Pokemon RoleLocke Challenge c You will need a dice rolling app or actual dice Overview The driving force behind the RoleLocke is randomised elements and strict economic policy. Many core aspects of the games have been randomised with far reaching implications while also being restrained by the cost of each milestone on ones journey. Every time a player reaches a new town the player must pay for rent/food in the town. The player will also be driven to participate in side - quests, with positive and negative consequences, and their pokemon themselves require to be managed in a more complex way than the vanilla experience. This game type also incorporates the possibility of your pokemon dying and limited catch potential but all elements are randomised to help develop a unique experience. Many of your choices will define your experience and each run will be unique. The trainer must choose and impose a set of rules for their journey. Each class will preferably have a set advantage over other classes and disadvantage. Some pre - made classes are listed below but feel free to implement your own or suggest something unique for future inclusion: Ruleset Class Class Presets Ace Trainer • Can use all pokemon • Can use all items whenever • Can ignore the nature of one pokemon in party • Cannot receive items from non - story npcs Bug Catcher • Can catch any bug type pokemon encountered • Must only have bug type pokemon in their party • Must only use net balls (once available) Dex Holder • Gets free pokeballs (5) per town • Must catch 2 pokemon of each location before moving on Class Presets Rich Boy/Lady • Does not have to pay for accommodation at each location • Can only have three pokemon in their party Dragon Tamer • Must only have dragon type pokemon in their party • Can catch any dragon type pokemon encountered • Can only heal at every second location • Cannot flee from battle Economy Arguably, the most underutilised element of the Pokemon games series is the economic aspect. Money has no real value in the games as it flips between being a non - issue and a chore to grind for unique items. In the RoleLocke challenge the real risk to the end of your journey is running out of money. This is now the easiest way to fail out of completing the game. Each time you enter a new town you are required to pay a set amount which represents the cost of accommodation, food, utilities, access to the pkmn centre etc. The total amount is ‘paid’ each time the trainer reaches a new location by buying items to the total amount of the debt owed and trashing those items. This amount is calculated using the following formula: Half total amount earnable from trainer battles between the current location and the last = x Roll one D6 to determine how expensive this town is: 1 – x - 1000 2 – x - 500 3 – x + 3000 4 – x + 5000 5 – x + 7000 6 – x + 10000 Economy These totals are usually best calculated before the trainer starts their journey and rolled for how severe the total is at each location along the way. Please find attached supplement that break down the Pokemon White 2 region into the possible costs of each town. Please feel free to calculate your own tables for each game (I will be adding all mainline games as individual supplements in future updates). Now the trainer’s decision to spend money on pokeballs , or items, must be considered as the next town may be unforgiving. Is it best to have a float of money in case the next town screws you over or is it better to spend money on ultraballs to catch that particular pokemon you are after? If a trainer runs out of money, and cannot sell enough items to recoup the debt owed at that location, the game is over. The trainer cannot challenge the gym of any location he has not paid rent to. The trainer may re - battle any trainer on a previous route if applicable. The trainer may abuse items to get money. In each new route you are entitled to catch the first pokemon of each section you enter. So each separate patch of grass presents another opportunity of catching a pokemon , each separate section of water, each section in a cave etc. But you can only catch the first pokemon you encounter. This is designed to mimic the Pokemon TCG in which each booster pack contains many common cards but also a small chance to get something rare. Some trainer classes negate or inflate this rule, it’s all about the journey you want to have and how you design your experience at the start of the game. Catching Pokemon Natures • Hardy – hey, you have a regular pokemon • Lonely – This pokemon cannot be boxed • Brave – this pokemon can be utilised anywhere • Adamant – must