Rank Seven: The total damage of all incoming attacks is halved. This is not affected by crits. Sword: Rank Five: All attacks used by this Pokemon automatically score a critical hit Rank Six: All attacks used by this Pokemon automatically score a critical hit. The critical hit bonus is not three, but rather it is equal to either three or half the base attack power of the move. Rank Seven: The Pokemon's moves score a critical hit, with a critical hit modifier equal to the move's Base Attack Power. Medicine Kit: Rank Five: All abnormal major and minor status effects are cured at the end of every round, unless the tribute specifically requests otherwise. Rank Six: All abnormal major and minor status effects are cured at the end of every round, unless the tribute specifically requests otherwise. Additionally, the Pokemon will restore ten (10) energy. Rank Seven: All abnormal major and minor status effects are cured at the end of every round, unless the tribute specifically requests otherwise. Additionally, the Pokemon will restore ten (10) energy and HP. Scope: (All scopes will failed when used against a Pokemon with an equal or higher level cloak) Rank Five: The most damaging move the holder launches at a fleeing or RP'ing Pokemon will automatically hit and do full damage. Rank Six: This Pokemon will override the damage reduction and auto-dodge of fleeing or RP'ing Pokemon. Rank Seven: This Pokemon will automatically hit and do full damage to fleeing or RP'ing Pokemon. Their attacks will do 1.33x the amount normally done. Cloak: (Cloaks will be cancelled out by a scope of equal or higher power) Rank Five: The chances of dodging an attack launched at this Pokemon while it is fleeing or RP'ing will be doubled. Rank Six: Immune to all damaging moves launched at the Pokemon while it is fleeing or RP'ing. Will have a double dodge rate on non-damaging moves. Rank Seven: All attacks used on this Pokemon while it is fleeing or RP'ing will fail, but still cost the full energy from the user, and the holder will proceed to RP or move with no added energy costs and no hinderance to their actions. Shades: R5: The holder will not be picked in case of a tie for the recipient of an anti-camping intervention R6: The holder will be displaced with no energy or HP penalty in case of an anti-camping intervention, and will not be selected in case of a tie. R7: The holder will not be selected as the target in an anti-camping intervention. Reviver: R5: If the Holder is KO'd, they will be revived in a random area at the start of the next day with 10 HP and 10 Energy. R6: If the Holder is KO'd, they will be revived in a random area at the start of the next day with 30 HP and 30 Energy. R7: If the Holder is KO'd, they will be revived in a random area at the start of the next day with 50 HP and 50 Energy. GameMaker Notes: R5: The holder will be informed of the Arena Mechanics of the area they are currently in, as well as the total number of Pokemon in it. The information updates at the end of every round. R6: The holder will be informed of the Arena Mechanics of every area in the section they are currently in, as well as the total number of Pokemon in them. The information updates at the end of every round. R7: The holder will be informed of the Arena Mechanics of every area in the map, as well as the total number of Pokemon in each. The information updates at the end of every round. A further note: The player may start the game with up to 3 items bought by the Mentor during the pregame phase. An even further note: CC can be turned into a KOC (EC, DC, or MC only) for the tribute Pokemon. The exchange rate will be one KOC for D+1 CC, where D is the day number. Rewards: Refs: For every message forwarded, refs will be paid 0.1 UC. This is to encourage speedy reffing and to compensate for the effort of scanning through a message to find any potentially illegal informtaion being transmitted. For every Pokemon they ref, they will recieve 0.5 UC. In the case of the origin phase, if a Pokemon runs out of Section C mid-round, the ref who manges the Section C brawl and the ref who manages the section the Pokemon runs into will both get 0.3 UC. While the rewards may seem slightly high, this is partially to counterbalance the unpaid parts of the job, such as required timeliness, a large time commitment, and arena development, as well as end of day updates and miscellaneous aspects of preserving fog of war. Mentors: Mentors will be paid based on the number of rounds actively completed, with 1 UC per round being rewarded. This rather small payment is balanced by the possibility of hitting the jackpot if their player wins. Players: Can not be directly rewarded until the game ends to keep anonymity. However, they will be given 0.375 UC and 0.75 CC for every round successfully completed when the game ends, provided they were never subbed out. They also have a chance to hit the jackpot if they win. Their Pokemon will recieve 1 KOC for every battle entered, and 2 for every KO of the game. -Midgame: Players will be able to claim 1 EC/1 DC/1 MC (or 2 MC) for every battle they enter that doesn't result in a KO. They will be able to claim the full prizes if a KO is scored during the course of combat. The counters can be cashed in at night. These prizes will only affect the ingame version of their Pokemon. Spectators: Will be paid in CC, according to the effective value they put in towards the tribute. Will recieve nothing in return if the tribute(s) they invested in lose. Subbing out: Refs: Subbed out at my discretion. Tributes: Fail to get orders in within three days once, idle and recieve a warning. Twice, and take a 30 HP and Energy penalty. Three times and subbed out with no notice to anyone involved but the refs, the player being subbed out, and the player being subbed in. Mentors: Fail to get orders in (or confirm there are no orders) three times, and eliminated and replaced with another mentor. VIOLATIONS OF THE RULES: IF A PLAYER IS CAUGHT REVEALING INFORMATION, OR KNOWINGLY AND VOLUNTARILY RECIEVING INFORMATION, PERTAINING TO THE GAME THEY WILL BE IMMEDIATELY DISQUALIFIED AND ALL PRIZES THEY MAY HAVE EARNED WILL BE VOIDED.