Pokemon Safari Events
Contents
Welcome to the Pokemon Safari!
The Event!
Once a year, there is a flyer that shows up in the mail of the Hotel to Pokemon owners advertising a Pokemon Safari, sort of like how they have it in the game inviting folks to come to the Safari Zone to catch Pokemon Safari style. Any current or new trainers can come along and they can catch a new Pokemon if they want.

Safari Zone rules, you can only leave with one Pokemon from the zone, so choose wisely! Entry is a fee of $20, and you are given 30-Safari Balls for the event. You cannot buy more. Battling a wild Safari Pokemon with the current Safari Pokemon in your possession is not permitted unless you are defending against a hostile encounter. You are not permitted to bring your current Pokemon Team members with you.
There will also be opportunities for a few events involving encounters with a few overly aggressive Pokemon, and players can also challenge each other to friendly battles to test out their new Pokemon pals/pets against each other!
The Safari Zones
There are a total of 20 zones that host Pokemon. Zone 1: Tall Grass - Typical tall grass you find along paths Zone 2: Plains - Open plains and flat land Zone 3: Tree Grove - Fruity trees and flowers Zone 4: Field - Open green fields Zone 5: Small Lake - Like fishing? Zone 6: Savannah - Tall grasses and stalking wilds Zone 7: Desert - Sandy, Hot and Dry Zone 8: Industrial - An abandoned warehouse Zone 9: Forest - Thick woods and wilds Zone 10: Cool Stream - Water flows nice and steady! Zone 11: Snow Field - Snowy, even in July! Zone 12: Quarry - Watch your step! Zone 13: Caves - Proceed with caution! Zone 14: Jungle - Over populated with plants! Zone 15: Lotus Pond - a beautiful clean tranquil pond Zone 16: Flower Field - Flowers galore, what could be among them? Zone 17: Beach - Sunny beaches perfect for getting some sun! Zone 18: Mud Flats - Tidal pools and muddy messes Zone 19: Swamp - Beware of quicksand! Zone 20: Muddy Pond - A pond saturated with sludge
The Safari Pokemon
Generations 1 through 6 will be accessible in the various zones. Newer generations will be added if more are developed by the franchise. There are no legendary Pokemon in the Safari zone. There is a compiled list of Pokemon per zone that will be shared only among Event Hosts. In the games, the Safari Zones generally have Stage 1 or Stage 2 evolved Pokemon, and very rarely have Stage 3 Pokemon. To keep things fair and simple, the event will only have Stage 1 and Stage 2 evolutions.
Safari Pokemon Encounters
In the various zones, Pokemon assigned to that zone are given a number. For a random encounter, players will roll a 1D20, and a Pokémon of that number will appear. Fishing for Water Pokemon is also permitted. Random Encounter 1D20 rolling applies here too.
Event Hosts are allowed to permit players to choose their one Pokemon to catch, as long as it is not an over-the-top Stage 3 evolution. To request your specific Pokemon, players need to PM the Event Host in the forums about the Pokemon they wish to catch, and the event host will arrange the encounter. Requests for Pokemon outside of the forum PM system will not be accepted. If you are looking to get yourself a specific Pokemon, it will appear as only a Stage 1 or Stage 2 evolution encounter.
Battle System for the Hostile Encounters, or battles between players will follow the rules set forth in the Whatis Pokemon Battle Rules: http://whatis.suburbansenshi.com/index.php?title=Pokemon_Battle_Rules
Finding and Catching Safari Zone Pokemon
Catching a Safari Zone Pokemon will be similar to the Pokemon Battle Rules. Basically you will type your /me <Action> and roll for your chance, and then the Pokemon will sell/roll its response.
Here are your options:
/me throws Food! ; Player will roll a 1d10 to see if the Pokemon remains interested. 1-4 Pokemon Flees, 5-10 Pokemon Stays
/me throws a Rock! ; Player will roll a 1d10 to see if the rock hits the Pokemon. 1-4 Miss, 5-10 Hit Pokemon will then roll a 1d10. 1-4 Runs, 5-10 Gets mad and stays.
/me throws a Safari Ball! ; Player will roll a 1d10 to see if the Safari Ball tags the Pokemon. 1-4 Miss, 5-10 Tagged. Pokemon will then roll a 1d10. 1-4 Caught, 5-10 Escapes the Ball.