Welcome to the Class Dex. This is a single page repository of all our Class Info Pages. Click the tabs to navigate.

    Refer to the Info Dex for non-class-specific rules.
    Kohaku once had many ace trainers. Now it doesn't. While the Elite 4 and Gym Leaders remain, the hordes of talented and experienced ace trainers and veterans are gone, their pokemon lost to the scourge or, worse yet, now a part of the scourge.

    The Eos Program is looking for aspiring pokemon trainers to replace them, and to provide reinforcements to the battle-weary trainers that are still giving their all on the frontlines. The Eos Program's selection process is highly competitive, and only the best and brightest (or those canny enough to cheat the system) join their ranks.

    A starting pokemon trainer is much the same as ever even in these dark times. These trainers come from all variety of backgrounds, but they are civilization's answer to the hades threat; they are weapons meant to exterminate and destroy what scourge pokemon they encounter.

    A pokemon trainer may use the TRAINING CENTER once every three days.

    A pokemon trainer may use the BREEDING FARM once a week.

    A pokemon trainer may begin in Proserpina City with one NON-RARE starter pokemon of their choice.

    Alternatively, a pokemon trainer may begin in Juno City and RP with the mod-controlled npc Professor Cypress at Cypress Laboratories. They may then select one starter pokemon from a semi-random selection of ten pokemon, at least one of which will be a rare.

    A pokemon trainer's starter pokemon begins at lv10.

    A pokemon trainer begins with the following items: a trainer card, five pokeballs, one potion, and one revive.

    Pokemon trainers advance by collecting gym badges, which provide extra perks in battle.

    Pokemon trainers are highly effective and well-rounded combatants. They can have any number of pokemon, and they have the easiest time leveling them up.
    Pokemon trainers earn badges from gym leaders and seals from elite four. Other classes may too, but only pokemon trainers gain the following benefits.

    FOSSIL BADGE - Your pokemon gain double the experience from battles and training center. The experience multipliers for over/underleveled pokemon in battles are uneffected by this badge.

    DUST BADGE - Whenever the trainer is victorious in battle or visits the training center, all party pokemon NOT involved in the battle or training also gain ONE level.

    EBON BADGE - The trainer may roll twice and take the better roll in every instance they need to roll.

    BOUQUET BADGE - In doubles battle, you receive one extra attack to be used by either pokemon each turn. In triples or even larger battles, you receive two extra attacks to be used by any of the three pokemon each turn.

    VENOM BADGE - 1HKO moves are treated as 200 POW moves, Toxic and Curse are treated as the regular Poisoned status.

    CLEAR BADGE - Any pokemon that has gained a level in victorious battle for the trainer can communicate telepathically with the trainer.

    FOCUS BADGE - In the first round of a pokemon's participation in a battle, they may mimic the use of any one battle item.

    SEA BADGE - The trainer's fish (and fish-like) pokemon can fight on land. Their land-based pokemon can fight on water. Do not ask how.

    AMBER SEAL - The trainer may instantly revive a KO'd pokemon to full health once per thread. In trainer battles, they are still defeated and out of combat. Against wild and scourge pokemon, they are back in the fray.

    SWORD SEAL - Choose as many pokemon as you have seals. They have four moves per turn.

    STAR SEAL - Your unvaccinated pokemon are doubly resistant to the to the scourge. Your vaccinated pokemon no longer suffer super effective damage from the scourge (ie, their weaknesses cannot be exploited).

    DREAM SEAL - Choose as many pokemon as you have seals. They can dodge every turn.
    The hades virus struck Kohaku's breeders hard. With many of their finest pokemon turned into flesh-eating zombies, their breeding farms were nearly entirely wiped out. Worse yet, with rocketing death tallies, there was more pressure than ever to hatch battle-ready pokemon.

    The Eos Program is looking for aspiring breeders to train new studs and breed a new generation of vaccinated pokemon for the war. Kohaku's breeders always been reputed for their fine pedigrees of battling pokemon. It is up to the Eos Program's breeders to continue the tradition of pokemon ready for the fight.

    A starting pokemon breeder begins with a host of pokemon. Their purpose in Kohaku is to replenish the region's pokemon poulation and to hatch pokemon with an esteemed battle pedigree. Their successes will be proof that Kohaku has a future.