learn a status effecting move • Naughty – roll one d4 every time it attacks; result = move in order • Bold – must always be the first in party • Docile – hey, you have a regular pokemon • Relaxed – cannot hold items • Impish – must have held item to battle • Lax – has a 10% higher chance of fatality when fainted • Timid – cannot be first in party • Hasty – must learn a priority move • Serious – must hold berry to battle • Jolly – cannot be used against villains • Naïve – if fainted, cannot be used in battle until next • town is reached • Modest – cannot be taught moves by TM • Mild – cannot learn any HM move • Quiet – will leave party if trainer is defeated • Bashful – hey, you have a regular pokemon • Rash – cannot use items during battle • Calm – cannot be switched out during battle • Gentle – if effected by status condition, must be withdrawn • Sassy – cannot evolve • Careful – has a 10% lower chance of fatality • Quirky – Must learn 1 T M move Each pokemon will interact in a different way. Some pokemon are clearly inclined to be better in battle, some are lazy, some are shy etc. Each pokemon’s nature will now effect how it can be used in game: Fainted A pokemon fainted in battle runs the risk of being killed or injured. It also may have no implication whatsoever. And each battle scenario is different. An injured pokemon cannot be used until you reach the next location and pay the amount owed. Each time your pokemon is fainted roll a percentage dice to determine the results: Wild Battle • (1 to 30 ) 3 0 % chance of death • (31 to 50 ) 20% chance of injury • (5 0 to 100) 5 0 % chance of being unaffected Trainer Battle • (1 to 20) 20% chance of death • (21 to 60) 40% chance of injury • (61 to 100) 40% chance of being unaffected This is designed to be brutal, and it’s best to not let your pokemon faint at all if you can help it, but if they do get knocked out this adds an element of randomness to the results which will affect your journey. It may sound easy but paired with pokemon natures, and a lack of funds it can be quite challenging Villain Battle • (1 to 9 0 ) 9 0 % chance of death • (91 to 95) 5 % chance of injury • ( 96 to 100) 5 % chance of being unaffected Gym Battle • (1 to 1 0 ) 10% chance of death • (11 to 4 0 ) % chance of injury • (41 to 100) 60% chance of being unaffected Side Quests Each time the trainer picks up or receives an item (not given by a story event) the player must roll a percentage dice and adhere to the result of the list below. The trainer cannot progress the story until the side - quest is completed. These ‘quests’ are designed to be fun, and annoying, and helpful and punishing. They are completely random and add an extra sense of time spent in the game as well as roleplaying in the world. Please feel free to add your own. (I will continue to tweak this list in future updates, hoping to get a neat 100): Side Quests • 1 – A meowth has eaten the last of a local grocer’s fish, catch a fish type pokemon for them (release it). • 2 – A retired gardener needs help maintaining their garden, catch a grass type pokemon to give to them (set free). • 3 – A surfer lost their board, catch a pokemon that can learn surf to give to them (set free). • 4 – Document a pokemon evolving for the professor. • 5 – The trainers of the previous route are talking shit, defeat every last one to teach them humility. • 6 – You put this item in your pack quickly, not noticing you accidentally dropped a pokeball (trash 1 pokeball ). • 7 – A young trainer has decided to start working out, bring them a pokemon that can learn strength to help them train (set free). • 8 – This item is faulty, trash it. • 9 – You spot celebi , but it was only for a moment (no penalty) • 10 – Your clothes are tattered and need repair (lose $200) • 11 – You regain inspiration for being number one! You may catch an extra pokemon from this location. • 12 – A young trainer falls in love with your cutest pokemon and your pokemon bonds with them, lose your cutest pokemon Side Quests • 13 – You come across a beaten, starving pokemon . Catch 3 fish type pokemon for them to eat while it recovers. • 14 – You can only catch pokemon in this location at night. • 15 – Your rival has already been here and you decide you need to train harder! If your pokemon faints in the next battle, it dies. • 16 – You spot a shiny pokemon running into the distance. • 17 – The professor has asked to study the first pokemon in your party for a while, box that pokemon and receive it back at the next Pkmn Centre you encounter. • 18 – A pokemon falls in love with your first party pokemon and kidnaps it. Beat ten wild pokemon