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IMUIT
Administrator
544 Posts
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Posts: 544
Likes: 8
Class 1: GOD
Class 2: GOD
Class 3: GOD
Class 4: GOD
EXP: 99999
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Post by IMUIT on Nov 7, 2017 12:18:38 GMT -6
TRAINER CLASSES OVERVIEW Trainers come in all different types and styles, and that is what Trainer Classes hope to emulate. While most Pokemon sites require you to be a single class, and that class locks you into anything that you are able to do, Stellara handles Trainer Classes differently. Here, you are encouraged and able to multiclass into several different Trainer Classes, all of which grant you perks and benefits. There are three different types of Trainer Classes. BATTLE CLASSES focus on a Trainer’s battling style and how they train their Pokemon. PROFESSION CLASSES are not as much into Pokemon battling as the Battle Classes, but they instead offer useful skillsets that are applicable both in and outside battles such as research and crafting. POWER CLASSES grant a Trainer special abilities and powers that allow them to fight alongside their Pokemon. Trainers pick THREE classes from any of the three categories. Trainers are able to pick multiple classes from the same category.
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IMUIT
Administrator
544 Posts
8 Likes
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Posts: 544
Likes: 8
Class 1: GOD
Class 2: GOD
Class 3: GOD
Class 4: GOD
EXP: 99999
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Post by IMUIT on Nov 7, 2017 12:42:18 GMT -6
BATTLE CLASSES ACE TRAINER Ace Trainers are trainers who strive to become the absolute best in battling. They take Pokemon training very seriously, and they stop at absolutely nothing to ensure that their Pokemon team is in tip-top shape. Ace Trainers are usually the ones who are the most outgoing about challenging Pokemon Gyms, collecting badges and becoming a region’s Champion, though Aces enter in a variety of different contests and competitions to test both their and their Pokemon’s abilities. PERKS SIGNATURE MOVE - A Pokemon is able to have one of its existing move be its signature move and add a special effect to it. A SIGNATURE MOVE CAN ONLY HAVE ONE SPECIAL EFFECT ATTACHED TO IT. The effects that a signature move can have are listed below. When you register a Pokemon's signature move, you must pick one of the effects listed below for the move to have. A Pokemon can only have one Signature Move at a time. Signature Moves have to be registered at the Pokemart before they can be used. In order to change a Pokemon's signature move, it costs 10 PD to do so. Undodgeable Unblockable Inflicts Poison status effect Inflicts Paralysis status effect Inflicts Frozen status effect Inflicts Burn status effect Inflicts Sleep status effect Multi-hit: this effect allows you to hit twice with the same move. However, it reduces the damage dealt by one tier. NEED FOR VERSATILITY - TMs cost less than usual. 40 PD TMs cost 10 PD less; 60 PD TMs cost 15 PD less and 80 PD TMs cost 20 PD less. For TM rentals, these discounts are halved (5, 8, 10). SCRAPPER Scrappers are the tenacious, gritty trainers who never give up; they push themselves until they expend every last ounce of energy in their bodies. Scrappers know the value of endurance and staying power, and they emphasize these qualities in their training and battling styles. When it comes to toughing it out, Scrappers are absolute masters. PERKS RESISTANCE - A Pokemon is able to instantly recover from a status effect. This can only be used twice per thread. Once this perk is used on a Pokemon, it cannot affect the same Pokemon again. UNSTOPPABLE FORCE - A Pokemon is able to reduce the damage of an incoming attack by three tiers. This can only be used once per thread. TYPE EXPERT Type Experts are trainers who specialize in one specific type of Pokemon. Most of the time, they are serve as Gym Leaders and Elite Four members, though there are many trainers out there who specialize in one type of Pokemon who aren’t in either of these positions. Type Experts know all about the Pokemon type that they specialize in and are able to use their type specialization to its fullest potential. Type Expert can be taken multiple times, but for each time, you must state what type you are specializing in (eg. Type Expert [Fire], Type Expert [Water], etc). PERKS TYPE STRATEGIST -- Type Experts can have their Pokemon either make super-effective moves deal normal damage (x1) or have attacks of their type specialty deal normal damage (x1) regardless of the opponent’s typing. This can only be used once every four turns; you can only pick one effect or the other per