TEXT: Contest Particulars, Additional Berries, Addition Nature Rules
  Berry Flavors
  Berries are used to create pokeblocks, which enhance your contest performance. The flavors you use enhance 
  specific styles. Total flavor intensity affects final bonus. Neutral berries are so called because they have a balanced 
  mix of flavors, instead of a single flavor, or a flavor that overpowers the other flavors. The more flavor points a berry 
  contributes overall, the more valuable that berry is in contests, in pokeblocks, and to contest trainers.
  Pokeblocks
  Pokeblocks are a candy-like item which is make when two to four berries are blended and compressed by a block 
  blender. Coordinators are encouraged to create pokeblocks that cater to the contest style they are entering, or that 
  cater to their pokemon’s specific favored tastes if just making snacks. The highest flavor concentration decides what
  color pokeblock is made. A balance of multiple flavors results in a neutral block that is half (or less) the total 
  strength, but applicable to multiple styles. A perfectly balanced flavor profile creates a rainbow block which applies 
  its bonus to all styles at full value.
  Pokemon Natures and their effects on Contests
  A Pokemon’s nature is what dictates which flavors of berry and pokeblock they enjoy. While this has no effect on the
  direct usage of berries, this does influence the usefulness of pokeblocks. Any Pokemon given a flavor they love will 
  be quite happy indeed and gain a slight bonus to all appeals made of the concurrent style. This means each nature 
  is going to have a particular contest they excel in, and a particular contest they will do poorly in. Coordinators are 
  heavily encouraged to carefully consider the nature of their Pokemon when pursuing success. Feeding a Pokemon 
  a block of a flavor they will hate makes the block less effective (75%), while feeding it one it loves will be more 
  effective (125%).
  Making Pokeblocks
  A trainer can use 2-4 berries in a Block Blender to blend and compress berries into blocks. For every 4 berries 
  blended, gain one (1) Berry Juice healing item. Gain one pokeblock for every berry blended. Pokeblocks are to be 
  carried in a pokeblock case, which has space for 100 blocks and the Block Blender, a hand cranked device that 
  grinds berries into blocks and juice. A Pokeblock Case costs 5000. Be sure to track the value of your blocks.
  Calculating a Pokeblock
  Calculating the value of a pokeblock is simple. Add together the total flavor value of the berries used. That is the 
  total used to find your contest bonus. Then add up the individual flavors to find your neutrality rating. For each flavor
  tied for top, increase your neutrality by one. All blocks will have a minimum of one. The worst rating is a 4. If you 
  manage a neutrality of 5, you have made a rainbow block. Neutral blocks have no love check and can be used for 
  any coinciding contest. Rainbow blocks have no love check and no neutrality check, and can be used in any contest
  without limit.
  Normal Block: [(total value)x(love/like/hate)]/10
  Neutral Block: [(total value)/(neutrality)]/10
  Rainbow Block: (total value)/10=Pokeblock Bonus
  Example: an amateur contest trainer mixes 4 starf berries with a flavor value of 17 apiece, totalling 68 total flavor. 
  But the blocks in question have a neutrality rating of 3, reducing the total flavor score to 23. (Round away all 
  decimals while calculating neutrality debuff.) When divided by ten, those 4 very valuable starf berries only give a 
  block worth 2.3 points.
  
  Note: I am unsure of how many possible combinations of berry actually produce rainbow pokeblocks, or if they are 
  even possible to make at all. I have not put in the work to test if it’s possible, or what the best combination is, or how
  broken it might be. The rules on rainbow blocks are included just in case. How easily your players get the berries in 
  question is entirely up to you as DM.
  Costumes
  Costumes are scored by rolling (disguise kit(cha)+proficiency)/10. There are rare scarves in the world that add an 
  automatic +3 to your costume roll if it aligns with the contest style. With maximum expertise, a scarf, and a 20 in the 
  trainer’s charisma, the maximum possible costume roll is a 40. A negative score ( of -4, a rolled 1 and -5 in cha) is 
  possible, so make sure your bonuses are high enough that getting a minus isn’t possible.
  Calculating Base Style Appeal
  Contests are divided into 5 Styles, with 4 levels each. The styles are Tough, Cool, Beauty, Clever, and Cute. The 
  levels are Normal, Super, Hyper, and Master. To calculate any Pokemon’s base Style Attribute, add its charisma 
  score to the coinciding stat, then average the scores. Toughness is Strength, Coolness is Dexterity, Beauty is 
  Constitution, Cleverness is Intelligence or Wisdom (whichever is higher), and Cuteness is Charisma. Any moves 
  used during an Appeal that match the contest style grant a bonus. So, a 22 Charisma and a 20 Strength add 
  together to get 42, which averages to 21.
