Past or Inactive Navigators
Navigators are crucial to helping trainers journey across Onmyo. In addition to leading players across the continent, Navigators will also serve as the creative backbone for player quests! This includes tasks such as playing as wild Pokemon, NPC’s, and kua Shi that the player will encounter as they travel across Onmyo.
However, there’s no real cut-and-dry method for how anything in Onmyo works — there’s no calculator that’ll tell you what the outcome of a post should be. Instead, you’ll need to take a lot of other factors into account, all of which should be outlined in this guide. You should also familiarize yourself with the Onmyopedia, which outlines a lot of general player information here. Still confused? Feel free to ask any of your Navigating staff and they’ll be happy to clarify it for you!
General responsibilities for Navigators are listed below:
Approving characters is the first way that you’ll interact with players in the Onmyo region! As a general rule of thumb, most character applications don’t need to be crazy detailed, but you should be looking for a few descriptive sentences for each section that let you understand some of the intent. A few guidelines:
If you don’t think the application should pass:
Got a great application on your hands? Awesome. If you’re approving an application:
One of your most important jobs as a Navigator is figuring out how to make engaging quests for players. Note: a “post” is defined as 250 words, but remember that length =/= quality here! A very succinct post can be just as effective as a rambling one, and that there is no quantitative benefit to padding posts for either the player or Navigator. As a general note: the post number guidelines are a suggestion, not a hard rule. If you feel that the player needs to spend a little more time in order to get the overall quality of that quest up, you are more than welcome to require them to do so.
Travel Quests: these allow players to move between kua!
Capture Quests: these allow players to encounter and capture Pokemon unique to a kua!
Leader Quests: these pit the player head-to-head against the leader of each Shi — Onymo’s equivalent of Gym Leaders!
Dungeon Quests: these allow the player to explore the depths of each kua!
All posts outside of Leader Quests will have a 20% chance to drop an Apricorn or replenish up to three Berry slots!
How do you determine damage when there aren’t really numbers? How do you decide how successful a move or action is? Don’t panic; there are a lot of factors that go into play here, but you’ll be a pro at figuring out all of them pretty soon!
The gist is that high-quality posts will be rewarded — either with more damage dealt, less damage received, more chances at succeeding in a desire action, and so forth. Figuring out how much you want to reward these things and what constitutes “high-quality” is a little less straightforward, but you should look at the following factors:
As the player gets more badges and experience in the Onmyo region, you can reasonably begin to expect more of them. In a similar vein, you can be nicer to newer players and expect to be able to give more leeway with them — mistakes can be a good ground for learning opportunities.
Your primary method of enforcing difficulty during a quest will be through how much damage is given or received to the player’s team! Damage depends on several factors and is expressed as HP — you can find how much HP a Pokemon should have at a given level with the Onmyo HP Calculator (link below). Bear in mind that quality is the largest factor of all — a well-written post that utilizes a not-very-effective move, for example, will not necessarily be outperformed by a poor post that uses two super-effective moves. Factors you should consider when determining damage are as follows:
Remember, in Capture Quests, a player’s success is measured across an entire thread instead of over one encounter — don’t be afraid of brief 2HKO encounters if the circumstances are highly in the player’s favor! Additionally, remember that even in non-battle encounters, it’s possible for a Pokemon to be worn out (such as by losing energy in a race!) and this can be reflected in minor HP drops, although this isn’t necessary.
link: Onmyo HP Calculator
There are two primary venues in which you will deal with levels: when determining the strength of opposing Pokemon, and when determining how many levels a player should gain for a certain action.
When a battle begins, you will not need to set the level of the wild Pokemon right away. Instead, you can start the battle as ??? and gauge accordingly. For example, if you were to initiate a post in which a trainer encountered a wild Abra:
Abra (lvl ???) | HP: ??? / ???
The trainer might then choose to respond by sending out their Charmander! You would then tier the Abra’s power level to match that of the Charmander:
Charmander (lvl 5) | HP: 18/21
Abra (lvl 4) | HP: 17/17
When setting levels, bear in mind the level of the player’s lead Pokemon as well as their team’s average. Not every wild Pokemon should be at a higher level than the player’s Pokemon, but they should not all be lower, either. You should not have any evolved Pokemon found at unrealistic levels, such as a level 7 Salamence — evolved Pokemon are strong for a reason!
