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    Of course I'm not forcing you to do anything if you don't want to, but seriously, what have you got to lose? Five seconds of your life?

Pokémon Registration Office

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Re: Pokémon Registration Office

Kabuto [M]
Battle Armor
Body Mod: Nervous Sweat
Before Kabuto was revived into the present, he was laid in the crevices of an underwater dormant volcano that coincidentally during the day of hatching, had erupted. The heat waves created from the ever so slowly reawakening beast of lava had rearranged some of Kabuto's genes during incubation creating his strange traits.

As Kabuto matured he realized that during times of intimidation and fear [triggered by the Ability Intimidate and any moves inducing fear such as Scary Face, Roar, etc.] as well as frustration and anger [repeated failure in battle and moves inducing anger and annoyance such as Taunt], his body would respond in violent flares of heat causing him to feel as if his insides were on fire. This made him rise in temperature not just on the inside but on the outside as well.

Effects: When Kabuto is in this state and an opponent uses a contact attack against him, that opponent gains a mild burn that deals it 3% damage every other round. However, the heat also damages Kabuto, and he takes 3% every other round as well The heat from his body has a 5% chance of inducing these mild burns for his own physical attacks with the same damage pattern. When in this state his STAB is ineffective. With this severe increase in body temperature, Kabuto's weakness to Grass goes down one level. Kabuto is relieved of this state when returned to his Pokeball, or during a change in weather to rain.

Sig. Move: None

Okies, anything else?
 
Re: Pokémon Registration Office

Time for another signature move, which will hopefully lead to a siganture attribute.

[Coulomb] Mareep (M)
Ability: Static
Signature Move: Charging Electron Dense Wool

It is well known that Mareep wool is easily charged by static electricity. It is also known that static electricity is caused by electrons. However, Coulomb's wool is even more adept at collecting electrons from anything it rubs against. Coulomb has pefrected a method to collect as much static electricity in a short space of time, by simply rolling over and brushing against things.

This causes his wool to rapidly increse in size, causing him to be a more obvious target for attacks. However, due to the elctrons that surround his body, it takes Coulomb less energy to displace the electrically energy during his electric attacks. Also due to the negative hcarge on the outside of his body, his tail bulb is positivley charged, causing it to light up.

Type: Electric / Status / Base Damage: 0% / Accuracy: 90% / Target: Self / Energy: 7% / Duration: Remainder Of Battle
Effects: Coulomb builds up excess charge in his wool, causing to to rapidly expand. This causes any moves used against Coulomb to have there accuracy increased by 5%. However any electric-type move used by Coulomb requires 1% less energy, due to the large amount of ectra electrons trapped in his wool. Coulomb's tail bulb also lights up permanently, giving away his position in darkness.
Usage Gap: 3 Actions (if not used before / previous use(s) failed) / Not able to use again (if used successfully previously)
 
Re: Pokémon Registration Office

Here I go again!


myrid-transparent.png

[Crystal]Myrid(F)
Abillity:water absorb

Link raped midna augh
 
Re: Pokémon Registration Office

I didn't think Water Veil or Magma Armour would mean that the Pokemon was constantly doused in water/fire... Water Veil just makes them damp, doesn't it? I should re-read the Attack and Abilities Guide again. Anywho, clearing up some stuff;

[Whiskers] Skeline (M)
Ability:
Pressure

Signature Move: Feline Territorial Marking

Whiskers, as a fully-grown tomcat (even if he's dead), tends to...spray. This is a way to mark his territory, and it tends to smell. A lot. He'll even mark other creatures in this manner, which marked (pardon the pun) the birth of this move.