use. MOVE SYNC -- Type Experts are able to change the type of a Pokemon’s move to the type that they specialize in. This will also change the properties of the move to fit its new type. Move Sync can only be done to Pokemon of the Type Expert’s type specialty. TACTICIAN Masters of attrition, Tacticians do not take the brute force approach when it comes to battling. Instead, they use strategy to best their opponents. Tacticians are often the analytical and cunning types of trainers, and they are adept at thinking on their toes and making intelligent, split-second decisions. PERKS PERFECT OPPORTUNITY -- A Pokemon is able to make one of its attacks unavoidable once per three turns. Even if the attack is blocked, it will still deal damage two tiers lower than usual down to a minimum of MINOR damage. TACTICAL DEFENSE -- Once every three turns, Tacticians can allow one of their Pokemon to take lower the damage taken from super-effective attacks by one tier for a single turn. BRUTALIST Not every trainer approaches training in a conventional sense. Brutalists are trainers who train and push their Pokemon to limits that many trainers would never consider. Their methods are considered brutal and cruel by most, and many trainers believe that Brutalists freely abuse their Pokemon. However, this is not always true; some Brutalists embrace their harsh training regimes as a way to truly bring out the best in their Pokemon. PERKS QUICK RECOVERY -- A Pokemon is able to instantly heal for a moderate amount of damage. This can only be used twice per thread and can only be used by a Pokemon once per thread. DEBILITATING BLOW -- A Brutalist’s Pokemon are known for their ability to cripple and injure opponents with a terrifying amount of cruelty and brutality. A Pokemon can turn one of their attacks into a Debilitating Blow and aim at a specific part of an opponent’s body. Depending on where the attack hits, the opponent will suffer from certain effects that last for two turns. This ability can only be used once every three turns. Head -- Reduces accuracy and ability to see and hear. Chest -- Causes flinching 100% of the time. Arms -- Completely disables use of the targeted limb. Legs -- Prevents running and reduces speed. INSPIRATOR Sometimes, training and tactics aren’t what Pokemon need in order to achieve victory in battle. Inspirators are individuals who motivate their friends and Pokemon in an attempt to instill them with the power to overcome seemingly insurmountable challenges. In fact, an Inspirator’s words can be the trigger for a Pokemon’s second wind or for a sudden, unexplainable boost in a Pokemon’s power. Inspirators show that all you need to do is believe if you want to achieve. PERKS INSPIRATION -- Pick a Pokemon. This Pokemon is able to gain a MODERATE boost to a certain stat of their choice (attack, defense, special attack, special defense, speed). This boost only lasts for two turns and acts in the same fashion as any other stat boosting move. These stat boosts are not numerical; they are FLAVORED. This perk can only be used once per five turns. DO OR DIE -- When a Pokemon takes damage that would normally knock it out, it is able to endure the hit and remain conscious, although it will be severely wounded. This perk can only be used once per thread.
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IMUIT
Administrator
544 Posts
8 Likes
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Posts: 544
Likes: 8
Class 1: GOD
Class 2: GOD
Class 3: GOD
Class 4: GOD
EXP: 99999
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Post by IMUIT on Nov 7, 2017 12:46:33 GMT -6
PROFESSION CLASSES CHEF Chefs are culinary experts who are able to make food for themselves, their Pokemon and their allies. While anybody can cook, Chefs are able to craft culinary creations with such skill that the foods actually grant beneficial effects to those who eat them. Although it is best when a Chef has an established kitchen or restaurant to cook in, a Chef can adapt to cooking on the road. After all, having good food to eat eases the stress of travel. PERKS EXPERT COOKING -- The Chef is able to cook a wide variety of different foods and meals. Each food grants a certain MODERATE buff upon consumption. These buffs last for three posts before they wear off. A Pokemon can only have one food-based buff once per battle. Each food listed here takes 2 Pokedollars to create and must be purchased in the Shop before use. Nutritious Entree -- Boosts a Pokemon’s physical strength. Hearty Meal -- Boosts a Pokemon’s toughness and tolerance to pain. Energizing Snack -- Boosts a Pokemon’s physical speed and reflexes. PERFECT NUTRITION -- Foods created by a Chef grant a temporary boost in a Pokemon’s health. This boost allows a