Contest Rules
Posted on: Jan 26, 2016 14:28:11 GMT -5
Post by Kitten4u on Jan 26, 2016 14:28:11 GMT -5
About Coordination
Rather than focusing on skill in battle or caring for pokemon, some trainers choose to teach their pokemon partners to perform. This began with simple beauty pagents, but in recent years coordination has expanded far beyond teaching pokemon poise and tricks. Some trainers perform along side their pokemon as well, turning coordination into a wide array of different performance art. Some trainers might sing or act, others may perform mystifying magic tricks or gravity defying acrobatic stunts, and others might use them to show off amazing feats of strength or intellect. Of course, the simple pokemon pageants are still around and are still valued just as much as any other form of coordination. The possibilities are endless as creative coordinators come up with new ways to use their pokemon to perform every day.
Coordinators show their skills through pokemon contests. These contests are often held on stages with large audiences, though strictly speaking they can be held anywhere. The winners of these competitions will receive a ribbon. Ribbons are prized items in the coordination world and are on par with badges or breeding emblems. To encourage more diversity in talent there are five different types of contests each with their own preferences and styles. They are as follows:
Cool: These pokemon and moves leave the audience in awe. People can't decide if they want to have that pokemon or be that pokemon-- they're just that cool! This category is brimming with confidence, bravado, and flourish.
Beautiful: Beauty may be in the eye of the beholder, but there's no denying that those in this category really are gorgeous. Whether through moves or physical appearance, these pokemon and coordinators are the epitome of grace.
Cute: Aww! That's the reaction contenders in this category often elicit from their audience. There's something adorable and heartwarming about the pokemon competing in Cute contests. The cute factor of a pokemon is often used in marketing across the world.
Clever: It's less about appearance for these pokemon as it is about combining the right moves together. Combinations, tactical flourish, and showing off the coordinator's mastery via their pokemon moves is what excels in Clever contests. Pokemon who show off their mental abilities are often favored as well.
Tough: Power! Powerful moves! Strong moves! These pokemon are about brute strength and determination. The more muscles the better for this competition.
Contest Rules
1.) Contests must have at least two contestants. They can have more contestants, as many as they want in fact, and it is recommended to have more if possible.
2.) Contests are always performed in front of at least one judge. Most of the time, these judges will be NPCs, so you can always assume your characters can find a few. Players can act as judges, but the MUST choose the winner based on whoever has the highest score at the end of the contest, unless all players in the contest agree that the judge can be biased for plot purposes.
3.) Use the ORAS Contest Spectaculars rather than the RSE Contests to determine what each move does. Super Contests are not currently implemented.
4.) Contests have two phases: the Introduction Phase and the Appeal Phase. The winner is whoever has the most points after both of these phases.
i) In the introduction phase coordinators show off their pokemon and themselves to the judges. They are then evaluated based on how cool, beautiful, cute, clever or tough they are, depending on the contest's type.
ii.) In order to determine the number of points this phase gives, roll a d10, then add the relevant condition, half of the two supporting contests stats, and extra points if the pokemon has a relevant scarf equipped. In other words:
d10 + condition + half of the supporting condition + scarf
d) Scarves are held items that can be given to pokemon. They come in five colors, one color for each contest type. If the pokemon is holding a scarf that matches the contest type, then they get 5 points. If they are holding a scarf of one of the supporting types, they get 2 points. If they are holding one of the disliked types, then they get no additional points for having a scarf.[/ul]
iii) The person with the most points in the Introduction Phase goes first in the first round of the Appeal Phase.[/ul]
i) The appeal phase is where the pokemon uses moves to appeal to the judges. The coordinators are welcome to perform along side them if the contest allows, but ultimately the pokemon's move will determine the number of points gained.
ii) The person who got the most points the previous round goes first the next round, and the person that got the second most points goes second and so on. During the first round, whoever got the most points from the Introduction Phase goes first. Some moves will also affect turn order. Because of this, the order people post in every round will change.
iii) In order to make an appeal, a pokemon must use a move. The moves themselves have 3 characteristics:
a) Appeal is represented by the pink hearts. This is the number of points each move gives. So, if a move gives 4 hearts, then it is worth 4 points.
b) Using a move that matches the contest type (IE, a tough move in a tough contest) will give an additional point.
c) Using the same move twice in a row will give one less point than usual (IE, if you use a 3 point move twice in a row you get 2 points instead), and continuing to use it will lose you more points as you go on (IE, using a 3 point move 3 times in a row will give you 1 point instead etc).
d) Using a move of an indifferent contest type (IE, a cute move in a beauty contest) will still give you all the points the move normally gives.
e) Using a move of a disliked contest type (IE, a cute move in a tough contest) will give no points at all.