    A pokemon breeder may use the training center once a week.

    A pokemon breeder may use the breeding farms once every three days.

    A pokemon breeder may begin in Proserpina City with ONE rare pokemon, ONE ditto, and FOUR non-rare pokemon of their choice. They may opt out of taking the ditto and replace it with a non-rare.

    Alternatively, a pokemon breeder may begin in Juno City and interact with the mod-controlled npc Lady Mercedes at the Breeder's Guild. They may then start with ONE rare, ONE ditto, and TWO non-rares of their choice. The ditto may be replaced with another non-rare. Finally, they may select TWO pokemon from a randomized set to begin at lv50 that will be unusable for combat until they raise another pokemon to lv50.

    All six of a breeder's starter pokemon begins at lv05 (with the exception of the lv50 pokemon, if the alternative starting option is taken). These starting pokemon are all vaccinated.

    A pokemon breeder begins with a breeder card, five pokeballs, and one potion.

    Pokemon breeders advance through experience at breeding successful egg clutches. The more eggs they produce, the better they get at breeding powerful pokemon.

    Pokemon breeders are not the strongest battlers in the region. However, they are the bedrock support of the region's most competitive trainers, providing pokemon with the utmost potential for saving Kohaku from the scourge.


    Pokemon breeders get better at breeding pokemon with more experience.

    Experience is measured in the number of eggs the breeder provides for Kohaku. It is your job to keep count.

    All pokemon breeders have their own thread in the BREEDING FARMS. You may request in this thread to breed a mating pair once every three days in that thread. Keeping it all in one thread is for easy record-keeping purposes.

    Investing in breeding passes will allow a breeder to breed more than one mating pair at the same time.

    If both pokemon in a mating pair are vaccinated, their offspring will be vaccinated as well!

    Breeders may profit off their eggs. At the end of the month, report the number of eggs sold from the Egg Shop, and the mods will give you 50% of the proceeds.

    3 Eggs - Every time one of your pokemon breeds, they gain +?? happiness.

    5 Eggs - Your chances of successful mating increases by a bonus of +1/10 for every two ?'s the parent has. Use the happiness of the less happy parent to calculate the bonus.

    10 Eggs - Only one pokemon out of your mating pairs needs to belong to you. The other pokemon may belong to someone else, as long as you have their permission to use their pokemon for breeding.

    15 Eggs - You may attempt to improve the condition of virus infected pokemon. For every ? they have, you have a 1/10 chance of stopping the infection from taking root, to a maximum of 5/10.

    20 Eggs - Every time a pokemon of yours breeds, they gain THREE levels.

    30 Eggs - For every ? of happiness, a breeder's pokemon learns a future level-up move of your choice.

    40 Eggs - Every pokemon of the breeder's with maximum happiness can roll twice and take the better result for their attacks that require a [*roll].

    50 Eggs - Pokemon hatched from your eggs may begin with up to FOUR egg moves.

    75 Eggs - You may tutor a pokemon in egg moves. You must have a pokemon that knows the egg move. That pokemon can tutor any pokemon in their egg group that egg move, provided that the tutored pokemon can learn that egg move.

    100 Eggs - Every pokemon of the breeder's with maximum happiness gains the permanent effects of one stat buff. This permanent buff effect cannot be stacked with a buff attack.

    150 Eggs - Pokemon hatched from your eggs begin at LV15 with TWO stat boosts. They gain no further stat boosts through leveling up.

    200 Eggs - Breeders may understand the speech of any pokemon (including those that belong to other PCs) at maximum happiness.

    300 Eggs - For every ? a pokemon has, their effective level is raised by 1. A lv150 pokemon with maximum happiness is treated as lv160.

    400 Eggs - You may choose which species (of the two parent pokemon) your eggs will hatch as. You can also choose what four egg moves they start with.

    500 Eggs - Every pokemon of the breeder's with maximum happiness gains the permanent effects of a second stat buff. This permanent buff effect cannot be stacked with a buff attack.
    Kohaku has always been a modernized region with respect but no huge dedication to nature. With the scourge, that has changed. The people now revere the natural state of things--i.e., without the scourge. The Rangers Union was invited into Kohaku's region to help save the day.

