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Ruleset The Super Naturelocke

Thread Description
Let your Pokemon's personalities shine with the new and improved Naturelocke ruleset!

Spectacles

Rule Maker
Team Alpha
Pokédex No.
139
Caught
Jun 24, 2019
Messages
518
Location
Pennsylvania
Nature
Jolly
Pronouns
she/her
Pokémon Type
Fairy
Pokédex Entry
It hides deep inside caves where no light ever reaches it and remains virtually motionless there. ~Pokemon Crystal, entry #52
We've been told for years that Pokemon are unique little critters with their own quirks and personalities. Any animal is unpredictable, and needs training and experience in order to be an obedient partner on our Pokemon journeys. We saw it firsthand in the Pokemon anime, where Ash's naughty Charizard refused his commands and Misty's impish Psyduck burst from his Poke Ball to interrupt battles. But what about OUR Pokemon? What about our little furry friends who join us on our nuzlocke adventures? Are they all just mindless servants who follow our every command at the simple click of a button?

The Super Naturelocke ruleset says no!

This ruleset is my own take on the idea of a naturelocke, where a Pokemon's nature comes with certain gameplay quirks. I'm honestly not sure who first came up with the idea of a naturelocke (I think the oldest record I can find on it was from a user going by BoomerangX7 on deviantart?), so I won't pretend this ruleset is entirely my original idea. However, after LOTS of playtesting, I think I have finally perfected this ruleset and made it as immersive and in-depth as I possibly can. No Pokemon is too offputting to use because of their nature, but you'll still never be bored with your diverse team of personalities!

The thing that sets my naturelocke rules apart from the ones that came before is that natures don't simply have static, unchanging effects. Each Pokemon learns and grows as you raise them and reach milestones together. Timid Pokemon start out scared to battle, especially against Pokemon who are bigger than them. But they gain "Bravery points" as they battle and grow with you and, with enough care and effort, they can take on even the baddest, strongest enemy you can face!

This might be my favorite ruleset because of its sheer versatility. I love using it on its own, but it's also a blast for monotype teams, or even on top of other rulesets such as my Doc-locke rules or @RubyClaw 's Lorelocke rules . It's my go-to ruleset for new games because I don't want to start with too complicated of a ruleset, but I'm also warped to the point where I get bored just playing plain nuzlockes. And I have NEVER been more attached to my Pokemon than I am when I'm playing a naturelocke. There's just something about putting the time into raising a sassy Pokemon to respect you and finally obey your commands to become the powerhouse of your team, or to earning a quiet Pokemon's trust and watching as you and your Pokemon slowly become more in-sync in your battles. But I will warn you: it hurts like a BITCH when they die.

  1. Hardy- Has no restrictions for healing items, level limit, or stat boosting items (if such restrictions are in place). Held items, TMs, and vitamins are prioritized to this Pokemon if the item will benefit them. If playing with rules that include non-gameplay deaths*, this Pokemon can survive one non-gameplay related death per game.
  2. Lonely- cannot participate in double battles, if possible/relevant in the game. Will not switch in for teammates.
  3. Brave- In a situation where there is a risk of losing a team member, the brave Pokemon will be the one to take the risk. If playing with rules that include *non-gameplay deaths, this Pokemon can sacrifice itself for a teammate who is targeted for a non-gameplay death.
  4. Adamant- This Pokemon has a “signature style”. Randomize a move in the Pokemon’s learnset and one TM/HM move the pokemon is able to learn. This Pokemon must have those moves in their moveset as soon as possible and cannot unlearn them. Randomize one held item/berry that you currently own that would benefit this Pokemon- this is their signature held item that they must always hold if possible. (If a Serious/Mild Pokemon is on the team, these "signatures" may be rerolled-see the Serious/Mild section of the nature breakdown for more details). If playing with rules that include *non-gameplay deaths, this Pokemon can survive one non-gameplay related death per game.
  5. Naughty- occasionally does not obey their trainer and chooses random moves in battle
  6. Bold- Refuses to be switched out against a trained enemy Pokemon until the enemy Pokemon is defeated, unless they are at red health or under a status condition
  7. Docile- No unusual traits
  8. Relaxed- No unusual traits
  9. Impish- During each turn of trainer battles, this Pokemon may break out of their Poke Ball to switch in.
  10. Lax- cannot stay in battle for more than a certain number of turns in order to take a break
  11. Timid- cannot be used first in battles and will not battle against bigger Pokemon
  12. Hasty- Will not stop during a battle to use healing items and refuses to be burdened with held items
  13. Serious- negates negative traits of other team members
  14. Jolly- when this pokemon is on the team, all other teammates gain their points at double speed
  15. Naïve- overly optimistic in battle (does not think about crits, stats comparisons, etc)
  16. Modest- cannot defeat more than one trainer Pokemon consecutively
  17. Mild- negates negative traits of other team members
  18. Quiet- turn the volume off and cover the HP bar during important battles
  19. Bashful- shy around certain Pokemon (males, females, both, or any including genderless), and cannot stay out for more than 3 turns at a time against them.
  20. Rash- can only use moves that cause damage (this includes moves such as toxic, leech seed, confuse ray, etc.). This pokemon has a vendetta against a random elemental type and will immediately switch in against Pokemon of that type and will not switch out unless at red health or afflicted with a status condition.
  21. Calm- No unusual traits
  22. Gentle- must try to avoid 1HKOing opponents (use weaker/ status moves first)
  23. Sassy- occasionally does not obey and a random move is chosen
  24. Careful- must heal or switch if at half health or below
  25. Quirky- Choose a random trait from the other natures after each gym badge