Jamming:
a) Jamming is represented by the black hearts. When jamming moves are used, certain pokemon will lose points.
b) If the number of black hearts is greater than the number of points the jammed pokemon got that round, then their point total will be negative.
c) Not all moves have jamming effects. If a move does not have any black hearts associated with it, then it has no jamming effect.
Secondary Effects: Most moves have effects beyond just appeal and jamming. Each of them do something different, and their explanations are in their own section titled "Secondary Effects."[/ul]
iv) Contests and secondary effects have some additional mechanics worth noting.
Audience Excitement: Audience excitement is represented by stars. Every time a contestant uses a move that matches the contest type (IE, tough move in a toughness contest), audience excitement goes up by one. Some moves have secondary effects that make that higher or lower, or can make even non-matching moves increase audience excitement. Once audience excitement reaches 5, the pokemon that caused it to reach 5 will get to perform a super move, giving them an additional 8 points. If the pokemon is capable of mega evolving, they can also do so, though it has no mechanical effect; it's just very stylish. They do not have to be holding a megastone to do this nor does the coordinator need to have access to megastones. After that audience excitement will reset to 0.
Combos: Combos are not utilized on Gray Haven Academy.[/ul]
v) The Appeal Phase last 5 rounds. At the end of those 5 rounds add up the amount of points you got from the Introduction Phase and the total points you got from the Appeal Phase. Whoever has the most points at the end wins.
vi) Every participating pokemon gets 1 experience point and 1 contest experience point regardless of who won or lost.
vii) Put the following information at the bottom of every post in the Appeal Phase:
• Points gotten that round (edit the amount if your pokemon is jammed and leave a note)
• Amount of stars in the audience excitement meter
• The name of the move used and any secondary effects it has
Don't worry about having to edit your post if you used any dice in it. Editing your post will not change the value the die rolled unless you also change the number of sides on the die.[/ul]
Secondary Effects
An appealing move that can be used repeatedly without boring the audience.
Using this kind of move multiple times in a row will still excite the audience, and will not make the user lose points for using these moves multiple times in a row.
A move of huge appeal, but using it prevents the user from taking further contest moves.
After this move is used, the user may not make any more appeals. All they can do is watch for the rest of the contest.
A very appealing move, but after using this move, the user is more easily startled.
If the user is startled after using a move like this, they lose an additional 2 points. This can make their point total negative.
Affected by how well the previous pokemon's move went.
If the pokemon that went before the user got at least 3 points, these moves will give an additional point. If the pokemon that went before the user got at least 8 points, these moves will give an additional 2 points. If the pokemon that went before the user got less than 3 points, these moves will give one less point than usual.
After this move, the user is more easily startled.
If the user is startled after using a move like this, they lose an additional 2 points.
Badly startles all Pokémon that successfully showed their appeal.
Jams any pokemon that successfully got points that round. If they've been jammed so much that their point value is zero or lower for this round, these types of moves won't make it any lower.
Badly startles pokemon that the audience has high expectations of.
Because Gray Haven Academy does not use combos, these moves will have a jamming value of 2 and will jam all pokemon that went before them.
Badly startles pokemon that used a move of the same type.
Any pokemon that used a move of the same contest type as the user will be jammed.
Badly startles the last pokemon to act before the user.
Jams the pokemon that went right before the user.
Brings down the energy of any pokemon that have already used a move this turn.
If any pokemon that went before the user are feeling pumped up, moves like these will remove one stack of pumped up from them.
Causes the user to move earlier on the next turn.
The user will go one turn earlier than they normally would on the next turn. IE, if they had the second most points this round, they'd go first next round.
Causes the user to move later on the next turn.
The user will go one turn later than they normally would on the next turn. IE, if they had the second most points this round, they'd go third next round.
Effectiveness varies depending on when it is used.
Roll a d10. The number that comes up is the amount of points this move gives.
Excites the audience a lot if used first.
If moves like these are used on the first turn of a round, the user generates one more star than usual. IE, if it's a move that matches the contest type (toughness move in a toughness contest etc) it will generate two stars. If it's a supporting type (cuteness in a beauty contest) it will generate one. If it's a disliked type (cleverness in a cool contest) it still generates no stars.
Excites the audience a lot if used last.
If moves like these are used on the last turn of a round, the user generates one more star than usual. IE, if it's a move that matches the contest type (toughness move in a toughness contest etc) it will generate two stars. If it's a supporting type (cuteness in a beauty contest) it will generate one. If it's a disliked type (cleverness in a cool contest) it still generates no stars.