To use it, Whiskers sprays the target, coating whatever body part he managed to reach with the noxious smelling stuff. If he managed to get the target in the mouth, eyes, nose, or similar, or the skin of anything with absorbent skin (Poliwag, etc), it results in a mild poisoning (It acts like regular poisoning; Immunity Pokemon, Steel, and Poison types are unaffected, though the other effects still apply to those types). The spray's strong, musky smell also makes it easier to find the target, increasing accuracy of attacks made against them by 5 additional percent for ranged attacks, and 10 for contact. Other feline Pokemon on the battlefield will also become aggressive towards the target, granting them a +1 Bonus to Attack, but only when attacking the affected target. It also renders Double Team useless. The smell wears off after 3 rounds.

This spray won't work if the target has it's own overpowering natural smell (Gloom, Stunky, etc), but can affect Ghost-types, though it wears off if the target Phases. It can also be removed by immersing the sprayed part entirely in water, sand, or flames. Rain and Sandstorm weather effects make the effects wear off faster; after 2 rounds for Sandstorm, and 3 Actions for rain. Pokemon with Magma Armour, Flame Body, or Water Veil can spend one action to rid themselves of the smell, but the Poison, if any, will still linger.


Type: Poison / Stat: Non-damaging / Base Damage %: N/A / Accuracy: 85% / Target: Single / Energy: 3% / Duration: 3 Rounds or until removed
Effects: Mild Poisoning (Sometimes), Increases Accuracy of moves against affected Pokemon (+5% Ranged, +10% Contact) as long as smell persists, grants feline Pokemon (besides Whiskers) +1 Attack Bonus Vs. Affected Pokemon.
Usage Gap: 3 Rounds after end of effects

Approved.

Time for another signature move, which will hopefully lead to a siganture attribute.

[Coulomb] Mareep (M)
Ability: Static
Signature Move: Charging Electron Dense Wool

It is well known that Mareep wool is easily charged by static electricity. It is also known that static electricity is caused by electrons. However, Coulomb's wool is even more adept at collecting electrons from anything it rubs against. Coulomb has pefrected a method to collect as much static electricity in a short space of time, by simply rolling over and brushing against things.

This causes his wool to rapidly increse in size, causing him to be a more obvious target for attacks. However, due to the elctrons that surround his body, it takes Coulomb less energy to displace the electrically energy during his electric attacks. Also due to the negative hcarge on the outside of his body, his tail bulb is positivley charged, causing it to light up.

Type: Electric / Status / Base Damage: 0% / Accuracy: 90% / Target: Self / Energy: 7% / Duration: Remainder Of Battle
Effects: Coulomb builds up excess charge in his wool, causing to to rapidly expand. This causes any moves used against Coulomb to have there accuracy increased by 5%. However any electric-type move used by Coulomb requires 1% less energy, due to the large amount of ectra electrons trapped in his wool. Coulomb's tail bulb also lights up permanently, giving away his position in darkness.
Usage Gap: 3 Actions (if not used before / previous use(s) failed) / Not able to use again (if used successfully previously)

Since Mareep is still the first Pokemon out of an evolution family of three, this seems a bit powerful, as that energy can easily stack up. I'd say around six rounds for the duration would be fine.

Here I go again!


myrid-transparent.png

[Crystal]Myrid(F)
Abillity:water absorb

Link raped midna augh

Approved.
 
Re: Pokémon Registration Office

If I may, Blazhy, I think you're misunderstanding Grass King's sig move. It's a 3-action gap if the move failed, and he specified that it's once per battle if it's pulled off successfully. It can't stack at all. (Also, I think you meant 6 actions, not 6 rounds...?)

Anyway. I blame art history class:

[Magritte] Smeargle (M) <Technician>
Signature Move: Ceci N'est Pas Une Queulorior

Why is it, Magritte wondered idly as he practiced the various moves he had sketched, that a charmeleon needs a fire sac to produce a flamethrower, or that a rhydon needs its impressive weight and strength to start an earthquake, but he could form the same devastating attacks with nothing more than a few strokes and a slight adjustment to the color of his paint? Where do they come from, and is everything that those charmeleon and rhydon claim to go through necessary in the first place? Clearly something about the whole process is not as it seems if he can emulate such feats of strength and biology with paint. The next question he had to ask himself as an artist, then, was whether or not it would be possible to paint an attack that looks like one thing but behaves like another, that is one thing but could potentially be perceived as something else. Would it really be that much of a stretch to take the energy he can practically conjure out of thin air anyway and change its appearance? Besides, what is art if it can't be thrown in the face of rationality and the status quo? Boring and predictable, that's what. And Magritte does not like boring or predictable.

