Post by Tropius on Oct 1, 2015 13:54:28 GMT -6
PMU Stat Structure
Here in PMU, stats are simplified for battles. This means that we do not use Effort Value (EV), and nature. Individual Value (IV) is max at 31 for all stats. Power Points (PP) is also not used, therefore this leads to some changes in moves and abilities on this forum. In addition, in wild Pokemon encounters, the Pokemon gender is ignored until a successful capture, where the role-player decides what gender a Pokemon is. Lastly, you are allowed to use three turns per post, due to the speed of modding. More on this next post.
All Pokemon are automatically healed after each battle, and role-playing out going to Pokemon Center is completely optional.
Please continue to read to see the changes.
Abilities Changes
Most abilities stays the same like they were in the game, but for the ones that don't, it is listed here. Some abilities also have added changes on this forum. Feel free to make an OOC reminder to mods if you have a Pokemon with these abilities.
Moves changes
Most moves stays the same like they were in the game, but for the ones that don't, it is listed here. Some moves also have added changes on this forum. Feel free to make an OOC reminder to mods if you have a Pokemon with these moves.
Here in PMU, stats are simplified for battles. This means that we do not use Effort Value (EV), and nature. Individual Value (IV) is max at 31 for all stats. Power Points (PP) is also not used, therefore this leads to some changes in moves and abilities on this forum. In addition, in wild Pokemon encounters, the Pokemon gender is ignored until a successful capture, where the role-player decides what gender a Pokemon is. Lastly, you are allowed to use three turns per post, due to the speed of modding. More on this next post.
All Pokemon are automatically healed after each battle, and role-playing out going to Pokemon Center is completely optional.
Please continue to read to see the changes.
Abilities Changes
Most abilities stays the same like they were in the game, but for the ones that don't, it is listed here. Some abilities also have added changes on this forum. Feel free to make an OOC reminder to mods if you have a Pokemon with these abilities.
Ability | PMU Changes IN Battle |
Anticipation | Gains +1 Evasion upon sent out if the foe has a super effective move |
Honey Gather | If the Pokemon is level 1-50, at the end of battle have 20% to hold Honey. If the Pokemon is level 51-100, at the end of battle have 50% to hold Honey. |
Illuminate | Lowers the foe's accuracy by 1 upon sent out |
Illusion | The Pokemon takes on the appearance of any conscious Pokemon in party (Not really a change, as it's only for aesthetic purpose.) |
Inner Focus | Prevents Flinching and the ability Illuminate's accuracy reduction |
Pressure | All opponent's damages are reduced by half. |
Rivalry | If the role-player wants to activate this ability, the user can decide if the wild Pokemon is male or female, which would affect if the damage is increased or decreased. Trainer Pokemon's gender will be randomized. |
Ability | PMU Changes OUTSIDE Battle |
Arena Trap and Illuminate | Role-player can state which Pokemon they want to encounter, and the mod will roll that Pokemon once before rolling for other wild Pokemon or trainers. |
Hustle or Pressure or Vital Spirit | Role-player can force all wild Pokemon to be the highest level in the area if a Pokemon with this ability is in party. If an Escape rope is used, wild Pokemon will match the highest level of Pokemon in party. |
Keen Eye or Intimidate | Role-player can force all wild Pokemon to be the lowest level in the area if a Pokemon with this ability is in party. If an Escape rope is used, wild Pokemon will match the lowest level of Pokemon in party. |
White Smoke or Stench | If a Pokemon with this ability is in the party, a wild Pokemon encountered have 50% chance to flinch first turn, unless the Pokemon have Inner Focus. |
Static | A mod will roll for an electric type Pokemon to encounter first, regardless of rarity. |
Magnet Pull | A mod will roll for a steel type Pokemon to encounter first, regardless of rarity. |
Quick Feet | Role-Player can force a trainer battle first time entering an area, this have 50% success rate. |
Moves changes
Most moves stays the same like they were in the game, but for the ones that don't, it is listed here. Some moves also have added changes on this forum. Feel free to make an OOC reminder to mods if you have a Pokemon with these moves.
Move | PMU Changes |
Attract | Since wild Pokemon are undetermined gender until capture, this move will make the wild Pokemon opposite gender, and then inflicts Infatuated status. |
Captivate | Since wild Pokemon are undetermined gender until capture, this move will make the wild Pokemon opposite gender, and then Opponent loses -2 Special Attack in battle. |
Grudge | If the user faints, the foe can't use the last move for duration of battle |
Guard Split | Used only once per opponent. User +2 Defense & +2 Special Defense. This doens't stack. Opponent -2 Defense & -2 Special Defense |
Last Resort | If other moves are used at least twice, even if the move have been affected by Spite then Last Resort can be used. |
Power Split | Used only once per opponent. User +2 Attack & +2 Special Attack. This doens't stack. Opponent -2 Attack & -2 Special Attack |
Spite | The foe can only use the last move only one last time before it cannot be used. This move cannot spite the last remaining move. (Because we don't do struggle.) |
Teleport | Wild Pokemon can't teleport away in battle. User gains +1 Evasion in battle. |
Whirlwind | Wild Pokemon can't end battle. Opponent gains -1 Speed in battle. |