Every move is chosen randomly until the Pokemon earns 10 points. At 10 points, the Pokemon will use a random move 50% of the time.
After 30 points, the Pokemon will not use random moves against wild Pokemon and retains their 50% chance to use a random move during trainer battles.
At 50 points, the chance decreased to 25%
At 75 points, it only happens during important battles*
At 100 points, the trait disappears

+1 for KOing a wild Pokemon (until 30 points are gained, where no points are awarded for beating wild Pokemon)
+2 for KOing trained Pokemon (until 30 points, where this decreases to +1 point)
+3 for KOing gym or rival Pokemon (until 30 points, where this decreases to +2 points)
+5 if the trainer earns a badge (only if the trainer uses the same number of Pokemon or less as the gym leader, and if the trainer uses 3 battle items or less during the gym battle)
+5 for learning its strongest move (this doesn't necessarily have to be the move with the hightest base power- flamethrower vs Fire Blast, for example)
+10 for evolving
+20 for evolving via friendship/affection

-3 if the Pokemon is hit by a super effective move that does more than 1/2 HP damage
-5 if the trainer loses a battle*
-10 if the trainer performs poorly in a gym battle (needs to use more Pokemon than the gym leader or more than 3 items)
-5 if a new/unestablished teammate* is killed
-20 if an established teammate is killed
Before reaching 15 points, Bold pokemon can't switch out against a trained Pokemon until the enemy Pokemon is defeated, or if the Bold Pokemon is at red health or is under a status condition.
At 15 points, they have a 25% chance to switch out.
At 30, they have a 50% chance to switch out
At 50, they have a 75% chance
At 75, this only happens during important battles*
At 100, the trait is gone

+3 points for being taken to red health
+5 points for causing the loss of a battle*
+3 if a new/unestablished teammate* dies
+10 if an established teammate dies*
+15 points if another Bold teammate dies due to their characteristics
Before earning Comradery points with its teammates, the Lonely Pokemon cannot participate in double battles or switch in to take the place of teammates.
After each gym badge for which the lonely Pokemon was on the team, it earns one comradery point with each current teammate.
If a teammate saves the Pokemon’s life, the Pokemon will gain one comradery point with that teammate.
If the Pokemon is training to be a part of the team and a teammate helps the Pokemon grind, the Pokemon will gain one comradery point for that teammate.
For each comradery point, the Lonely Pokemon has a 1 in 3 chance of switching in for that teammate or participating in a double battle with them.
This Pokemon has a 15% chance each turn of a trainer battle to switch in and interrupt the battle.
Subtract 1% until 0 for each time the Pokemon is hit by a super effective move that does more than half HP damage or is taken to red health upon switching in (if this occurs, the Pokemon will not attempt to switch in again for the remainder of the battle).
This trait is automatically lost if the Pokemon’s impishness results in the death of an established teammate.
Pokemon can be Lax for several reasons (randomly chosen):
1. they don’t like their trainer
2. they don’t like their teammates
3. they don’t take battling seriously
4. they’re simply out of shape
Before earning points, lax Pokemon can only stay in battle for 3 turns at a time, and need a 3 turn break out of battle. By earning enough points, you may either increase the amount of turns they can stay in for (from 3 to 5 to 7), or decrease the amount of turns they need to take a break for (from 3 to 2 to 1). If the Pokemon reaches the maximum of whatever points they’re earning, they will not need to take any more breaks.