  Contest Rules
  Contests are engagements between trainers (usually 2-4), not to determine which trainer is strongest, but whose 
  pokemon is most appealing. Contests are divided into two rounds. The primary round judges a pokemon’s 
  appearance, condition, costume, etc. This round is judged by the audience (with a d20 roll), and can gain a 
  maximum of 20.0 points. This round is easier to win using pure mechanics and stat boosting than the second round.
  You can also gain a fame bonus. The higher the level of contest you’ve won, the more the crowd will like you. 
  Winning a Normal level contest will grant your Pokemon 1 fame. Each higher level of contest victory will increment 
  that fame by 1. When calculating points, do not round away the first decimal point. That is part of your score. You 
  could win a 19.9, and that .9 matters if someone else has a 19.8.
  Points are calculated as follows:1d20+(Style/2)+(pokeblock bonus)+(costume bonus)+(fame bonus). With maximum
  scores in every slot before you calculate in berries, it is possible to have an 18.5. 
  [Variant: you can increase the maximum score for audience and judges alike each time your players promote to a 
  higher level of contest, so your players feel incentivized to keep chasing ever higher bonuses.]
  The second round is the appeals round, and this is judged by a panel of professionals, which range in number from 
  1 to 3. Each judge has specific biases that contestants can appeal to in order to score bonus points, but judges can 
  also dock points for offending their secret sensibilities. Judge biases can be discovered before a contest begins with
  investigation rolls, with judges having up to three biases that can be positive or negative. To discover biases, roll an 
  Investigation check. Bias 1 is discovered on a 15, bias 2 on a 20, and bias 3 on a 25. If a 20 or 25 is rolled while 
  attempting an easier roll, the player learns both or all three at once.
  Pokemon in the appeal round engage in a specific performance and are judged for their skill. This is determined by 
  the player making 4d20 skill checks that are averaged together, with a fifth d20 rolled in secret by the DM to 
  represent how the judge in question feels about the performance overall. Judge biases are then added to that score.
  Each move used during the Appeal that stylistically matches the contest earns an extra point. Your final score is the 
  average of your round 1 audience score and your round 2 appeal score. Apply this calculation for each judge 
  individually, who then display  their final tally (out of 20.0 possible points), all of which is added together.
  Points are calculated per judge as follows: [(4d20+)/5]+(biases)+(move bonus)
  During the Appeals round, if your base roll is particularly good, the audience will love it and you will gain advantage 
  on your next roll. However, if your base roll is low twice in a row, you will gain disadvantage on the next roll as the 
  audience becomes displeased. So, a strong start can easily snowball into repeated success, but multiple flubs will 
  make things harder for you.
  
  Ties are rare, but when they occur they are settled with a one v one battle where your goal is not to defeat the 
  opponent, but out perform the opponent. In order to do so, you must land more hits and take fewer hits than your 
  opponent. Bonus points are awarded for using attacks that synchronize with the contest style. For every attack you 
  land and save your opponent fails, you are awarded a point. For every attack that hits you and save you fail, you 
  lose a point. You gain 1 additional point for using an attack that aligns with the contest style (which is based in the 
  attribute used). Attacks that can attack from multiple attributes can be used in multiple contests.
  Contests are divided into four ranks, and a Pokemon needs to compete at each level and win before proceeding to 
  the next level. 
  [Variant: You may instead chose to have the rank and fame applied to the trainer instead of the Pokemon, allowing 
  any Pokemon to compete at any level without needing to progress through ranks. Which you use could be 
  dependent on what sort of rise to fame you prefer to tell, one starring the Pokemon in question, or one starring the 
  trainer.]