Excites the audience in any kind of contest.
Moves like these still generate a star even if the contest types do not match, regardless of what type it is. Disliked types will generate stars too (IE, cuteness in a tough contest).
Gets the pokemon pumped up. Helps prevent nervousness, too.
Moves like these give the user a pumped up buff. This buff can stack up to three times. This buff does nothing outside of enhancing certain other moves. Moves like these also prevent the user from jamming moves.
Makes audience expect little of other contestants.
Only the user will be able to generate stars on the next round.
Makes the audience quickly grow bored when an appeal move has little effect.
If any opponent uses a disliked move, it will make them lose 2 points instead of none.
Makes the remaining pokemon nervous.
Moves like these have a 15% chance to prevent any pokemon after the user from showing appeals that round. Roll a 1d100 and if it comes up 1-15 then all the pokemon after the user won't get to appeal.
Prevents the user from being startled one time this turn.
Moves like these prevent the user from getting jammed, however it only block one attempt to jam the user that round.
Prevents the user from being startled until the turn ends.
The user is unable to be jammed this round.
Quite an appealing move.
Moves like these have no secondary effects.
Scrambles the order in which pokemon will move on the next turn.
Every participant in the contest rolls a d100. Those that have already gone should edit their posts with a d100. The result determines the next round's turn order instead of appeal, with those with higher results going first.
Shows off the Pokemon's appeal about as well as all the moves before it this turn.
Add up all the points given to all the pokemon given before the user, then roll a die with sides equal to that number. The number that comes up is the amount of points moves like these give.
Startles all of the pokemon to act before the user.
Moves like these jam all of the pokemon that went before the user.
Startles all other pokemon. User cannot act in the next turn.
Jams all pokemon regardless of whether they go before or after the user. However, the user will only be able to watch next round and will not be able to appeal again until the round after.
Startles the last pokemon to act before the user.
Moves like these jam the pokemon that went right before the user.
Temporarily stops the crowd from growing excited.
Stars will not be generated by anyone, even if they use a move that matches the contest type (IE, toughness move in a toughness contest) or a move that generates excitement in any type of contest in the next round.
Works better the later it is used in a turn.
How many points moves like these give depends on how late in the turn they're used. They give points equal to the number of people used before them, and an extra two if they're used last. IE, in a contest with 4 people, if its used first it gives no extra points, second 1 extra point, third 2 extra points and fourth 5 extra points.
Works better the more the crowd is excited.
Moves like these give extra points equal to the number of stars the audience has when the move is used. IE, if the audience is at 1 star, it'll give an extra point, and if the audience is at 4 stars it'll give 4 extra points. Note, that this is based on the number of stars the audience has BEFORE the move is used, so using a move that generates a star will not give an extra pint (IE, the audience has 3 stars, the user uses a toughness move in a toughness contest, they still get 3 extra points, not 4).
Works great if the user goes first this turn.
If moves like these are used on the first turn of a round, they generate 3 times as many points than normal.
Works well if it is the same type as the move used by the last pokemon.
If the move the pokemon that went right before the user used the same contest type as the user, they generate an extra point.
Works well if the user is pumped up.
If the user has used a move that pumped them up in the past, then moves like these will give extra points based on this formula: [# of points the move gives] * [number of pumped stacks the user has] * 3. If the user has no pumped up stacks, these moves will always give a minimum of their default point value rather than 0.
Pokeblocks
1.) Pokeblocks are gummi treats that coordinators can feed their pokemon to make them more appealing in the Introduction Phase of a contest. Pokeblocks give 1 point in the condition its color represents (red for cool, blue for beauty, pink for cute, green for clever, yellow for tough, rainbow for everything).
2.) Because natures are not utilized on this site, every pokemon will like every type of pokeblock.
3.) Each condition caps at 10 points and every pokemon can max every condition at once if desired.
4.) When a pokemon gains a point in that condition, not only does that condition go up, but they may also add or change a move much like getting an experience point does. However, contest experience points are not the same as regular experience points and do not normally contribute to evolution. The only exceptions are the ones that evolve based on condition, such as feebas evolving when it has high beauty.
5.) To make a pokeblock the coordinator needs berries. Each pokeblock takes 2 berries to make (except rainbow, which must be purchased with points at the exchange or fossil excavation), and it does not matter which berries are used. The coordinator picks which color the final pokeblock will be, so the types of berries used don't matter. To make a pokeblock just post in the berry gathering thread, noting the berries used and the resulting pokeblock. If you want to add or change your pokemon's moves, just post in the training thread like you would when gaining a regular experience point.