    The Eos Program is recruiting aspiring rangers to sign up with the Rangers' Union and help preserve Kohaku against the scourge. While rangers are most known for their concern for the environment, Kohaku rangers are equally concerned with preserving all civilization for hope of a peaceful future.

    A starting pokemon ranger is amongst the first of their kind in Kohaku. They are meant to combat the scourge and protect both nature and civilization, as both are now endangered by the scourge.

    A pokemon ranger may use the TRAINING CENTER once a week.

    A pokemon ranger may use the BREEDING FARM once a week.

    A pokemon ranger may begin in Proserpina City with any non-rare pokemon of their choice as their partner pokemon.

    Alternatively, a pokemon ranger may begin in Juno City and thread with the mod-controlled Sa'di of the Ranger's Union. They may then select one partner pokemon from a semi-random selection of ten pokemon, at least one of which will be rare.

    A pokemon ranger's partner pokemon begins at lv10.

    A pokemon ranger begins with the following items: a capture styler, one potion, one revive.

    Through poke assist, a pokemon ranger has a randomly generated guest pokemon to accompany them for each forum. Unlike the games, these pokemon will battle for the ranger.

    Assist pokemon inexplicably level up with your starter partner pokemon.

    Through styler upgrades, a pokemon ranger may obtain up to THREE partner pokemon.

    A pokemon ranger may capture pokemon through regular means if they wish. They may not use them in battle.

    Pokemon rangers advance by collecting ranger signs. Ranger signs channel the power of a pokemon for unique effects. (They do NOT summon them like in the games.) The more ranger signs a ranger has learned, the stronger they become.

    Pokemon rangers are not dedicated to battle in the same way a pokemon trainer is. They form closer ties to their pokemon, and they don't want to be the best. They are protectors, and this region needs protectors more than ever before.


    Ranger signs are runic glyphs that can be drawn to invoke their power. They provide rangers with useful skills that they can channel through their capture stylers.

    Basic signs are type-based. Legendary signs channel the power of a specific legendary pokemon.

    Consult the list in the following posts for more information on ranger signs.

    While ranger signs are useful on their own, rangers become more knowledgable of nature and pokemon as they accumulate more signs.

    1 SIGN - The ranger understands their partner pokemon's speech perfectly. Their understanding of other pokemon's speech increases as they gather more signs.

    5 SIGNS - Instead of drawing a sign, a ranger may pacify a scourge pokemon. When pacified, a scourge pokemon will not attack. Wild scourge pokemon cannot dodge pacification.

    10 SIGNS - A ranger can upgrade ONE of their basic signs for use in combat as any DEFENSIVE attack of that type. Once chosen, the sign and attack can't be changed. The original basic sign may still be used

    15 SIGNS - The ranger may use basic signs in combat.

    20 SIGNS - The ranger's partner pokemon gain a third attack per turn that can be used as either an offensive or defensive attack.

    25 SIGNS - Instead of drawing any signs at all, the ranger can mercy kill a pacified scourge pokemon. A scourge pokemon killed this way can be captured in a virus ball as usual.

    30 SIGNS - A ranger can upgrade ONE of their basic signs for use in combat as any OFFENSIVE attack of that type. Once chosen, the sign and attack can't be changed. The original basic sign may still be used.

    40 SIGNS - Pacification lasts three turns.

    50 SIGNS - The ranger receives 100 accuracy on their legendary signs. They still have to roll for additional effects, if any.

    60 SIGNS - The pokemon ranger can draw two signs per turn. They cannot be the same sign.

    70 SIGNS - The ranger may use each legendary sign twice per battle.

    80 SIGNS - The ranger's partner pokemon may dodge every turn.

    90 SIGNS - Once per thread, a pokemon ranger may permanently pacify a scourge pokemon. Pacified scourge pokemon lose the benefits of being scourge. The pokemon ranger may make a pacified scourge pokemon their poke assist for that forum. Otherwise, their guilt drives them to solitude and often to suicide.


    There are seventeen basic ranger signs, and they are type based. Drawing a basic sign channels a power related to the type itself. They are not meant for combat.

