Bomberman101 started this Pokemon RPG one time in a different topic, but eventually it got too stressful for him to manage. I then decided, since I have free time occasionally, why not take up the project? It was a fun little thing to do.
So, the game. There will be a sign up period where you can sign up. When signing up, please answer these questions:
What's your name?
Are you a boy or a girl?
How old are you?
What's your favorite color?
What's your favorite food?
How do you feel about other people?
How do you feel about Pokemon?
How do you treat Pokemon?
Do you have another job besides raising Pokemon?
Why do you train Pokemon?
Where are you from? (Pick any city in the Kanto region)
What class do you want? (Further info below)
(You can add more info here if you'd like, most of the questions are just to help me write your stories)
Information about trainer classes:
There are three stages of classes. You start with the first stage and advance to the next by spending XP. Each class has a different requirement and gives you a different skill and bonus. You keep your skills and type as you upgrade your class.
STAGE 1Youngster
- Requirement: Must be young
- Type: Normal
- Skill: None
- Bonus: None
Bug Catcher
- Requirement: Must love collecting and/or bugs
- Type: Bug
- Skill: Gain XP when Bugs are caught for fun
- Bonus: Bug catch rate increase
Bird Keeper
- Requirement: Must love collecting and/or birds
- Type: Flying
- Skill: Auto-Fly (Does not need Fly to fly anywhere)
- Bonus: None
Psychic
- Requirement: Must have at least one Psychic Pokemon
- Type: Psychic
- Skill: Psychic powers (comes into play during your stories)
- Bonus: Gain XP when you use your powers
Swimmer
- Requirement: Must love swimming
- Type: Water
- Skill: Auto-Surf
- Bonus: None
STAGE 2Sailor
- Requirement: Upgrade from Swimmer (Cost: 55 XP) or Youngster (Cost: 80 XP)
- Type: Water
- Skill: Can drive boats and auto-Surf
- Bonus: None
Scientist
- Requirement: Must be smart; upgrades from Psychic (60 XP), Bird Keeper (90 XP), Bug Catcher (90 XP), Youngster (100 XP)
- Type: Bug, Grass
- Skill: Knows some Pokemon languages and you gain the trust of Pokemon more easily
- Bonus: Earn XP when you use the power of science.
Tamer
- Requirement: Must have a lot of experience as a trainer; upgrades from Bug Catcher (125 XP), Bird Keeper (125 XP), Youngster (150 XP)
- Type: Normal, Dragon
- Skill: Catch rate increase
- Bonus: None
Hiker
- Requirement: Must love adventure; upgrades from Youngster (50 XP)
- Type: Rock, Ground
- Skill: None
- Bonus: Gain XP when you do camping activites (building a fire, setting up a tent, etc.)
Blackbelt
- Requirement: Must know self-defense; upgrades from Youngster (80 XP), Psychic (95 XP)
- Type: Fighting, Psychic
- Skill: Martial arts
- Bonus: Using self-defense earns you extra XP
FINAL STAGEEngineer
- Requirement: Must be very smart; upgrades from Scientist (100 XP), Sailor (125 XP)
- Type: Steel, Electric
- Skill: Auto-HM
- Bonus: Earn XP when you build or fix something
Channeler
- Requirement: Must be psychic or calm; upgrades from Black Belt (130 XP)
- Type: Psychic, Dark
- Skill: Powerful psychic abilities
- Bonus: Meditate for extra XP
Super Nerd
- Requirement: Must be extremely smart; upgrades from Scientist (95 XP)
- Type: Steel, Poison
- Skill: Lots and lots of knowledge
- Bonus: None
Chief
- Requirement: Upgrades from Tamer (75 XP), Sailor (130 XP), Black Belt (135 XP), Hiker (150 XP)
- Type: Fighting, Ground
- Skill: Reduced PP cost
- Bonus: Trainer XP gain is doubled
Rocker
- Requirement: Upgrades from Tamer (80 XP)
- Type: Electric, Dragon
- Skill: Knows how to play the electric guitar
- Bonus: Pokemon XP gain is doubled
Gentleman
- Requirement: Must be polite; upgrades from Hiker (140 XP)
- Type: Normal
- Skill: All Pokemon obey you, no matter how much XP they have
- Bonus: None
After providing this information, I'll set your profile up. You start off with 10 XP. You can earn more XP by battling or doing other special things, and spend it to upgrade skills or buy key items.
- Skills (2 XP each): Upgrades a certain skill like running or climbing, which will be helpful in situations.
- Luck (10 XP): Your luck increases dramatically.
- Fame (5 XP): You become famous. This can lead to good or bad things (like in real life). You must have played for a while to purchase this skill.
