Blu
ᴏɴʟʏ ᴄᴏʟᴏʀꜱ ʟᴇꜰᴛ ᴀʟɪᴠᴇ.
A Pokémon Sports Anime
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- CasteliaCastellansPremiseThe competitive sport of PokéRush has taken the world by storm, rivaling the popularity of even pokémon battles! Originating in Unova some fifty-odd years back, it quickly established footholds in the other regions by way of advancements in global trade and technologies, and is now an international phenomenon recognized by all. It didn't take long for the regional governments of the world to band together and establish the GRL—the Global Rush League—in an effort to elevate the sport to even greater heights!
Officially sanctioned competitions and tournaments are held annually—both regional and international—to determine the best of the best from all over and to continually spread the love of the sport all the while increasing global commerce to an extraordinary degree. Teams that have proven themselves champions are offered sponsorships by major brands such as the Devon Corporation or Silph Co., making their commitment to the sport into a very tangible and lucrative career path.
And now it is your turn to step onto the field! Will your passion for the sport help you to become the very best? A new world of Pokémon awaits! Feel the rush!CrimsonCaitsSmall Beginnings...In the quaint seaport of Crimson City located in the Kanto region, a fire begins to stir... Long since has the town been known for its beautiful sapphire waters and tranquil maritime breeze, but—in the world of competitive PokéRush—it is seen as little more than a barren wasteland; unable to bear the fruit of talent. The town's official team, the Crimson Caits, has forgo any notion of becoming a reputable contender for regional championship, sinking into quiet obscurity.
But with the old guard set to retire, perhaps new blood will breath life into the impassioned flames of competition. As try-outs begin to form a new generation of the Crimson Caits, an unskilled yet ambitious young man and his partner hope to break the yoke of their misfortunes and finally fulfill a long-awaited dream. But a Rush team is comprised of six; this is a game that cannot be won alone. Rush full-speed ahead toward a new era of the Crimson Caits!The torracat bides its time... - ViridianVespasGuide to PokéRushPokéRush—or simply Rush—combines the excitement of Pokémon battles with the strategic and athletic spectacle of competitive sports. It is played on a rectangular field: 150 yards long and 60 yards wide; marked at either ends at 5 yards with white lines known as Goal Points as well as a center line called the Midpoint. The playing field's terrain primarily consists of either grass, dirt, or ice with varying degrees of obstacles such as boulders, small trees, gravel, and more. Weather such as hail or sandstorm may also come into play. These conditions are randomly selected before a match begins and can alter at certain key points throughout the course of a game. Rush is a unisex sport, allowing for both men and women to compete on the same team.
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The goal of Rush is to reach or exceed 25 points first in a best two-out-of-three sets using a few key methods:
► Delivering the rushball inside the suspended goal at the end of the opposing team's field. This is worth 3 points.► Completely knocking out an opponent's pokémon, removing them from play for the rest of the game. This is worth 2 points.► As a defending player, cross the Midpoint line first before any players on offense can do so in a new match. This is worth 1 point.
If one team is able to K.O. the opposing team's entire roster of pokémon (6-max per trainer) throughout the game, this counts as an immediate win condition for that team. If one team K.O.-s the other team's pokémon lineup for only a specific match—the time it takes for a team to score a rushball goal—then that team simply gains the cumulative point total and the losing team can choose new pokémon from their roster for the next match.
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Scoring
A trainer cannot score at the opposite goal until either of their team's Rushers crosses the Goal Point first. Pokémon are prohibited from scoring goals; only a trainer can. The trainer is allowed to use any part of their body to pass the rushball through the suspended goal (10 feet in the air). Pokémon can be ridden to reach the goal.
Timeouts
There are mandatory timeouts of 10 minutes between each set. Within a set, both teams have access to two timeouts each of 4 minutes that they can use at will; to be initiated by the team's coach.
Vitality Band & Stealing
Each trainer must wear a special white wristband during the game that automatically tracks the vitality of their current pokémon out of the field. The central lightstrip changes color gradually from green to yellow to red proportionate to the pokémon's health. A red-flashing band is indicative of a pokémon on the verge of being knocked out. A pokémon's vitality will automatically regenerate after a brief moment without incurring injury (about 1 minute). Reducing an opposing pokémon's health by one stage (Green --> Yellow; Yellow --> Red; Red --> K.O.) will force a ball to be stolen by the Defense. Pokémon cannot directly target or attack trainers nor can trainers directly attack each other but it is possible to use moves to cause conditions in which a trainer may fumble the ball or allow it to be stolen i.e. such as a bad pass. These instances cannot intentionally inflict notable injuries upon a trainer. Unlike fumbling a ball which allows for a new offense from the Midpoint, stealing the ball does not disrupt the flow of the match and the new offense can be conducted immediately from where the ball was stolen.
Roster & Switching
Each trainer may select up to six pokémon to form their roster. Before a match begins (after the field conditions have been determined), they must choose the pokémon they want to utilize in the current match according to their role limit (1 for Rusher, 2 for Forward, and 3 for Conductor). They cannot switch-in or exchange pokémon from their roster once the match begins. They will not know the opposing team's choices until the match begins. They can freely rotate between their current lineup during the duration of a match but only one pokémon can be on the field per trainer at a time. Once a goal has been scored and/or one team has their current lineup K.O.-ed, a new match will begin and the trainers will be given a two-minute window to decide on their new lineup.