For option 1 (disliking the trainer), the Pokemon works off the respect points (see naughty/sassy) with increments of 20 points between upgrades.
For option 2 (disliking teammates), the Pokemon works on the comradery system (see lonely) with a twist: the point value is a collective value of how the Pokemon feels about the team as a whole, and the upgrades are achieved in 3 point increments with a max of 15 points.
For option 3 (not taking battling seriously), the Pokemon follows the wisdom point system (see bold) with increments of 20 between stages.
For option 4 (being out of shape), the Pokemon earns fitness points that increase its stage in increments of 20
+1 fitness point for each increase in level
+3 points for learning a move by leveling up
+5 for evolving
+5 for any health-promoting activity including consuming vitamins, bathing in hot springs, having a massage, having a haircut, etc. Points can be earned only once per activity,
with each type of vitamin counting separately).

If a lax Pokemon of any variety is responsible for the death of another Pokemon because of needing to take a break, they will instantly increase to the next stage and are permanently one stage ahead (so they will never drop to their lowest stage). This does not apply to pokemon who are Lax for fitness reasons.
Before earning points, Timid Pokemon will not be sent out first in battle, and will not battle against Pokemon who are heavier or taller than them.
At 10 points, the Pokemon will only refuse to be used first in trainer battles.
At 30 points, the Pokemon will only refuse to be used first in important battles and will battle against Pokemon who are up to 50 lbs heavier and/or up to 2 feet taller.
At 50 points, the Pokemon has a 50% chance of going first in important battles and will battle against pokemon 100 lbs and 4 feet taller.
At 75 points, the Pokemon has a 75% chance of going first in important battles and will battle against pokemon 200 lbs and 6 feet taller.
At 100 points, the trait disappears.

+1 points for KOing wild pokemon (until hitting 30 points, where no further points are earned for wild Pokemon)
+2 for KOing trained Pokemon (until 30 points, where this decreases to +1)
+3 for gym leader/rival Pokemon (until 30 points, where this decreases to +2)
+3 points for learning a move than permanently replaces another move
+10 for evolving

-1 points for needing to switch out against a fair battle with another Pokemon
-2 if a battle is lost* due to their timidness
-3 when hit by a super-effective move that does at least half damage
-3 if taken to red health
-10 if a teammate dies
-20 if a teammate dies because of the timid Pokemon's trait

If a Timid pokemon is your starter, they will exhibit their characteristic as soon as another Pokemon is added to the team (but will still attempt to run away from bigger wild Pokemon).
Before earning points, a hasty Pokemon will not use items when out in battle or use held items. The Pokemon can still use healing items outside of battle or when switched out.
At 10 points, the Pokemon has a 25% chance of using an item in battle.
At 30 points, the Pokemon has a 50% chance of using an item in battle.
At 50 points, they have a 75% chance of using an item in battle
At 100 points, the Pokemon will always accept items and will use hold items.

+2 for being taken to red health
+2 for causing the loss of a battle*
+15 if a teammate dies trying to heal them in battle
+15 if another Hasty Pokemon dies due to their trait.
Naïve pokemon can only gain wisdom points by seeing another pokemon die due to lack of wisdom. They gain 20 points each time this happens and lose this trait if they reach 100 points.
Before earning points, a Modest Pokemon cannot KO more than 1 Pokemon consecutively in trainer battles.
At 25 points, the Pokemon can KO 2 consecutive Pokemon
At 50, can KO 3
At 75, can KO 4
At 100, the trait disappears.

+1 point for defeating trained Pokemon
+2 points for gym or rival pokemon
+3 points for learning a move that permanently replaces another move
+10 points for evolving

-2 for needing to switch out from a fair battle against an enemy Pokemon
-5 for causing the loss of a battle*

If a teammate dies due to the Pokemon’s modesty, the Modest pokemon will either instantly lose their characteristic forever or lose all their confidence points (50/50).
Before earning points, you must cover the HP bar and turn the volume off while the Pokemon is in battle.
At 25 points, the volume can be left on.
At 50 points, the trainer is allowed one peek at the HP bar per battle.
At 75, you must only cover the HP bar during important battles.
At 100, full communication between trainer and Pokemon is allowed.