- Money (5 XP): You get money. Lots of it. After each month, you get more (if this RPG lasts that long).
- Pokemon Speech (2 XP): Know a specific Pokemon language. This could help you out in some situations, and will most likely improve your relationship with the species of Pokemon that you choose.
- Attractive (2 XP): Become more attractive, particularly to the opposite gender. People may be more inclined to help an attractive person...
- Pokedex (2 XP): Self-explanatory. Collect lots of data and you'll earn extra XP.
- Pokegear (4 XP): A phone, map, and radio all rolled into one device! Ain't technology great?
- Xtransceiver (4 XP): Like an iPhone, except it's a watch and the video chat isn't ♥♥♥♥. You can use it to connect with other trainers to battle them or just talk to them (perhaps for information).
-More to come as they are planned out-
You don't have to spend the XP right away, you can save it for later. I then give you some money to start with, along with six Pokeballs.
Next, pick a Pokemon. You have 20 points to distribute between four stats: Attack, Defense, Speed, and Special. The minimum is 1 and maximum is 10. How you distribute the stats will determine your HP and PP amounts.
Experience in this RPG is different from the Pokemon games. You have two different kinds: Total XP and Available XP. TXP shows how powerful the Pokemon is. AXP is spent on upgrading stats and learning new moves. To upgrade a main stat (Attack, Defense, Special, or Speed), you spend AXP equal to the value you are increasing it to. For example, an increase from 6 to 7 costs 7 AXP. However, you can only increase a stat by 1 per story. To increase a derived stat (HP or PP), the cost is equal to the increase. For example, from 20 to 25 costs 5 AXP. These can only be increased by 5 per story.
To learn a new move, you play AXP equal to the level needed to learn the move. For example, if you had a Squirtle and wanted to teach it Bubble, you would spend 7 AXP. Be warned, a Pokemon can know only four moves at a time. If you forget a move to learn a new one, you get half the XP back that you spent to get the old move (odd numbers are subtracted by 1 and then halved). Example: Forgetting Bubble to learn Water Gun would refund 3 AXP.
This also applies to evolving, you pay AXP equal to the level at which the Pokemon evolves. Why evolve? Each main stat can only reach 20. Evolve once and it will increase to 25 (or 30 for Pokemon that only evolve once), and again will increase it to 30. However, evolving cannot be spur-of-the-moment, there also must be a special event that happens, or the Pokemon must have a lot of TXP.
I won't clog this post up with explanations on how to battle or catch Pokemon, it's pretty straightforward. Same with status ailments, I'm pretty sure everyone knows what those are and how they work. The one thing that does work different regarding battles is PP. Instead of each move having it's own PP, you have a total PP stat you pull from when using moves. This allows you to stack moves in the same turn (up to three), but stacking moves costs extra PP, and some moves aren't stackable (Dig, Fly, Hyper Beam, etc.)
Now onto the meat of the RPG: the stories. I create the game world around you and you decide what to do in the current situation. Sometimes I might give you choices to choose from, sometimes I might let you decide on your own. For example: "You come upon a wooden door." You might say "I slowly tiptoe up to the door and carefully push it open" or "I run up to the door and kick it down". Stories generally end after a dramatic event, such as a tough trainer battle.
One thing I should mention is that if all your Pokemon faint, you may get attacked by wild Pokemon, in which case you will lose precious money and XP.
That should just about do it. I tried to simplify everything and make it easy to understand, but if you really want to read the full guide I'm using, that can be found
here. Just note that some things are different.
For reference,
here's a map of Kanto. To check your Pokemon's moves, go
here.User: Raz
Name: N
Starting City: Lavender Town
XP: 25
Money: $500
Badges: 0
Current Pokemon:
- Zoroark ~ HP 75, PP 80, ATK 8, DEF 7, SPD 7, SPC 8, TXP 100, AXP 0
- Zekrom (Not used in battle, so there's no point in showing stats)
Skills:
- Pokemon Speech (all Unova Pokemon)
Items:
User: WindMasterArceus
Name: Wind Delcarlo
Hometown: Vermillion City
XP: 41
Money: $73
Badges: 0
Class: Youngster
Current Pokemon:
- Magnemite - Held Item: Metal Coat ~ HP 40, PP 70, ATK 6, DEF 6, SPD 6, SPC 9, TXP 55, AXP 0
Skills:
- Pokedex (Data: 4)
- Pokegear
- Pokemon speech (Languages: 2)
- Running Lv.2
- Attractive Lv.2
Items:
- Pokeballs x6
- Potion x3 (Recovers 2 dice rolls of HP)
- Ether (Recovers 2 dice rolls of PP)
- Paralyze Heal
- Awakening
- Antidote
User: KABOOM
Name: KABOOM
Hometown: Vermillion City
XP: 25
Money: $22
Badges: 0
Class:
PsychicCurrent Pokemon:
- Abra ~ HP 45, PP 60, ATK 6, DEF 7, SPD 4, SPC 4, TXP 15, AXP 4
Skills:
Items:
- Pokedex
- Pokeball x5
- Green Shard (A mysterious shard that looks ancient. Maybe someone collects these?)