Levels are given to the player’s Pokemon as they complete certain tasks:
*Changes to a Pokemon’s level during an encounter or battle should only take effect following the encounter, as well as evolution. If their total HP increases by 8 points, then add 8 points to their current HP: Gastly, level 5 @ 14/22 hp -> Gastly, level 8 @ 22/30 hp.
Each Pokemon involved in these tasks should get some levels, but as more Pokemon become involved, the number of levels that each Pokemon receives should decrease. Leading with a low-level Pokemon and switching out immediately to a high-level Pokemon should not be considered as significant involvement. You should consider the following factors when giving out levels:
Most of our use of numbers are soft and left to the Navigator’s discretion. This applies to damage, capture rates, and to a degree, leveling. However, bear the following in mind as numbers that you have to keep in consideration as you post:
Manifests are passive unless otherwise specified: if there is an event that could trigger a manifest (i.e. a player with the Pickup Manifest finds an Apricorn, or if a player with the Eruption Manifest attacks an opponent when the player has full HP), the Navigator should roll those buff alongside any other normal rolls regardless of player input. Manifests will only activate when their conditions are met, but they can at most be rolled once per post.
The following is a table of Manifests. Manifests that do not follow the passive rule below are marked:
|Forge||Flash Fire*||Sunny Day||Eruption|
|Aurora||Forewarn*||Mirror Coat||Stored Power|
|Squall||Swift Swim*||Rain Dance||Brine|
|Storm||Intimidate||King’s Shield||Wild Charge|
* Quest-Long Manifests: These Manifests should be rolled at the beginning of a quest. The Navigator does not need to reveal to the player the result of this roll, but they will need to incorporate it into the quest at some point
The player must specify that they are attempting to use this Manifest, after which the Navigator will perform the roll. The Player can attempt to activate a Manifest once per encounter.Player Input Manifests:
…Oh, and your wages? Navigators are paid $1,500 per post plus $500 per player involved in a quest, so, typically $2,000.
Do you want to be a Navigator? Well, I would! If you’re interested, fill out the short-answer test below and send a forum PM with your answers to a Head or Seasoned Navigator.
Remember: there are no wrong answers necessarily, but there is a range for what is and is not acceptable. Use your best judgment! All of the information that you need to pass the test is available on the Infohub pages, particularly on this page as well as the Onmyopedia. You may not discuss test answers in public, but you are free to contact a tester and ask for clarification on the questions.
1. What is a kua in the Onmyo region, and how is this different from a Shi?
2. What are Manifests?
3. Describe how Apricorn and Berry drops function in Onmyo.
4. Can a player’s Pokémon lose HP in a non-battling encounter, such as a race, with wild Pokémon?
5. How are captures measured in Capture Quests? How do you respond if a player has caught a Pokémon early in the thread, but begins to write posts of lower and lower quality?
6. A player with a team of three Pokémon at levels 10, 12 and 16 challenges a Shi for his second gym badge. Select a Shi and three Pokémon, as well as their levels, for use in a battle challenge.
7. A player’s level 10 Squirtle uses Water Gun on a wild level 12 Growlithe at full health; the quality of their post was mediocre. How much HP would Growlithe have before the attack, and as the Navigator, how much would HP would you leave Growlithe with after the attack?
8. A player leads with their level 5 Magikarp against a wild Electrode and immediately switches it out for their level 35 Excadrill, who defeats the level 30 Electrode with two uses of Earthquake in posts of good quality. If you were the Navigator, how many levels would each of the player’s Pokémon grow by?
9. Create a plot for a non-battling encounter with a wild Pokémon or Leader Quest.
10. Create a plot for a Dungeon Quest within a kua of your choice (roll five random encounters). Remember, these areas lie within the heart of a kua, and should reflect the foundational cultural aspects of that kua. How you interpret this into your plot is up to you!
Last edited by liam on 31 December 2017