  TABLES
  Pokemon Natures and Tastes
  Nature
  Effect
  Loves
  Hates
  Reckless
  +str -dex
  Sour
  Spicy
  Rash
  +str -con
  Sour
  Savory
  Brave
  +str -wis
  Sour
  Bitter
  Arrogant
  +str -cha
  Sour
  Sweet
  Skittish
  +dex -str
  Spicy
  Sour
  Hasty
  +dex -con
  Spicy
  Savory
  Energetic
  +dex -cha
  Spicy
  Sweet
  Clumsy
  +dex -wis
  Spicy
  Bitter
  Apathetic
  +con -dex
  Savory
  Spicy
  Stubborn
  +con -wis
  Savory
  Bitter
  Grumpy
  +con -cha
  Savory
  Sweet
  Relaxed
  +con -str
  Savory
  Sour
  Careful
  +wis -str
  Bitter
  Sour
  Curious
  +wis -con
  Bitter
  Savory
  Naughty
  +wis -cha
  Bitter
  Sweet
  Cheerful
  +cha -str
  Sweet
  Sour
  Sassy
  +cha -dex
  Sweet
  Spicy
  Innocent
  +cha -wis
  Sweet
  Bitter
  Hardy
  +AC -dex
  N/A
  Spicy
  Nimble
  +AC -str
  N/A
  Sour
  Note: I have replaced ‘dry’ with ‘savory’, because it makes more sense that an excess of protein causes a flavor 
  than a ‘lack of sweetness’, as google tells me this is what ‘dry’ means as a flavor. The Japanese word for the dry 
  flavor, ‘astringent’, makes even less sense to me. Astringent is a vinegary taste, but vinegar is described as bitter or 
  sour! It was just circular logic at that point, so I swapped, and you can just assume berries that are both sour and 
  bitter taste vinegary.
  Note: Hardy and Nimble Pokemon do not have an attribute boosting personality and so have no preferred flavors. I 
  like to think of them as tactile eaters that prefer the physical experience of a food over its taste. So Hardy Pokemon 
  like chewy things, while Nimble Pokemon like crunchy things. This is has no mechanical benefit and is purely for 
  roleplay purposes.
  
  Pokeblock Table
  Color
  Flavor
  Style
  Red
  Spicy
  Coolness
  Blue
  Savory
  Beauty
  Pink
  Sweet
  Cuteness
  Green
  Bitter
  Cleverness
  Yellow
  Sour
  Toughness
  Purple
  Neutral
  See rules
  Rainbow
  A perfect balance of flavors
  See rules
  Flavor Profiles 
  Note: where a berry has multiple flavors, the highest value determines category.
  Table color coded for ease of use.
  Berry
  Total Value
  Price
  Flavor Intensity
  Aguav
  2
  1000
  Bitter 2
  Apicot
  11
  350
  Savory 5 Sour 5 Spicy 1
  Aspear
  1
  200
  Sour 1
  Babiri
  5
  200
  Spicy 4 Savory 1
  Belue
  4
  200
  Sour 3 Spicy 1
  Bluk
  2
  100
  Savory 1 Sweet 1
  Charti
  3
  200
  Savory 3
  Cheri
  1
  200
  Spicy 1
  Chesto
  1
  200
  Savory 1
  Chilan
  5
  200
  Savory 4 Sweet 1
  Chople
  3
  200
  Spicy 2 Bitter 1
  Coba
  3
  200
  Bitter 2 Savory 1
  Colbur
  4
  200
  Sour 3 Bitter 1
  Cornn
  3
  150
  Savory 2 Sweet 1
  Custap
  7
  750
  Spicy 6 Bitter 1
  Durin
  4
  200
  Bitter 3 Sour 1
  Enigma
  7
  500
  Spicy 6 Savory 1
  Figy
  2
  1000
  Spicy 2
  Ganlon
  11
  350
  Bitter 5 Savory 5 Sweet 1
  Grepa
  3
  1000
  Savory 1 Sour 1 Sweet 1
  Haban
  4
  200
  Bitter 3 Sweet 1
  Hondew
  3
  1000
  Bitter 1 Savory 1 Spicy 1
  Iapapa
  2
  1000
  Sour 2
  Joboca
  7
  500
  Bitter 6 Sour 1
  Kasib
  4
  200
  Sweet 3 Savory 1
  Kebia
  3
  200
  Savory 2 Sour 1
  Kee
  13
  450
  Savory 5 Spicy 5 Sweet 1 Bitter 1 Sour 1
  Kelpsy
  3
  1000
  Bitter 1 Savory 1 Sour 1
  Lansat
  17
  400
  Spicy 5 Sour 5 Sweet 5 Bitter 1 Savory 1
  Leppa
  4
  500
  Bitter 1 Spicy 1 Sweet 1 Sour 1
  Liechi
  11
  350
  Spicy 5 Sweet 5 Savory 1
  Lum
  4
  400
  Bitter 1 Savory 1 Spicy 1 Sweet 1
  Mago
  2
  1000
  Sweet 2
  Magost
  3
  150
  Sweet 2 Bitter 1
  Maranga
  13
  450
  Bitter 5 Sweet 5 Savory 1 Spicy 1 Sour 1
  Micle
  7
  350
  Savory 6 Spicy 1
  Nanab
  2
  1000
  Bitter 1 Sweet 1
  Nomel
  3
  150
  Sour 2 Spicy 1
  Occa
  3
  200
  Spicy 2 Sweet 1
  Oran
  4
  200
  Bitter 1 Savory 1 Spicy 1 Sour 1
  Pamtre
  4
  200
  Savory 3 Sweet 1
  