+3 points for every trainer battle that results in the Pokemon still in green health.
+5 points when the trainer heals the Pokemon in battle when needed.
+5 points if the trainer goes an entire period between gyms (including the gym battle itself) without death

-1 point if the trainer loses a battle*
-2 if the trainer performs poorly in a gym battle (by using more Pokemon than the gym leader or more then 3 items during the battle)
-3 if taken to red health
-10 if a teammate is killed.
Before earning points, Bashful Pokemon can't stay in for more than 3 turns against a Pokemon they are shy around. Randomly select if the Pokemon is shy around males, females, both, or any Pokemon including genderless.
A bashful Pokemon will lose its characteristic after KOing 100 Pokemon they are shy around.
Randomly select a Pokemon type for the Rash Pokemon to target. Before earning points, Rash Pokemon must switch in against an enemy of their randomly selected targeted elemental type. Rash Pokemon can only use moves that cause damage (including moves like Toxic, Leech Seed, Confuse Ray, etc.)

Each time the Pokemon KOs an enemy of the target type, it gains one Vengeance point. At 100 vengeance points, the Pokemon no longer exhibits this trait.
If an enemy of the targeted type kills a new/unestablished teammate, subtract 10 vengeance points.
If an enemy of the targeted type kills an established teammate, subtract 50 points.
Points can be subtracted even if 100 vengeance points have been reached.
Before earning points, Gentle Pokemon must give each enemy Pokemon a "mercy turn" before going for the KO, where they use their weakest damaging move or a non-damaging move.
At 50 assertiveness points, the Pokemon will only show mercy in important battles*.
At 100, the Pokemon will never show mercy.

+10 assertiveness points if the enemy hits the Pokemon for more than half HP damage during the mercy turn.
+20 points for every teammate death.
Any species of Pokemon or reoccurring trainer that causes a team death is no longer subject to the gentle Pokemon’s mercy turn.
Before earning Points, a careful Pokemon must either switch or heal when at less than 50% health.
At 50 points, the Pokemon will only need heal or switch during important battles.
At 100, the characteristic disappears.

+25 points for each gym period* spent without a death.
If there is a death, the Pokemon will lose all their bravery points unless the death was caused by a lack of wisdom.
Serious/Mild Pokemon take on a team leader role. Due to their leadership, serious/mild Pokemon can:
make a lonely mon participate in a double battle that they normally would not have joined or switch in for a teammate
correct one misfired move from a sassy/naughty mon per battle
make a bold Pokemon retreat once per battle
stop an impish Pokemon’s interruption once per battle
convince a lax mon to stay in one extra turn or return from a break one turn early once per battle
make a timid mon go first or battle against one larger Pokemon per battle
make a hasty mon use one healing/battle item per battle
talk a naïve mon out of one bad decision per battle
add one consecutive KO to a modest mon
allow one extra peek at a quiet mon’s HP gauge per battle
make a bashful mon stay in one extra turn
make a rash Pokemon decline a battle with their target type once per battle
make a gentle mon skip their mercy turn once per battle
make a careful mon refrain from healing or switching for one turn
Reroll an Adamant Pokemon's "signature" moves/held items once per gym period*. Each gym period, randomize 1-3: this is how many re-rolls you get. You can use multiple re-rolls on the same "signature" if you want.

Only one of these skills can be used per battle (not one for each teammate).

If a serious or mild Pokemon single handedly wins an important battle* without using more than 3 healing/battle items, they earn one leadership point and can use one additional skill per battle (can be used on the same teammate twice).

*Miscellanious Terms*
*Non-gameplay deaths- I will sometimes play this ruleset in conjunction with other rulesets that may cause deaths in other ways. For example, in a Doc-locke, a Pokemon can die from their illness even if they did not faint in-game.
*Important battles- gym leaders, elite four/champion, rival battles, villains/team leaders, totem battles
*"losing" a battle- a battle is considered lost if you need to use more Pokemon than your opponent or more than 3 healing/battle items.
*Unestablished/established teammates- "Established" teammates are teammates who are a core member of your team. Unestablished teammates are new Pokemon freshly added to the team or Pokemon who have not regularly participated in battle yet, or HM guides not typically used in battle.
*gym period- the entire period of time spent between one gym and another (or the start of the game to the first gym, or the final gym to the end of Victory Road). In Sun and Moon, you can use Totem and/or Trial battles instead of gyms.