in this location to retrieve it. • 19 – Something strange is happening in this location and your pokemon are spooked, if it is night time you must leave this location immediately and may return during the day. • 20 – The professor is studying all fire - type pokemon . Box all your fire - type pokemon until you reach the next Pkmn Centre. • 21 – This location is suffering a drought, level up a water pokemon here to help alleviate the conditions. • 22 – Your rival is too far ahead, you rush to catch up and cannot catch any pokemon in this location.. Side Quests • 23 – You are getting serious and pushing training to the limit. Teach a TM move to one of your party pokemon • 24 – This is a dangerous area, you can only use bold, brave and hardy pokemon in wild battles at this location • 25 – You’re being watched, use an escape rope! • 26 – You may catch the next pokemon you encounter. • 27 – You receive a shiny, new item. Enjoy! • 28 – You look a little shabby and could use a haircut (lose $200) • 29 – The professor is looking for a pokemon that can eventually mega - evolve. Give him one. • 30 – Bug pokemon are infesting a nearby region. Faint 10 bug - type pokemon • 31 – Pay $1000 less rent at next location. • 32 – Pay $1000 more rent at next location. • 33 – A fellow trainer has lost an item, find another item in this location and give it to the trainer (trash it). • 34 – You decide to camp here for the day. Do not leave this location for 24 hours. • 35 – Gosh, I’m so hungry! Go to the nearest town and buy a food - like item (keep item) • 36 – A nice old man listens to your story and decides to sponsor you! (receive $500 discount at next town) • 37 – The sun sure is hot today, go to the nearest body of water and surf or fish to cool down (you may catch any pokemon you encounter here). Side Quests • 38 – Wow, your pokemon are really fired up! Level up each party pokemon by one level before leaving this location. • 39 – Did you just see mew? No. Must have been your imagination. • 40 – A sudden change in weather sends you back to the last town you visited. • 41 – An old urchin stops you on the side of the road and tells you a local legend (pay $200) • 42 – Chill dude, everything is going to be okay (no penalty). • 43 – You win a local pokemon race! (receive $500 discount at next town). • 44 – You feel relaxed at this location, you feel like you’re at home here. You may catch any pokemon at any time at this location. • 45 – You may return to any previous location (excluding this one) and reroll your encounters. • 46 – The first pokemon in your party is sick and will return to full health the next time you visit a pokecentre • 47 – The local town’s power generator malfunctioned! Catch an electric type pokemon to help them out. • 48 – A child has lost their pokemon , catch the rarest pokemon on this route to return to them • 49 – A group of pokemon are defending an ancient tree and one of them chooses to join you on your quest (catch the next pokemon you encounter) • 50 – You come across an abandoned pokemon , return to the nearest pkmn centre immediately Miscellaneous Rules Here are some miscellaneous rules to help make your game more fun. Most of it is common sense much of it is implied but just to be sure: • The “ itsgottamakesense ” clause – Goldeen cannot battle on land, onix cannot battle in the middle of the sea. Gym battles do not apply as it is assumed the facilities would accommodate any pokemon • Blacking out does not mean the end of your game. However if all of your pokemon are killed AND you black out in the same battle, your game has ended. • You must pay the owed amount at each location before being able to heal your pokemon or access your box or buy items etc. You may use any location you have paid the amount to at any time going forwards. • You can adapt the side - quests to fit your specific game as long as they are in the spirit of the challenge. • You can choose to randomise your starter at the beginning of your journey, or trade in a starter you’d like to begin with. If the starter options are incongruent with trainer class the trainer must catch the correct type at the soonest possible moment and no longer use anything against class. • I operated mostly using Pokemon White 2 as a base, you may need to tweak the rules (especially the monetary aspect) to accommodate each separate game. Individual supplements will be included in future updates. • Honestly, you can probably just dig through bulbapaedia and read up a trainer class to implement; there is plenty there to use for inspiration: https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_Trainer