When Magritte uses an attack, he can choose to alter all visual attributes of the attack so that it looks like any other attack he currently has access to. For example, if he uses flame wheel, he can choose to modify the flame wheel's appearance and execution so that it looks identical to thunder. Alternatively, he can attempt to approximate some other, non-attack form, such as a flock of white doves or maybe a tobacco pipe hurtling through the air. The modified attack only looks different, however, and still behaves exactly as it would had he not changed its appearance--a flame wheel that looks like a thunder will still be a base 60 physical fire-type attack that has a 30% chance of burning its opponent, not a base 120 special electric-type attack with a 30% chance of causing paralysis. The obvious exception to this is that the attack will change its range from indirect to contact and vice versa if the modified execution requires (so a flame wheel that looks like a thunder is not a contact move, but a thunder that looks like a flame wheel is). If the "false" attack is self-targeting, its range counts as indirect. The "false" attack will spread or contract its range as convincingly as possible so that it mimics the range of the original attack.

In addition to being a nifty trick in general, the modified attack Magritte uses is devilishly convincing. No matter how hard the opponent watches as Magritte prepares to act, it just can't understand how that thunder is actually a flame wheel because it is a thunder. It's blindingly bright like a thunder, it comes screaming down out of the sky like a thunder and there is absolutely no wheel of flames in sight--what on earth do you mean "this is not a thunder"? Therefore, the opponent will not be able to reconcile any commands telling it to act based on the original, modified attack--"counter if Magritte uses flame wheel" means nothing if the flame wheel is clearly thunder (isn't it? halp D:) and so the opponent will react as though Magritte was in fact ordered to use thunder and thunder alone. Only when the attack is completed will the opponent realize that the move it saw is not at all what it seemed. This means that any lingering effects of the attack will behave as normal and will be perceived as normal by the opponent--a fire spin might look like a blizzard when Magritte first uses it, but once the initial illusion fades the opponent will be well aware that it is surrounded by a tornado of fire.

Type: Normal / Stat: Other / Accuracy: 100% / Damage: NA / Energy: 2% / Target: Self / Effects: Used in conjunction with another attack. Magritte alters the appearance and execution of the attack so that it appears visually identical to any other attack he currently has access to, or so that it looks like any other illusion he can think to conjure. The damage, damage category, type, accuracy and effects of the attack remain the same as the original attack; the direct/indirect classification of the attack will change to match the false attack. For all intents and purposes it is impossible for the opponent to tell that the attack is not what it looks like until it is too late, and so it will act on its commands as though Magritte is using the "false" attack regardless of what its trainer says. If the original attack lasts for more than one action it will take on its standard appearance and effects after the initial illusion. / Duration: 1 action / Usage Gap: 12 actions

bad intro is bad aaaa

The attacks listed are just examples, most of which I do intend to teach Magritte but obviously have not yet; I'm sure you get the gist, though. Not sure whether the target should technically be "self" or something like "same as target of the attack being modified". Also, I realize that the 2% energy is probably wishful thinking. 4-6% is probably more reasonable, but I don't want to make it more expensive than I have to so I'm just pushing my luck here. Fix the number if you must. Also willing to go up to a 15-action gap if I need to, but, again, I'd rather not. (9 would be even better, wink-wink)

mindfuck-borderline-cheating gogogo
 
Re: Pokémon Registration Office

If I may, Blazhy, I think you're misunderstanding Grass King's sig move. It's a 3-action gap if the move failed, and he specified that it's once per battle if it's pulled off successfully. It can't stack at all. (Also, I think you meant 6 actions, not 6 rounds...?)