    Basic signs are acquired in one of the following ways:
    1) You automatically acquire the basic signs of your partner pokemon and your poke assist pokemon.
    2) You can acquire the basic sign by doing the "quest" for them as listed below. Only one sign can be gained per thread.

    NORMAL - Gives assistance to others. Functions as Helping Hand. Any thread with an everyday challenge qualifies the ranger for the normal sign.

    FIGHTING - Grants super strength for a turn. Functions as HM Rock Smash. Any thread where the ranger fights for him/herself qualifies the ranger for the fighting sign.

    FLYING - Summons a gust of wind bringing fresh air. Functions as HM Defog. Any thread of the ranger taking place at great heights or in flight qualifies the ranger for the flying sign.

    POISON - Poisons a substance, so that it inflicts poison status upon consumption. Any thread where the ranger or their pokemon is poisoned and recovers qualifies for the poison sign.

    GROUND - Creates a path underground. Functions as TM Dig. Any thread underground qualifies the ranger for the ground sign.

    ROCK - Command rocks to move. Creates barriers be moved with Strength or destroyed with Rock Smash. Any thread where the ranger is caught between a rock and a hard place qualifies the ranger for the rock sign.

    BUG - Shoots webbing, strong as silk. Functions as Marvel Spider-man. Any thread in a forest qualifies the ranger for the bug sign.

    GHOST - Turns ranger incorporeal. Grants ghost typing. Any thread with a ghostly or otherworldly encounter qualifies the ranger for the ghost sign.

    STEEL - Turns ranger's skin to metal. Grants steel typing. Any thread where the ranger takes a physical beating qualifies the ranger for the steel sign.

    FIRE - Conjures a small fire for heat or to clear a path. Functions as Ember, and effective as HM Cut. Any thread in the summer or with exposure to extreme heat qualifies the ranger for the fire sign.

    WATER - Allows ranger to breathe underwater. Functions as HM Whirlpool/Dive/Waterfall. Any thread of the ranger over or by a large body of water qualifies the ranger for the water sign.

    GRASS - Causes plants to blossom or grow. Creates barriers that must be Cut. Any thread with wilderness camping qualifies the ranger for the grass sign.

    ELECTRIC - Summons a spark of bright light that illuminates. Functions as HM Flash. Any thread taking place in a thunderstorm qualifies the ranger for the electric sign.

    PSYCHIC - Teleports a ranger and company elsewhere. Functions as TM Teleport. Any thread with mind games qualifies the ranger for the psychic sign.

    ICE - Turns water into an unbreakable ice. Can create an icy path over water to replace HM Surf. Any thread in winter or with exposure to extreme cold qualifies the ranger for the ice sign.

    DRAGON - Channels rage into physical force. Functions as HM Strength. Any battle with a dragon pokemon qualifies a ranger for the dragon sign.

    DARK - Shrouds the ranger in an impenetrable darkness. Functions as Smokescreen. Any thread taking place at night qualifies a ranger for the dark sign.

    FAIRY - Conjures fairy dust, allowing flight. Functions as TM Fly. Any thread where the ranger interacts with something they find beautiful qualifies the ranger for the fairy sign.


    A ranger may invoke each legendary sign only once per thread.

    Legendary signs that simulate attacks with additional effects (such as status effects or buffs/debuffs) will also cause the additional effect. If the additional effects are not 100% accuracy, roll a die=100 to determine if there are any additional effects. Dodging the sign's attack also dodges its additional effects.

    Legendary signs can be acquired in the following ways: 1) An encounter with the legendary pokemon in question. 2) Progressing to a new area. 4) By defending any region landmark such as the Amberwell. Defending a relic is a [challenge] thread, and the ranger will face a difficult battle.

    ARTICUNO - As Blizzard.

    ZAPDOS - As Zap Cannon.

    MOLTRES - As Heat Wave.

    MEW - As Psychic.

    RAIKOU - Causes paralysis, 100% accuracy.

    ENTEI - Causes burn, 100% accuracy.

    SUICUNE - Causes frozen, 100% accuracy.

    LUGIA - As Aeroblast.

    HO-OH - As Sacred Fire.

    CELEBI - As Future Sight.