And that's the ruleset! I'm real excited about this one, folks. Please don't hesitate to reach out (either on this thread, in PM, or on Discord) if you decide to give the ruleset a try or if you have any questions! Good luck, and happy nuzlocking!
 
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Memento

The Princess of Darkness
Writer
Screenshotter
Team Alpha
Pokédex No.
202
Caught
Jun 30, 2019
Messages
569
Location
St. Louis, Missouri
Nature
Timid
Pronouns
She, her
Pokémon Type
Fairy, Ghost
Pokédex Entry
She is known to spend hours daydreaming about her stories.
Count me in!!!
 

Spectacles

Rule Maker
Team Alpha
Pokédex No.
139
Caught
Jun 24, 2019
Messages
518
Location
Pennsylvania
Nature
Jolly
Pronouns
she/her
Pokémon Type
Fairy
Pokédex Entry
It hides deep inside caves where no light ever reaches it and remains virtually motionless there. ~Pokemon Crystal, entry #52
  • Thread Starter Thread Starter
  • #3
@Memento awesome!! You’ll have to let me know how your adventure goes, and if you have any questions! I think this one is quite tame compared to my GoT one 😅
 

RubyClaw

Challenge Seeker, Completionist and Rule Designer
🌱Featurer
Writer
Screenshotter
Team Omega
Pokédex No.
22
Caught
Jun 9, 2019
Messages
1,933
Location
Kanto Route 1, 1% encounter rate (Israel)
Nature
Calm
Pronouns
He/Him
Pokémon Type
Fire, Psychic
Hooray! Wonderful ruleset. I really enjoyed playing it (well, its earlier versions) with you in our Soul Link run, and loved your lorelocke naturelocke stories! Truly an inspiration for me personally when it comes to rule making/balancing, and also just a really fun way to play.
 
Last edited:

Spectacles

Rule Maker
Team Alpha
Pokédex No.
139
Caught
Jun 24, 2019
Messages
518
Location
Pennsylvania
Nature
Jolly
Pronouns
she/her
Pokémon Type
Fairy
Pokédex Entry
It hides deep inside caves where no light ever reaches it and remains virtually motionless there. ~Pokemon Crystal, entry #52
  • Thread Starter Thread Starter
  • #5
@RubyClaw I'm so glad you like it! I should have also mentioned it goes great with soul links :) I still remember the sassy Gastly I had who was finally starting to make progress before tragically meeting her end.
 

redninjapuffle

Probably playing DragonBall FighterZ
Screenshotter
Team Delta
Pokédex No.
841
Caught
Sep 24, 2019
Messages
651
Location
Peaceful Plains
Nature
Calm
Pronouns
He
Pokémon Type
Electric, Dark
Pokédex Entry
Redninjapuffles are known to want to create their own nuzlocke stories or comics, however, many have yet to start one.
I think this ruleset is very interesting, though I may not do one it is still interesting I guess
 

Sayornis

Zubat Hivemind
Pokédex No.
3691
Caught
Feb 8, 2021
Messages
1
Nature
Docile
Pronouns
they/them
Pokémon Type
Bug, Poison
Ooh, nice ruleset! I've already started a run with it, it's really interesting learning to strategize around it!

Quick question, though: what happens when a Naught/Sassy pokemon is at 10 points? The rules say moves are randomly chosen "until the Pokemon earns 10 points", but they don't say what the chances of disobeying are between 10 and 30.
 

Spectacles

Rule Maker
Team Alpha
Pokédex No.
139
Caught
Jun 24, 2019
Messages
518
Location
Pennsylvania
Nature
Jolly
Pronouns
she/her
Pokémon Type
Fairy
Pokédex Entry
It hides deep inside caves where no light ever reaches it and remains virtually motionless there. ~Pokemon Crystal, entry #52
  • Thread Starter Thread Starter
  • #8
@redninjapuffle -I'm glad you find it interesting! I can imagine it's not for everyone, since although it's probably the tamest of my rulesets, it does still require a certain degree of notetaking in order to play it properly :) I, for one, am a psychopath who usually ends each nuzlocke with a small novel's worth of notes lol.

@Sayornis - I'm so glad you decided to give it a try!! I hope it's going well for you! And my apologies for the naughty/sassy mistake! I accidentally lumped two levels of progression together. At 10 respect points, the Pokemon will only choose a random move 50% of the time. And at 30 points, they will no longer choose random moves against wild Pokemon. I will make that change in the ruleset itself. Thank you for catching that!
 

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