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Character Count: 101
Ml: 48 - Fml: 51 - Oth: 2
OR - 14 | R - 17 | H - 47 | G - 23

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Season: Autumn

With the cooling season of Autumn, Ice-types are starting to re-emerge from their hibernation as Ghost-, Normal-, and Flying-types swarm in the largest numbers they will all year. In comparison, wild Fire- and Bug-type populations are falling in number. The migration of Flying-types to the south in search of warmer weather has also started, as Istin City starts to re-freeze and Autumn marks the beginning of Cypwater Point's rainy season. Handlers and Rogues alike should be wary: Ghost-type powers are boosted during this season, at the cost of being more prone to their triggers.

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 Posted: Feb 19 2012, 01:04 PM
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It's a box of spiders.
Total Posts: 2321
Member No. 1
Joined on 19-March 10.

Branson Faust, Rohesia Clements

Awards: 1

Pokemon Happiness
    Pokemon happiness, which you may have noticed on your character's profile, is used for a number of things. In addition to simply showing how pleased the pokemon is with you, it can be used for evolutions, moves like Return/Frustration, and for a few other benefits. There are a few ways to raise a pokemon's happiness, something that is essentially synonymous with trust and respect in regards to the creatures.
    How to Increase Happiness
      Unless otherwise stated or specified, each of these increase it by one bar.
      A soothe bell will double all level-gain/rare candy related happiness increases and make events easier. Happiness berries will have their effects doubled.
      • Capture method
      • Special Berries
          Pomeg, Kelpsey, Hondew, Grepa, Qualot, and Tamato berries are all known to raise a pokemon's happiness by one bar per berry. However, these each come with a catch: When a pokemon is fed one of these, a specific stat (varies between the berries) will be lowered for four levels. After that, the pokemon will outgrow the decrease.

          The effects of these berries compound on themselves, however. If you feed a pokemon two Kelpsey berries, for example, that stat will be lowered/inhibited twice as much and will last for six levels, not four. A rule of thumb is to add the number of these berries fed to the pokemon to the standard four to get how long the pokemon will be inhibited. This holds true even if you mix and match berries, so it is a tricky method, especially given that they tend to be uncommon or expensive.
      • Development threads
      • Increase every 5 levels, if the Pokemon's happiness is already at 3 bars or more
      • IC events (Depends on travels and what happens. This is the wildcard and does not have a set definition, able to be employed at the mod's discretion following a difficult or particularly emotional event)
    How to Decrease Happiness
      Unless otherwise stated or specified, each of these decrease it by one bar.
      A soothe bell will cause a decrease of only two bars maximum in the event of a trade and will increase the pokemon's tolerance to each condition except for abandonment
      • Trading to an unfamiliar handler
          The pokemon will have any positive happiness gains reset back to neutral. If the pokemon disliked or was neutral towards the previous handler, there will be no change
      • Brutal fainting/injury that could have been prevented
          Such as if a handler who was perfectly able did not attempt to defend the pokemon or give it appropriate orders to defend itself from a threat which results in a severe injury (broken bones, cracked shell, especially bad gash, destruction of limb, etc.)
      • Abandonment (3 bars towards all humans)
      • Excessive fainting
          Such as if a pokemon is repeatedly sent out into a situation or situations it cannot handle for its level and is repeatedly beaten.
      • Capture method
      • General Maltreatment
    Effects of Various Happiness Levels
      At full happiness, a pokemon is stronger than they would otherwise be. Their attacks and special attacks will do more damage and will have a better impact than a neutral pokemon, and they will miss less because the pokemon will be more used to the handler and want to put in more effort. In addition, they will be more resilient and more agile, enabling them to dodge more frequently and to withstand more damage before giving in to a faint. Frustration will have a power of 5-10, and Return will have a power of 100 or so.

      Main Points:
      • Return Power: 100
      • Frustration Power: 5-10
      • Does more damage, with better accuracy
      • More resilient, more agile.
      Both Frustration and Return will have a power of approximately 40-50, and the pokemon will have no special bonuses or costs.

      With low or no happiness, the pokemon's attacks will be wild and inaccurate, often causing recoil damage even with normal moves. The pokemon will be much less able to dodge or bounce back and recover from damage, making them more prone to a faint and counteracting their seeming lack of fatigue. They are more vicious and more likely to turn on or disobey their handler out of spite or to attempt to break their ball to get to freedom again. On the flip side, attacks will be nearly triple their usual power and the pokemon will be hard to subdue until they literally can no longer fight.

      Main Points:
      • Inaccurate
      • Self-damage constantly possible
      • Reckless and wild
      • Low endurance, low dodge ability
      • May oppose or turn on handler, attempt to break or steal ball
      • All physical attacks 3x power, but exhausting


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Branson - - + - - Rohesia
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