    REGIROCK - As Stone Edge.

    REGICE - As Ice Beam.

    REGISTEEL - As Flash Cannon.

    LATIOS - As Luster Purge.

    LATIAS - As Mist Ball.

    GROUDON - As Fissure.

    KYOGRE - As Sheer Cold.

    RAYQUAZA - Negates weather effects.

    JIRACHI - As Doom Desire.

    UXIE - As Endure.

    MESPIRIT - As Protect.

    AZELF - As Detect.

    DIALGA - As Roar of Time.

    PALKIA - As Special Rend.

    GIRATINA - As Shadow Force.

    CRESSELIA - As Lunar Dance.

    DARKRAI - As Dark Void.

    MANAPHY - As Heart Swap.

    HEATRAN - As Magma Storm.

    REGIGAS - As Crush Grip.

    SHAYMIN - Seed Flare.

    ARCEUS - Judgment. The Arceus sign may be used in conjunction with any basic sign the ranger possesses to alter the type of the Judgment.

    VICTINI - As V-Create.

    COBALION - As Metal Burst.

    TERRAKION - As Sacred Sword.

    VIRIZION - As Leaf Blade.

    KELDEO - As Secret Sword.

    TORNADUS - As Hurricane.

    THUNDURUS - As Thunder.

    LANDORUS - As Earthquake.

    ZEKROM - As Fusion Bolt.

    RESHIRAM - As Fusion Flare.

    KYUREM - As Glaciate.

    MELOETTA - As Relic Song.

    XERNEAS - As Geomancy.

    YVELTAL - As Oblivion Wing.

    ZYGARDE - As Land's Wrath.
    Kohaku once had many of the premier pokemon researchers of the world, with a special focus on increasing a pokemon's battle potential. Unfortunately, Pax Institute, the center of scientific development in Kohaku, was the first to fall against the scourge. The vast majority of the region's researchers are dead.

    The Eos Program is looking for aspiring researchers to replace those that have fallen. In Kohaku, researching is not a profession for the shy and retiring. Researchers are often excellent battlers with a keen understanding of pokemon strengths and weaknesses.

    A starting pokemon researcher is a brave and curious soul that is willing to--or even wants to--inspect the scourge right up close and in action. With the hades virus on the loose, it's a scientists' responsibility to enter the danger zones to observe and perhaps capture the virus pokemon.

    A pokemon researcher may use the training center every five days.

    A pokemon researcher may use the breeding farms every five days.

    A pokemon researcher may begin in Proserpina City with any one NON-RARE starter pokemon of their choice.

    Alternatively, a pokemon trainer may begin in Juno City and RP with the mod-controlled npc Professor Cypress at Cypress Laboratories. They may then select one starter pokemon from a semi-random selection of ten pokemon, at least one of which will be a rare.

    A pokemon researcher's starter pokemon begins at lv10.

    A pokemon researcher begins with the following items: a pokedex, three pokeballs, one virus ball, one potion, and one revive.

    Pokemon researchers advance by researching pokemon, which they may do by encountering pokemon and filling out their pokedex. Research on scourge pokemon is particularly helpful.

    Pokemon researchers are effective battlers that are empowered by their knowledge of pokemon. The more they know, the more effective they will be at sending the scourge back where they came from.
    A pokemon researcher gets smarter, better, and therefore stronger as their knowledge of pokemon expands. They are empowered by observation and study.

    Studying a pokemon gives you its pokedex entry.

    Studying a pokemon in combat only takes one turn, but the researcher's pokemon are limited to only one attack each that turn. Studying outside of combat requires at least one post of close examination.

    Studying a scourge pokemon in combat takes two turns, and the researcher's pokemon are limited to only one attack each that turn. Studying outside of combat requires at least one post of close examination, research, or dissection.

    Every pokedex entry counts as ONE entry.

    Scourge variations of each species have a separate pokedex entry. Scourge entries count for FIVE entries.

    Here is a basic pokedex template for your convenience.

    Only one special training regimin may be applied each time a researcher goes to the training center. Each regimin may only applied once to a pokemon.

    25 ENTRIES - The researcher can distill the eos vaccine. Each week, they have a new dosage of the eos vaccine that they may use on any of their or another character's pokemon.