Pokemon to take an extra Moderate amount of damage. However, this boost only lasts for two posts and can only be granted if a Pokemon eats food made through the use of Expert Cooking. RESEARCHER Researchers are those who study Pokemon such as Pokemon relationships, habitats, breeding patterns, attacks, evolution and much more. Accomplished researchers often become Pokemon professors and work towards educating the public about Pokemon, but researchers can choose to travel the world instead. Researchers use their expertise to gather valuable information about Pokemon and trainers and then apply that information to their training regimes. PERKS ARCHIVAL REPLICATION -- You are able to store Archives detailing Pokemon moves. In order to create an Archive, you must witness a Pokemon using a move. Then, you must spend a turn recording the move in your Archives before it is fully saved. You must keep a list of your Archived Moves in your PC with thread links to where you had recorded them. Then, drawing from your Archives, you are able to have a Pokemon use a move that you have recorded, even if the Pokemon cannot use the move naturally; this can only be done twice per thread. You start with 3 Archive Slots; each move you record takes up a Slot. You can buy more Slots in the Pokemart for 10 Pokedollars per slot. You cannot record moves used by Power Classes; it has to be used by a Pokemon. CRITICAL ANALYSIS -- You are able to teach Pokemon moves that they know either by Level Up, TM/HM or Move Tutor that you have recorded in one of your Archives. However, every time that you wish to do this, it costs 15 Pokedollars. This can only be used on YOUR POKEMON and no one else's. OUTFITTER Outfitters specialize in making items tailored for Pokemon. While some items are simply for aesthetics, many of them can strengthen a Pokemon’s abilities or provide useful benefits to the user. Outfitters are experts of Held Items and can even enhance the properties of existing Held Items to increase their effectiveness. PERKS ACCESSORIZE -- Your Pokemon are able to have two Held Items However, only one can be in effect at a time. Your Pokemon can switch between their Held Items if they wish, but they can switch once every three posts. RESORUCEFUL -- Your Pokemon are able to use consumed-on-use items twice before these items are used up. HUNTER Pokemon Hunters are trainers who specialize in catching wild Pokemon. Most of the time, Hunters catch Pokemon and then sell them for profit though there are Hunters who use their skills simply to locate and catch Pokemon of interest easier. Pokemon Hunters have a reputation of being cutthroat poachers, and it is not uncommon for Hunters to be outfitted with hi-tech equipment and capture devices. PERKS CAPTURE SPECIALIST -- Type-specific Pokemon spawns in the Pokemart have their cost lowered by 5 PD while Premium Pokemon spawns in the Pokemart have their cost lowered by 10 PD.
HUNTER'S INSTINCT -- Critical hits can be attempted every three turns instead of the usual four turns. Also, a Hunter can choose to make a critical hit deal two damage tiers higher. However, this can only be done once per thread. DOCTOR Doctors use their medical training in order to diagnose and treat illnesses and injuries in both humans and Pokemon. Considering that the Pokemon World is full of dangers, Doctors are rightfully treasured and respected since Pokemon (and often their Trainers) are bound to get hurt at some point. Sometimes, Doctors will either work in a Pokemon Center or open up their own offices, though there are plenty of traveling doctors to help anyone in need. PERKS MEDICAL EXPERTISE -- Medical items used by Doctors have their effectiveness increased as if it were one quality level higher. For example, if a Doctor uses a Potion, it will heal for the same amount as a Super Potion. Full Restores will fully heal a Pokemon, cure any status ailments AND provide a moderate power boost for the Pokemon it was used on. Max Revives will fully revive a Pokemon AND provide a moderate power boost as well. VITAMIN R -- Rare Candies cost 10 PD less than usual. BREEDER Pokemon Breeders are trainers who concern themselves with raising Pokemon for breeding, health and friendship. Pokemon vary wildly in type, species, disposition and ability, and breeders use their skills to nurture Pokemon and help them be as healthy and strong as possible. Breeders are especially talented at dealing with difficult Pokemon such as a powerful, arrogant Dragonite or a rowdy, uncooperative Lucario; no matter the Pokemon, a breeder can help them unlock their true potential. PERKS MENTORSHIP - All of your Pokemon’s move lists are increased by one slot. SHATTERED CEILING -- Move Tutor and Egg Moves cost 10 PD less to learn.