Moves & PP
Each pokémon in play is allowed to know and use only four moves in any given game and each move is limited by their associated Power Points. PP is refreshed at the start of a new set. K.O.-ed pokémon will not have their PP restored as they are considered removed from play for the rest of the game's duration.
Rushball & Jersy
The rushball's design is heavily inspired by the classic pokéball, being equally red and white, and bisected by a black stripe across the center. It has a circumference of 26 inches and weighs 280 grams. It is a firm type of ball without being overly hard and a high bounce potential. Jersys are the official uniform required when participating in officially-sanctioned games. They are one-piece garments that adhere seamlessly against a trainer's body with sleeves that cut off above one's elbows and pant legs that can either cut off just above or below the knees depending on the wearer's preference. They usually exhibit 3 colors: a main, a secondary, and a trim. The player number of the individual trainer can be seen on both the front and back of the jersy in large print. An example. Additionally, elbowpads and/or kneepads can be worn as well as sports leggings if desired.
Banlist
► Legendary Pokémon► Mythical Pokémon► Baby Pokémon► Water-type Pokémon that cannot effective move on land (there is a water-specific variation of the sport that caters to these pokémon)► Z-Moves► Dynamax► Terastal FormsVermillionVoltsPlayer PositionsRusher
Two trainers take on the role of Rushers (RS) whose objective is to carry the rushball past the opponent's Goal Point so that their team has the opportunity to score a goal. They can only pick 1 pokémon from their roster to be on the field with them for that match. They can only engage opposing Rushers in battle and can only pass the ball between each other until either reaches the opposite Goal Point. Their pokémon can also pass the ball as long as it's to another Rusher trainer. Non-Rusher teammates cannot touch the ball until they too reach the Goal Point after their Rushers does so. The ball must not touch the ground or it will be given to the defense. If the ball leaves the possession of a Rusher, it can be recovered if it has not touch the ground or have been stolen by the defense. Only Rushers on defense can attempt to steal the ball. In the event that the ball is fumbled (dropped) and not stolen, the defense is given the ball and starts their offense from the Midpoint instead of their Goal Point.
Forward
Three trainers take on the roles of the Left Forward (LF), Right Forward (RF), and Middle Vanguard (MV). The Forward trainers' objective is to engage opposing pokémon in combat in order to either disadvantage the other team, defend their own teammates, or create opportunities for their Rushers to steal the ball. They can choose 2 pokémon from their roster to rotate between during a match. Forwards can engage any opposing trainer in battle.
Conductor
One trainer takes on the role of the Conductor (CT) whose objective is support their teammates and set the flow of the offensive or defensive play via the use of status moves. They can rotate between 3 pokémon during a match. None of their chosen pokémon can utilize moves that directly targets an opposing pokémon. Likewise, the Conductor is prohibited from engaging in battle. Because of the Conductor's importance in the creation and implementation of a team's strategy, it is often the case that a team's Conductor will also take on the role of the captain.Sting of defeat... - WyndonWyvernsOOC MessageIf you've read through all the information and am interested in joining, then I'd like to welcome you to my spin on a Pokémon RP! Please state your interest down below so we can keep the thread updated and moving (please do not DM me your interest or character ideas before then).
As this is making use of a fictional sport of my own imagining, please understand that it is likely a work in progress and you should certainly ask questions if you do not understand something or notice some holes in the information that may need to be filled. And if you have suggestions to improve upon the mechanics of the game, please don't hesitate to reach out.
As for any gameplay mechanics, I know there were mentions of things like health but most of this stuff is simply flavor. You do need to keep track of your pokémon's PP and the condition of your pokémon roster.
As you can see from the plot, the focus of the story will be on an underdog team making their way through the highly competitive landscape of PokéRush with slice-of-life elements along the way. It will be a globetrotting adventure as we face the competition first at home and, eventually, abroad. As of right now, I am looking for five other players to fill in the roles of the Crimson Caits team. The available positions are:
All characters will be Division 2 trainers which is the division for trainers under 19; meaning your character age range is 16 to 18.x1 Rusher
x1 Left Forward
x1 Right Forward
x1 Middle Vanguard
x1 Conductor / Team Captain
If we end up getting an influx of players, I am open to expanding the RP to allow the creation of custom teams/multiple characters and a more open-world type experience. But we'll cross that bridge when we get to it. For now, if you have any questions, comments, or concerns, please DM me or let me know down below. Thank you!RustboroRocketsRules- All RPNation rules apply.
- Use general RP etiquette (no godmod, powerplay, etc.).
- Be respectful of other players and keep personal drama out of the RP.
- As the Host/GM, I have final say on all decisions relating to the RP.
- One post per week (minimum). Please let us know when you can't post. Communication is important!
- Posting length is flexible. As long as you can get your point across and have enough for others to respond to.
- Players should have a good grasp of spelling and grammar.
- Color code your character's dialogue. Make sure it's distinct from other players' colors.
Take flight!
code by Nano
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