    50 ENTRIES - By visiting the training center, a researcher may use ONE TM on a pokemon that cannot normally learn use that TM through a special training regimin.

    100 ENTRIES - By visiting the training center, a researcher may eliminate ONE type weakness of the pokemon they brought for training through a special training regimin.

    150 ENTRIES - The researcher has researched a huge variety of pokemon. They can understand the basics of pokemon speech.

    200 ENTRIES - If one of the researcher's pokemon dies, they may clone it to its exact qualities, including level. The cloned pokemon retains no memories and no happiness. This option sacrifices five doses of the eos vaccine.

    300 ENTRIES - The researcher has weaponized the eos vaccine. Instead of using one vaccine to vaccinate a pokemon, they may instead use it on a scourge pokemon, subduing them for one turn where they may be captured.

    400 ENTRIES - By visiting the training center, a researcher may give ONE additional type resistance to the pokemon they brought for training through a special training regimin.

    500 ENTRIES - By visiting the training center, a researcher may teach a pokemon any ONE move that they otherwise cannot learn through a special training regimin. This move counts as part of their natural move-set.

    600 ENTRIES - By visiting the training center, a researcher may give ONE additional stat boost to the pokemon they brought for training through a special training regimin.

    700 ENTRIES - The researcher may clone any pokemon in their pokedex, including legendaries. Doing so costs 50 eos vaccines. This pokemon will be begin at lv01. If it is a legendary pokemon, it will require one ? earned for every level it gains to keep it from abandoning you.
    There are strict, un-negotiable requirements for playing a hades agent:

    1. The hades agent may not be your first character.
    2. One of your existing characters must have cleared to Hespera City.
    3. You must be active.
    4. You must understand that the character is a villain and, to an extent, meant to lose.


    Some people don't fear the scourge. Most of these people are fools, but some few of them are worthy. The scourge accept them as their own. These few are called hades agents, who form close bonds with a single hades pokemon to aide the scourge in extending their dominion. They have not tamed or captured a scourge pokemon; they have genuinely befriended one. Theirs is a bond of trust, because there is still loyalty amongst monsters.

    The hades pokemon do not hate humans in particular, not any more than any other life form. If a human proves themselves worthy to a scourge pokemon, then the offer to become a hades agent may be extended to them.

    Hades agents are a ranger's dark counterpart. Instead of allying with pokemon to preserve what is good, they have chosen to assist the scourge in remaking the world anew. It takes more than sociopathy or misanthropy to make a hades agent; they must also believe in the dawn of a new age.

    An agent begins at Lake Pax. They do not require posts to progress to different areas.

    An agent may begin with any one pokemon of their choosing. No two hades agents may have the same final evolved pokemon. For example, we will allow seven eevees. All seven eevees must eventually evolve into a different final forms.

    An agent's partner pokemon begins at LV35 with two egg or tutor moves of your choice. It begins at the highest evolution achievable through leveling up. Pokemon that evolve by happiness start at ?????.

    If a hades agent's pokemon partner dies, they may return to Lemures Circle at Lake Pax to claim a new one. They will have a selection of ten pokemon randomized for them. Their new partner pokemon starts at LV35 with all the same conditions as above.

    An agent begins with a capture styler. If their pokemon evolves by item, they start with the evolution item.

    An agent cannot obtain more than one partner pokemon.

    An agent obtains no assist pokemon.

    An agent may learn ranger signs. See AGENT IN BATTLE for details.

    An agent cannot use the Training Center or Breeding Farms. Their partner pokemon cannot even enter the Dream World, although they themselves can.
    A hades agent can enter the Dream World, however their partner pokemon cannot. They can visit the pokemart and etc as they wish, but they do not benefit from the training center, breeding farms, or other such facilities for pokemon.

    A hades agent should not challenge NPCs, including gym leaders and elite 4, or seek wild pokemon encounters.

    A hades agent should be challenging PCs as part of the DEFENDING KOHAKU system.

    A hades agent may create or join open [event] threads. They may (and should) lower their pokemon's level and power to better suit their opponent.