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IMUIT
Administrator
544 Posts
8 Likes
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Posts: 544
Likes: 8
Class 1: GOD
Class 2: GOD
Class 3: GOD
Class 4: GOD
EXP: 99999
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Post by IMUIT on Nov 9, 2017 11:54:21 GMT -6
POWER CLASSES RESTRICTIONS Power Classes are restricted in use, meaning not just anyone can become one. The only non-restricted Power Class is Martial Artist. For all of the other Power Classes, you must head over to the POWER CLASS ROSTER and apply in order to have permission to have any other Power Class besides Martial Artist. If you have any questions, PM staff. MARTIAL ARTIST Martial Artists are practitioners of physical combat, whether it is hand-to-hand or weapon based. Some martial artists are also Fighting-Type specialists, though this is not a requirement to being a Martial Artist. Through constant training, meditation and practice, Martial Artists hone their bodies into potent weapons. In fact, Martial Artists are even able to show Pokemon how to surpass their body’s limits and teach them the ways of martial arts. Martial artists have training in both hand-to-hand combat and melee weaponry. By default, martial artists do not have superhuman strength or speed. They are stronger and faster than the average person but not by a large amount. By tapping into their stamina reserves, they are able to perform impressive physical feats such as doing surface-level damage to stone, denting non-malleable metals and slightly lifting the front end of a car. However, doing this taxes the martial artist’s body, and repeated use of the martial artist’s latent strength will have consequences, ranging from fatigue and muscle strain to internal bleeding, muscle tears and broken bones. Also, keep in mind that a martial artist’s age, physique and experience also matter. All martial artists are stronger and faster than the average person; however, some martial artists will be strong, faster or more experienced than other martial artists. Also, just because someone is not a martial artist does not mean they are not strong or fast. They may not be as strong or fast as a martial artist, but they definitely aren’t weak by any means, and a martial artist will not blatantly overpower them. A martial artist’s advantage mostly lies in the fact that they are trained in hand-to-hand combat and that they can push their body past its limits for short periods of time. Plus, being a martial artist does not affect durability at all. If a martial artist gets hit with an attack from a Pokemon or another person, it will hurt them just as much as any ordinary person. PERKS MARTIAL TRAINING -- You are proficient in hand-to-hand combat and the use of melee weaponry. With this, you can hold your own in a fight against another person or even a Pokemon. However, this does not mean that you can win alone against a Pokemon, especially ones that are powerful and/or larger than you are. If anything, this will give you some range of defense against Pokemon who try to attack you. WALKING WEAPON -- You are able to use Fighting-type moves. When you use these moves, they will be weaker than a Pokemon using the same moves. Keep in mind that even if you have these moves, you will not be able to fully compete with a Pokemon in a one-on-one scenario. This applies even if fighting-type moves are super-effective against a Pokemon. Also, these same moves when used against a person will not immediately destroy them in one hit. Every thread, you start with 15 Body Points. Using fighting-type moves cost Body Points. When you reach 5 Body Points, you'll start suffering from effects such as fatigue, strained and torn muscles, fractured and broken bones, internal bleeding and more. These injuries will intensify the more you push yourself further. When you reach 0 Body Points, you will immediately fall unconscious for the remainder of the thread. MORPH Morphs are individuals who possess Pokemon DNA in their genetics either from natural or artificial means. Naturally, Morphs have existed in the Stellara region as far as records show though no one really knows where they came from. One theory states that Morphs come from numerous tribes of people who inhabited Stellara thousands of years ago. These people revered Pokemon, and in turn, were blessed with the ability to utilize the same power that Pokemon tapped into. Either way, Morphs are able to tap into the same abilities as the Pokemon they have DNA of, though to a lesser degree. Plus, they are known to be more durable than the average person and have potential to be potent battlers. Morphs possess abilities that are greater than the average person’s; what these abilities are depends on the morph’s Pokemon DNA and the morph’s own physical build. For example, a Caterpie morph wouldn’t be expected to have heightened strength and speed, but a Charizard morph would. However, if the Caterpie morph was muscular, then the Caterpie morph would be expected to be stronger than the average person. A morph’s capabilities are higher than a martial artist’s as well. Morphs are able to destroy stone (not large boulders) and deeply dent non-malleable metals with their strength; these are not feats that morphs can do effortlessly and without proper preparation. The only time Morphs can match a Pokemon’s strength is if morphs use their moves; however, even at that point, their moves are slightly weaker than a Pokemon using them, and using moves takes more energy for a morph to use. Morphs also boast increased durability, but they are not as durable as a Pokemon. IF YOU WISH TO BE A MORPH, YOU MUST PICK THIS CLASS. PLEASE READ ALL RULES ABOUT MORPHS BELOW.- All Morphs, whether they are natural or artificial, will display physical characteristics of the Pokemon they have DNA of. These physical characteristics need to be to the point where it is obvious that they are a Morph. For example, simply having different colored eyes won’t cut it. However, having a tail, extra limbs, large ears resembling the Pokemon’s, fur, horns and any other prominent physical traits are enough.