  Passho
  3
  200
  Savory 2 Bitter 1
  Payapa
  3
  200
  Sour 2 Sweet 1
  Pecha
  1
  200
  Sweet 1
  Persim
  4
  200
  Savory 1 Sour 1 Spicy 1 Sweet 1
  Petaya
  11
  350
  Bitter 5 Spicy 5 Sour 1
  Pinap
  2
  1000
  Sour 1 Spicy 1
  Pomeg
  3
  1000
  Bitter 1 Spicy 1 Sweet 1
  Qualot
  3
  1000
  Sour 1 Spicy 1 Sweet 1
  Rabuta
  3
  150
  Bitter 2 Sour 1
  Rawst
  1
  200
  Bitter 1
  Razz
  2
  800
  Savory 1 Spicy 1
  Rindo
  3
  200
  Bitter 2 Spicy 1
  Roseli
  5
  200
  Sweet 4 Bitter 1
  Rowap
  7
  500
  Sour 6 Spicy 1
  Salac
  11
  350
  Sweet 5 Sour 5 Bitter 1
  Shuca
  3
  200
  Sweet 2 Spicy 1
  Sitrus
  4
  800
  Bitter 1 Savory 1 Sour 1 Sweet 1
  Spelon
  4
  200
  Spicy 3 Savory 1
  Starf
  17
  1500
  Spicy 5 Sour 5 Sweet 5 Bitter 1 Savory 1
  Tamato
  4
  1000
  Spicy 3 Savory 1
  Tanga
  4
  200
  Spicy 3 Sour 1
  Wacan
  3
  200
  Sweet 2 Sour 1
  Watmel
  4
  200
  Sweet 3 Bitter 1
  Wepear
  2
  100
  Bitter 1 Sour 1
  Wiki
  2
  1000
  Savory 2
  Yache
  3
  200
  Sour 2 Savory 1
  Effects of Berries added by this document
  Note: HP threshholds for effect activation only apply to berries being held. Effects can be activated by using a berry 
  from the inventory as if a normal item, unless marked by #. Effects marked by # can only be activated while held.
  Berry
  Effect
  Aguav
  Restores 50 hp when below 25% HP. Confuses Pokemon who dislike bitter food
  Figy
  Restores 50 hp when below 25% HP. Confuses Pokemon who dislike spicy food
  Iapapa
  Restores 50 hp when below 25% HP. Confuses Pokemon who dislike sour food
  Mago
  Restores 50 hp when below 25% HP. Confuses Pokemon who dislike sweet food
  Wiki
  Restores 50 hp when below 25% HP. Confuses Pokemon who dislike savory food
  Enigma
  # Restores 50 HP when hit with supereffective move
  Apicot
  Gives the effect of X Special Defense when HP falls below 33%
  Ganlon
  Gives the effect of X Defense when HP falls below 33%
  Lansat
  Gives the effect of Dire Hit when HP falls below 33%
  Liechi
  Gives the effect of X Attack when HP falls below 33%
  Micle
  Gives the effect of X Accuracy when HP falls below 33%
  Petaya
  Gives the effect of X Special when HP falls below 33%
  Salac
  Gives the effect of X Speed when HP falls below 33%
  Starf
  # Grant a +1 bonus to all attributes and skills for one minute when HP falls below 25%
  Custap
  # Causes the user to move to top of initiative in battle when HP falls below 25%
  Kee
  # Gives the effect of X Defense when hit by attack roll (can cause activating attack to miss)
  Maranga
  # Gives the effect of X Defense when failing save (can cause activating save to be passed)
  Joboca
  # Reflect ½ of damage dealt by one enemy’s attack roll onto said enemy once
  Rowap
  # Reflect ½ of damage done by one enemy’s saving throw onto said enemy once
  Nanab
  # When held by an active Pokémon, trainer gains advantage to catching attempts. Consumed on 
  catch.
  Pinap
  # When held by an active Pokémon, trainer gains advantage to item searches. Consumed on search.
  Belue
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  Bluk
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  
  Cornn
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  Durin
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  Magost
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  Nomel
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  Pamtre
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  Rabuta
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  Spelon
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  Watmel
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  Wepear
  No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Pokemon 5 Archive/Homebrew Rules for Contests Berries Natures.pdf