    Should you very much want a hades agent to battle or otherwise interact with a mod-controlled NPC, it is allowed, but such threads will not take priority. Bear in mind that hades agents are meant to lessen mod workload (ie, less scourge pokemon to rp), not add to it.

    A hades agent's pokemon receives one level per every pokemon fought in a thread, regardless of whether they win or lose.

    A hades agent does NOT receive a ranger's bonuses for collecting ranger signs.

    A hades agent generally understands the speech of scourge pokemon. They have perfect communication with their partner pokemon.

    When playing a hades agent, any hint of power play is grounds for immediate banning.

    Hades agents should not be played as "overpowered," nor should they expect any guaranteed victories.

    Hades agents should expect to fight 1-on-3 or even 1-on-6 against well-prepared PCs.

    If a hades agent is outnumbered, they should find another hades agent PC to back them up.

    Upon reaching lv99, a hades agent automatically acquires a mega stone, if their pokemon has a canon mega evolution.
    Hades agents can draw ranger signs.

    Basic signs can be collected from battling any pokemon of that type. One legendary sign are gained at the conclusion of every battle. The legendary signs are randomized.

    An agent may draw a sign every turn, and the sign takes effect on the same turn it was drawn.

    An agent begins with five random basic signs and five random legendary signs.

    Agents progress in power by participating in scourge battles (as the scourge side, obviously). They are not required to win or lose, simply to participate.

    0 Battles - The agent's scourge pokemon is immune to true pacification. However, pacification halves the scourge pokemon's actions for that turn. Pacification may be dodged like any attack.

    3 Battles - When their scourge pokemon is KO'd, the scourge pokemon is not in fact KO'd. They enter a state of bloodrage. They fight on for an additional turn with all status ailments and status debuffs purged.

    5 Battles - Their scourge pokemon has a fifth attack to use per turn. This attack may be either offensive or defensive or a dodge.

    10 Battles - Once per battle, the agent may activate a scourge pokemon's bloodrage. This bloodrage lasts for one turn. When the bloodrage starts, all status ailments and status debuffs are purged. For the turn bloodrage is activated, they take no damage.

    15 Battles - When in bloodrage, the scourge pokemon has twice as many attacks as it usually does.

    20 Battles - The hades agent will automatically infect any unvaccinated pokemon in their presence at the end of a thread.

    25 Battles - The hades agent can hide their scourge pokemon's coloration, passing for a vaccinated pokemon instead, for five posts. This is usable once per thread.

    30 Battles - Any attempt to cure the scourge pokemon by a researcher's cure will immediately set off bloodrage for three turns. The cure fails.

    40 Battles - The agent may use up to two signs per turn.

    50 Battles - Bloodrage now lasts one turn for every 10 levels of the scourge pokemon.

    75 Battles - Their scourge pokemon has a sixth attack to use per turn. This attack may be either offensive or defensive or a dodge

    100 Battles - Once per battle, a hades agent can purge a vaccinated pokemon, undoing their vaccination. This cannot be dodged.
    Civilians are the people of Kohaku who are not a part of the Eos Program, and also are not hades agents. They are everyday people, extraordinary in their own way. The people are going through rough times in Kohaku region, but some are still willing to fight against the scourge.

    They can be powerful pokemon trainers or completely useless in battle. They can be brave or cowardly, upstanding or amoral, carng or terribly cold. The Scourge have taken their toll on all the people, and some have lost everything. Yet the people of Kohaku continue on--there is strength in them yet.

    A civilian can start any power level with some limitations. They are not intended to have a high ceiling of potential, and their role is meant to be supporting and secondary to the Eos characters.

    A civilian can use the TRAINING CENTER once a week.

    A civilian can use the BREEDING FARM once a week.

    A civilian may begin with up to six pokemon, each of them up to lv50. Only one of them may be rare. None may be vaccinated.

    A civilian may start in any area and has no post requirements for continuing onto other areas. They may travel freely.

    A civilian begins with no items.

    A civilian should not be interacting with NPCs unless their plot or development requires it. This includes giveaway NPCs and other freebie threads.

    A civilian progresses through job paths. Job paths are purchased.