Ahh, I apologize if I wasn't clear enough (though I think I was pretty clear? o.o). I meant that the -1% energy from every Electric attack could potentially result in a huge amount of energy saved, especially if the move lasted for the rest of the battle. Not to mention that it would be near impossible to retain the charge at any rate - the electrons would eventually be stolen by other materials with a stronger affinity for electrons... <insert science lessons here>. So yeah, I did mean 6 rounds, as in if the attack was pulled off successfuly, then the charge would remain for 6 rounds instead of the entire battle.

Anyway. I blame art history class:

[Magritte] Smeargle (M) <Technician>
Signature Move: Ceci N'est Pas Une Queulorior

Why is it, Magritte wondered idly as he practiced the various moves he had sketched, that a charmeleon needs a fire sac to produce a flamethrower, or that a rhydon needs its impressive weight and strength to start an earthquake, but he could form the same devastating attacks with nothing more than a few strokes and a slight adjustment to the color of his paint? Where do they come from, and is everything that those charmeleon and rhydon claim to go through necessary in the first place? Clearly something about the whole process is not as it seems if he can emulate such feats of strength and biology with paint. The next question he had to ask himself as an artist, then, was whether or not it would be possible to paint an attack that looks like one thing but behaves like another, that is one thing but could potentially be perceived as something else. Would it really be that much of a stretch to take the energy he can practically conjure out of thin air anyway and change its appearance? Besides, what is art if it can't be thrown in the face of rationality and the status quo? Boring and predictable, that's what. And Magritte does not like boring or predictable.

When Magritte uses an attack, he can choose to alter all visual attributes of the attack so that it looks like any other attack he currently has access to. For example, if he uses flame wheel, he can choose to modify the flame wheel's appearance and execution so that it looks identical to thunder. Alternatively, he can attempt to approximate some other, non-attack form, such as a flock of white doves or maybe a tobacco pipe hurtling through the air. The modified attack only looks different, however, and still behaves exactly as it would had he not changed its appearance--a flame wheel that looks like a thunder will still be a base 60 physical fire-type attack that has a 30% chance of burning its opponent, not a base 120 special electric-type attack with a 30% chance of causing paralysis. The obvious exception to this is that the attack will change its range from indirect to contact and vice versa if the modified execution requires (so a flame wheel that looks like a thunder is not a contact move, but a thunder that looks like a flame wheel is). If the "false" attack is self-targeting, its range counts as indirect. The "false" attack will spread or contract its range as convincingly as possible so that it mimics the range of the original attack.

In addition to being a nifty trick in general, the modified attack Magritte uses is devilishly convincing. No matter how hard the opponent watches as Magritte prepares to act, it just can't understand how that thunder is actually a flame wheel because it is a thunder. It's blindingly bright like a thunder, it comes screaming down out of the sky like a thunder and there is absolutely no wheel of flames in sight--what on earth do you mean "this is not a thunder"? Therefore, the opponent will not be able to reconcile any commands telling it to act based on the original, modified attack--"counter if Magritte uses flame wheel" means nothing if the flame wheel is clearly thunder (isn't it? halp D:) and so the opponent will react as though Magritte was in fact ordered to use thunder and thunder alone. Only when the attack is completed will the opponent realize that the move it saw is not at all what it seemed. This means that any lingering effects of the attack will behave as normal and will be perceived as normal by the opponent--a fire spin might look like a blizzard when Magritte first uses it, but once the initial illusion fades the opponent will be well aware that it is surrounded by a tornado of fire.

