[hider=My Hider] [@Balthazar007] By systems I was talking in game mechanics. Mostly thinking on combat and the point buy that's already in place. 'Specialties' I don't know if I have a specialty per-say but a history of tabletop and online rpging. A dice roller is super handy for variables and chance. Would be useful for things like confusion. (On a 1 take half damage of the attack you chose.) Random potions that heal anywhere between 5 and 20 hp. You could even use a dice roller when trying to catch a Pokemon, set up rules for success and failur. Ie; Pokemon difficulty = lvl x tier - damage done (hp lost) Certain moves and conditions give you a bonus as do better pokeballs and items. Lastly another idea is that each location has a Pokemon sighting chart on a d100 1-15= false alarm (nothing) 15-30= pidgy or spearow 25-40= Weedle 40-60= kakuna (crossover in numbers means choice or both) 61-80= common1 or common2 81-90= strong 91-96= rare 97-99= awesome 100= legendary Squeeze in more or less depending on the location, and adjust chances. NOW! To make it complete, to roll on the chart you must spend say 2CP. Items like lures give you a bonus to your roll ( anything over 100 counts as 100) You could also spend CP to modify your roll down. 1CP = -1 on the dice result. (Just in case you were looking for that weaker pkmn) Lastly there is out right buying the chance to catch the pkm you want by spending enough CP. Instead of rolling spend the roll needed worth of CP. (Yes after 100 posts without spending CP you can meet a legendary.) Alternatively if it's not on the list it means it's uncommon in that area and cost would be tier x 30, - 5 for each type that matches the location. But I get carried away... These are just some of my ideas and systems to go with them. I'm happy to help you work on any that you are interested in. [/hider]