    The civilians are the heart and soul of Kohaku. They are what they Eos participants are meant to protect. They may need protection, but they aren't always helpless. They too can help Kohaku survive.
    Civilian jobs provide different advancement paths to them. A civilian can only have TWO job paths. Furthermore, choosing one path excludes another path, so some combinations are impossible.

    Every path as three tiers.

    The first tier costs $500. The second tier costs $1,000. The third tier costs $5,000.

    The NURSE is a classic support path. They are meant to help and heal the injured. Choosing the nurse job cuts off access to the ace trainer job.
    Nurse I - Unlimited potions.
    Nurse II - Unlimited full heals.
    Nurse III - Unlimited max revives.

    The ACE TRAINER is the classic combatant. They are meant to go to battle. Choosing the ace trainer job cuts off access to the nurse job.
    Ace Trainer I - Pokemon buffs and debuffs last twice as long.
    Ace Trainer II - Double uses of stat boosts.
    Ace Trainer III - Treat additional effects as 100% accuracy.

    The PSYCHIC is capable of extrasensory powers. Some consider them superhuman. Choosing the psychic job cuts off access to the medium job.
    Psychic I - Telekinesis, able to lift twice the weight they can physically.
    Psychic II - Telepathy, able to hear the surface thoughts of those around them.
    Psychic III - Able to use any psychic type attack.

    The MEDIUM can perceive and interact with the ghosts of the dead. Choosing the medium job cuts off access to the psychic job.
    Medium I - Can speak with the dead.
    Medium II - Once a week, able to channel ghosts of the dead; gives access to any Tier I power of another job.
    Medium III - Able to use any ghost type attack.

    The HIKER is an explorer that travels across regions. Choosing the hiker job cuts off access to the socialite job.
    Hiker I - Has all HMs and travel-enabling TMs, or can somehow traverse anywhere without them.
    Hiker II - Able to use all HM and travel-enabling TM attacks.
    Hiker III - Unlimited access to herbal medicine.

    The SOCIALITE rubs shoulders with the rich and famous. Choosing the socialite job cuts off access to the hiker job.
    Socialite I - Once a week, can giveaway a random item from slots table.
    Socialite II - Once a week, can giveaway a random item from roulette table.
    Socialite III - Once a week, can giveaway a random item from poker table.

    The GAMBLER is a risk-taker that knows how to play the odds. Choosing the gambler job cuts off access to the officer job.
    Gambler I - Add or subtract 1-5 to any of your rolls.
    Gambler II - Free use of the casino.
    Gambler III - Roll twice for everything, take the better result.

    The OFFICER is a law-enforcer that keeps the peace. Choosing the officer job cuts off access to the gambler job.
    Officer I - Each thread prevents the scourge meter from rising by 1.
    Officer II - Call reinforcements, NPCs randomized by staff.
    Officer III - Rides bike with a siren; siren causes enemies to flee, scourge to lose turn

    The REPORTER is always out to get the juiciest scoop. Choosing the interviewer job cuts off access to the idol job.
    Reporter I - Every interview conducted with a PC is worth $500.
    Reporter II - Every news article submitted and posted is worth $1,000.
    Reporter III - Every news article with juicy, exclusive gossip posted is worth an extra $1,000.

    The IDOL is world famous. Everyone has heard of you. Choosing the idol job cuts off access to the reporter job.
    Idol I - Can perform once a week. Performance heals attendees to full health and grants +1 ♥.
    Idol II - Performance further grants +1 level and +1 ♥.
    Idol III - Every performance makes you $100/character attending.

    The SCIENTIST is an expert researcher and experimenter. Choosing the scientist job cuts off access to the sage job.
    Scientist I - Once a week, the scientist crafts a pokeball of their choice.
    Scientist II - Once a week, the scientist produces a TM of their choice.
    Scientist III - Once a week, the scientist synthesizes an evolution item of their choice.

    The SAGE is known for their wisdom and judgment. Choosing the sage job cuts off access to the scientist job.
    Sage I - Once a day, the sage may discuss any pokemon; their knowledge is enough to create a regular pokedex entry.
    Sage II - Choose one legendary ranger sign. It is yours to use.
    Sage III - Once a month, with the assistance of four other people and the appropriate item, can perform ritual to summon a legendary pokemon.