- A Morph cannot have Legendary Pokemon DNA.
- Morphs cannot be shifters as in they cannot shift into the Pokemon they have DNA of.
- When making a Morph, you must state whether they are a Morph naturally or artificially.
- If a Morph is one naturally, then at least one of the parents has to be a Morph. Please keep in mind that NATURAL MORPHS ARE NOT NOR HAVE THEY EVER BEEN CREATED BY MATING BETWEEN A POKEMON AND A HUMAN. Natural Morphs live among humans and in the same manner; they have integrated into society perfectly and can have any sort of upbringing that a human can have. Team Crux is known for going after natural Morphs as well in order to further their research and goals; do not be surprised if you are confronted by Team Crux agents.
- If a Morph is one artificially, then he or she was human before the transformation, but then he or she was transformed into a Morph through the use of science and genetic manipulation. Artificial Morphs are a bit more restricted in their history. Team Crux is currently the only organization who is capable of turning people into morphs artificially. Because of this, a lot of artificial Morphs are affiliated with Team Crux. However, it is possible for an artificial Morph to not be affiliated with Team Crux though this implies that he or she has defected from Team Crux. If you wish to go with an artificial Morph who is not a part of Team Crux, be aware that Team Crux does not take deserters kindly, and you will be hunted relentlessly by its members. This is made worse by the fact that Morphs are prized members of Team Crux due to their innate abilities, and Team Crux would rather not have its own Morphs running about all over the place.
- Even if you are a Morph, you are not going to be able to go toe-to-toe with Pokemon in battles. However, that does not mean that you’re ultimately helpless against them. While you may able to defend yourself against an angry Garchomp, don’t expect to beat that Garchomp one-on-one in an equal fight.
PERKS POKEPOWER -- You are able to use the moves and abilities of the Pokemon that you have DNA of. Pick SIX MOVES from the Pokemon’s Level Up Move List and list them in your PC; you are able to use these moves naturally. These moves will never be as powerful or potent as a Pokemon using them, but they are still dangerous to get hit with. Using these moves will consume energy with more powerful moves requiring more energy. Overuse of moves will cause a Morph to suffer several adverse effects such as fatigue, internal bleeding, dizziness, nausea and in severe cases: unconsciousness. Morphs start with 10 Power Points at the start of every thread. A move's Power Point cost depends on its base power. 0-50 Base Power: 1 Power Point 50-100 Base Power: 2 Power Points 100+ Base Power: 3 Power Points HEIGHTENED LIFEFORCE -- Due to your Morph background, you are more durable and resilient than the average person. Morphs are capable of taking more physical punishment than humans; however, they are by no means invincible, and repeated physical abuse will break down a Morph just like anyone else. AURA GUARDIAN Aura Guardians are individuals who can manipulate and sense Aura, a supernatural energy that is said to be present in every living being. While the arts of Aura have been lost to the ages, it has experienced a recent revival in the world. More and more people are being aware of the powers of Aura and how to control it. Aura Guardians are able to use Aura to attack and defend and can even use it in supportive ways such as locating people and Pokemon or communicating with Pokemon. PERKS AURA SENSING -- You have the ability to sense auras from any living creature. Sensing auras requires you to have your eyes closed and maintain intense concentration. Auras range from a wide variety of colors and intensities, and reading them allows you to determine someone’s intentions in the most basic fashion. For example, if someone has good intentions, their aura will be lighter in color while if someone has bad intentions, their aura will be darker. Keep in mind that these intentions can be misinterpreted. For example, if two Pokemon are sparring, their auras might dictate that they have malicious intentions towards each other, even though they are sparring for fun. Reading auras does not allow you to read minds at all. AURA MANIPULATION -- You have the ability to use Aura in a variety of