- Moomoo Milk (Recovers 3 dice rolls of HP)
- Fresh Water (Recovers 1 dice roll of HP)
- Potion x4 (Recovers 2 dice rolls of HP)
- Antidote
- Ether (Recovers 3 dice rolls of PP)
- Leftovers (Equippable, recovers 1 dice roll of HP every turn)
User: NanTheDark
Name: Nan
Hometown: Cerulean City
XP: 10
Money: $50
Badges: 0
Class: Youngster
Current Pokemon:
- Charmy (Charmander) ~ HP 45, PP 60, ATK 5, DEF 4, SPD 5, SPC 6, TXP 12, AXP 12
Skills:
- Running Lv.1
- Climbing Lv.1
- Hand-to-Hand Combat Lv.1
Items:

User: MegaR
Name: Splash Medley (F)
Hometown: Cerulean City
XP: 10
Money: $40
Badges: 0
Class:
SwimmerCurrent Pokemon:
- Eevee ~ HP 40, PP 70, ATK 3, DEF 5, SPD 5, SPC 6, TXP 0, AXP 0
Skills:
Items:
User: ChaosYoshi
Name: August
Hometown: Celadon City
XP: 10
Money: $40
Badges: 0
Current Pokemon:
Skills:
Items:
Now I'm sure you guys don't want to have to read through every post to catch up on the stories, so I've summarized them below.
STORY 1
N flies into Lavender Town on his Zekrom, seeking out a certain trainer that he wants to thank. After inquiring around town about the trainer, he sees a Wurmple hatch out of an egg. Feeling compassion for it, he picks it up and heads to the Pokemon Center. On his way, he is suddenly attacked by a group of Pidgeys. He manages to make it safely into the Pokemon Center, and is about to talk to Nurse Joy when the Pidgeys start pecking the windows. He hands the Wurmple over to Nurse Joy and calls Officer Jenny, telling her to get over to the Pokemon Center as it is being attacked by a swarm of Pidgeys. STORY 1
Wind sits at home, playing with his Magnemite. Suddenly his mom calls his, asking him to do the laundry. He goes downstairs to do the laundry and his friend Tearl comes in. Tearl challenges him to a battle and he accepts. STORY 1
KABOOM gets up for school in the morning. On his way, he experiences a small earthquake. Suspecting that his psychic powers were the cause, the police quickly cuff him. He attempts to explain to the officers that he is innocent, but they don't listen. They put him in the car and drive to the station. Along the way, they question him about the earthquake, but he denies any knowledge of it. STORY 1
Nan opens his eyes and gets to his feet. He realizes that he is in some weird ruins, and he is holding a badge. He starts to examine it, but suddenly a platform passes over him and disappears into a nearby forest. STORY 1
Splash watches a battle between Misty and a new challenger. Her Eevee jumps out of her hair unnoticed. After the battle, Eevee mischievously throws a large can of green paint into the gym's pool. Splash walks over to Eevee and lightheartedly scolds it, lifting it back into her hair. A man nearby is angry that he lost his last can of paint. Splash turns to him but accidentally trips and falls into the water, which is stained lime-green. She quickly grabs the ledge and flips back up before her head goes under, disgusted that her costume got stained green. The man suggests that she go home and wash the paint out of her clothes, and she reluctantly agrees. STORY 1
August suddenly wakes up from a strange dream about a girl named Fil and a Pokemon. After realizing that his house is empty, he looks out his window to see his family looking over a weird Pokemon egg they found outside. He starts to head downstairs, but mysteriously he gets dizzy and everything goes hazy. He fell head-first onto a large rainbow platform. Obviously he was still dreaming. He heard Fil's voice whisper into his ear to pick his favorite color from the rainbow, and he chose red.
The rainbow breaks apart and August is standing on a red platform, which goes through a door and stops. All around him, every kind of habitat was visible; rainforests, plains, islands, just to name a few. Fil whispers to him to pick his favorite habitat and he picks forests. The scenery then changes to a huge forest filled with lots of different creatures and trees. The platform disappeared and August realized he was standing in a stream. Fil whispered to him once more, asking him to choose his favorite animal species, to which he picked wolves.