15 years before Red set out on his adventure, the Pokemon World fought the bloodiest war in its history.
Powerful noble houses with warrior-trainers took their entire regions to war.
This is the Romance of the Six Regions. Join the fight; tell your story.
House Blackthorn has announced a tournament to celebrate its new Head of House.
Every noble house is expeceted to attend. Every aspiring trainer has a chance for fame and glory.
As the tournament draws closer, more and more people are traveling to Blackthorn City.
Welcome to the grand opening of Romance of the Six Regions!
Our first-week giveaway is up and running for characters accepted in our first 7 days.
No need to rush your apps though, there will be a second week giveaway too!
IN GENERAL. Pokemon may start with four moves. They may start with only one egg move. They cannot start with move tutor, TM, or HM moves.
NOBLES. Nobility start with two pokemon, both of which must be of their house's type or will eventually evolve into the house's type. One may be rare. Unless noted in their canon description, they begin with one Stage 1 pokemon and one Basic pokemon.
Note that nobles will never have the ability to train or tame pokemon outside of their house's type beyond Basic stage. Pokemon that do not evolve simply cannot be tamed by them.
TRAINERS. Trainers start with two pokemon of any type. Neither can be rare. Both pokemon may be Stage 1 pokemon. It is unusual for trainers to specialize in a type.
A trainer can acquire rare pokemon; they simply do not start with them except by event reward.
EVERYONE ELSE. Commoners begin with only one pokemon, which cannot be rare. If the pokemon has a baby form, it begins in the Baby stage. Otherwise, it is a Basic pokemon.
Commoners should not start with pokemon known to be very violent.
BUYING POKEMON. Specific pokemon may be bought at the store. Fair warning, it is expensive. It's an OOC process; you can choose the story of how your character got their new pokemon.
BUYING EGGS. Cheaper than buying a specific pokemon is buying a pokemon egg. Different egg groups are priced accordingly. Staff will randomly generate you a hatchling.
RANDOM ENCOUNTERS. Cheaper still is buying a random encounter. These are subject to mod availability; we only run so many at a time. Once purchased, you start a thread in your choice of location, and we will throw a wild pokemon of our choice at you.
ABILITIES. Abilities are considered the effects of training and domestication. They can be purchased from the shop.
EVOLUTION. Evolutions are purchased OOCly at the shop. Level-up evolutions are the cheapest, and stone evolutions are the most expensive.
PC STORAGE. Characters are limited to six pokemon. Only Kanto characters have PC storage, which means there is no limit to the number of pokemon they may own.
POKEBALLS. Unless pokemon are small, most trainers and nobles will have less than six pokemon with them at a time. Only Johto characters have pokeballs and may carry all six pokemon with them.
FOUR MOVES. A pokemon knows four moves. These may be any moves available to that pokemon by level-up. For pokemon that evolve by level-up, they can only know moves up to the point where they'd evolve.
Ex: a charmander cannot learn dragon rage until it evolves into a charmeleon.
ONE MOVE PER POST. As a rule of thumb, one move per turn is standard. A second utility move, such as agility or growth, is generally acceptable.
COMBO MOVES. One attack could technically be two, such as a thunder+iron tail combo. Combo attacks shouldn't be treated as two separate moves or a super move. They're a creative fusion. If you combo, it's best to only use the combo move, no other attacks.
SUSTENANCE. Battles should end; don't drag them out. Dodging ad nauseum and spamming moves like recover is frowned upon. It'd be polite to only dodge once in a battle, and limit usage of moves like wish.
STATUS AILMENTS. We have dice installed, if people wish to randomly decide if status effects fade. If not, they should last about three turns.
STAT BOOSTS. Stat boosting effects shouldn't be treated as a waste of a turn. Let it be understood that if jolteon uses agility, that jolteon is now really fast, capable of dodging more and hitting harder.
WINNING. The players involved in the battle decide who wins based on the course of the battle.