offensive, defensive and supportive moves. These moves will never be as powerful as a Pokemon using the same moves, though they are still effective in their own way. Due to the extreme amounts of stress Aura puts on one’s body and soul, Aura can safely be used only a certain amount before adverse effects start kicking in. Every thread, you start with 10 Aura. Using an Aura move costs Aura. When you reach 5 Aura, you will start suffering from symptoms such as pain, fatigue, hallucinations, internal bleeding, nausea and much more. These symptoms will intensify if you decide to push themselves further. If you reach 0 Aura, they will immediately fall unconscious for the remainder of the thread. Force Palm, Detect: -1 Aura Aura Sphere, Drain Punch, Counter: -2 Aura Focus Blast, Focus Punch: -3 Aura PSYCHIC A classic trope, Psychics are able to wield the same powers as Psychic-type Pokemon such as telekinesis and telepathy. Some strive to be Psychic-type specialists in order to increase their understanding of psychic abilities, though it is not a requirement to be a Psychic. Their psionic abilities can transfer well into battle such as telepathically warning an ally about an incoming attack or launching a quick psionic burst of energy to defend themselves from harm. PERKS TELEPATHY -- You have the ability to communicate telepathically with people and Pokemon. Using telepathy requires you to remain still and maintain intense concentration; if you move or lose concentration, your telepathy will abruptly end. When using telepathy, you may speak to Pokemon and understand them. You can telepathically speak to multiple people or Pokemon if you choose. You cannot use this ability to read minds. PSIONIC POTENTIAL -- You are able to use various psychic-type moves; these moves will never be as powerful or potent as a Pokemon using the same moves, but they are still effective in their own right. Every thread, you start off with 10 Psi Points. Using a psychic-type move costs Psi Points. Whenever you reach 5 Psi Points, you’ll start suffering from symptoms such as pain, fatigue, hallucinations, migraines, nausea, internal bleeding and more. These symptoms will intensify the more you push yourself to your limits. If you reach 0 Psi Points, you will immediately fall unconscious for the remainder of the thread. Confusion, Light Screen: -1 Psi Point Psychic, Telekinesis, Barrier, Teleport, Psychic Terrain, Miracle Eye: -2 Psi Points
COMMUNER Communers are individuals with the special ability to communicate and bond with Pokemon on a spiritual level. Through this ability, Communers are able to understand a Pokemon’s intentions, abilities and emotions. Communers have existed all throughout history, though their talents are often not put to this exact name. Even so, their prowess with understanding Pokemon serves as an invaluable boon when it comes to Pokemon training. Communers are even able to sync their aura with a Pokemon’s, thus unlocking a Pokemon’s potential. PERKS COMMUNE -- Pick a Pokemon to commune with. While communing with a Pokemon, you are able to know the Pokemon’s intentions, abilities, moves and emotions. The Pokemon in turn is also able to know your intentions, emotions and abilities; neither you or the Pokemon can try to trick or mislead the other while communing. To commune with a Pokemon, the Pokemon you are choosing to commune with must be willing to do so and not hostile. Otherwise, this ability will not work. If a Pokemon decides to sever the link with you, it may do so. You are able to commune with multiple Pokemon so long as all conditions are met. BATTLE BOND -- Once per battle, you are able to channel your own energy into a Pokemon of yours, allowing it to transform into a powered state. The Pokemon’s appearance will change to reflect yours; for example, your Pokemon might gain distinct markings around its head, mimicking your hair color. Battle Bond boosts a Pokemon’s power similar to Mega Evolution. However, whenever the Pokemon affected by Battle Bond takes damage, you will suffer pain in the same area that your Pokemon took damage. The amount of pain you feel depends on how much damage your Pokemon takes. If you take too much damage, you and your Pokemon will pass out. Battle Bond lasts for the remainder of the thread or until you decide to stop the bond with your Pokemon.
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