Type: Normal / Stat: Other / Accuracy: 100% / Damage: NA / Energy: 2% / Target: Self / Effects: Used in conjunction with another attack. Magritte alters the appearance and execution of the attack so that it appears visually identical to any other attack he currently has access to, or so that it looks like any other illusion he can think to conjure. The damage, damage category, type, accuracy and effects of the attack remain the same as the original attack; the direct/indirect classification of the attack will change to match the false attack. For all intents and purposes it is impossible for the opponent to tell that the attack is not what it looks like until it is too late, and so it will act on its commands as though Magritte is using the "false" attack regardless of what its trainer says. If the original attack lasts for more than one action it will take on its standard appearance and effects after the initial illusion. / Duration: 1 action / Usage Gap: 12 actions

bad intro is bad aaaa

The attacks listed are just examples, most of which I do intend to teach Magritte but obviously have not yet; I'm sure you get the gist, though. Not sure whether the target should technically be "self" or something like "same as target of the attack being modified". Also, I realize that the 2% energy is probably wishful thinking. 4-6% is probably more reasonable, but I don't want to make it more expensive than I have to so I'm just pushing my luck here. Fix the number if you must. Also willing to go up to a 15-action gap if I need to, but, again, I'd rather not. (9 would be even better, wink-wink)

mindfuck-borderline-cheating gogogo

The backstory, idea, and execution seem feasible enough. What concerns me isn't so much the energy cost, but rather the usage gap - this attack does have the potential to screw your opponent over quite royally, after all! I'd change the usage gap to 15 actions and the energy cost to... ah, 3~4%, depending on how much the visuals have to be altered (in other words, it'd be up to the referee, I guess).
I am interested in what the other approvers have to say, though.
 
Re: Pokémon Registration Office

I would like to purchase:

Treecko (M)
Move Mod: None
Body Mod: None
Price: 10$

Magikarp (M)
Move Mod: None
Body Mod: None
Price: $5

Kecleon (M)
Move Mod: None
Body Mod: None
Price: $20

Swinub (M)
Move Mod: None
Body Mod: None
Price: $7

Total: $42

Here is the link.
 
Last edited:
Re: Pokémon Registration Office

I would like to purchase:

Treecko (M)
Move Mod: None
Body Mod: None
Price: 10$

Magikarp (M)
Move Mod: None
Body Mod: None
Price: $5

Kecleon (M)
Move Mod: None
Body Mod: None
Price: $20

Swinub (M)
Move Mod: None
Body Mod: None
Price: $7

Total: $42

Here is the link.

Team approved, but next time, link directly to the bank post (which can be found by clicking the number on the top right of the post in question.)
 
Re: Pokémon Registration Office

Question about signature moves, before I try to fail horribly at submitting one; are usage gaps always needed, or can they be substituted for other disadvantages/disincentives, like the move only being possible to execute a certain (multiple) number of times?
 
Re: Pokémon Registration Office

Kenny Get!

158.png

[Kenny]Totodile(M)
Abillity: Torrent
Approval
Signature Attribute: Berserker

Signature move: Spirit Of The Aligator

Kenny, after he was banned from his tribe spent more or less all of his time(with expection of food breaks) exploring the world.

One day, Kenny went to a beach to swim a little. However, the water was full of bloodthirsty sharpedos and other water carnivores, so he decided to take a stroll on the shore. After walking for a while, he accidentaly tripped and fell on something hard that was under the sand. Once he stood up, he cleared away the sand, and realized that he found a hidden trapdoor.

Driven by the will to find out what could be down there, Kenny opened the trapdoor(which took quite some time) and entered the hole. He found out that he entered a tunnel, one that was probably more than just old. After he ventured deeper and deeper trough the tunnel, he was about to go back and to the surface, when he realized that the walls started glowing a brilliant blue. Gathering all of his courage, he went a few steps forward.

What he saw was more than wierd- a gigantic, round room, filled with a blue light and some water. In the middle of the room was a feraligatr-head shaped, hollow rock, which radiated the mysterious glow.

Driven my a mysterious force, Kenny walked towards the stone and touched it. Once he did it, the light inside it faded away for a few seconds, and then reappeared, going mad and looking like a raging wildfire. Surprised and full of horror, Kenny took a few steps backwards, but the light grabbed him, pulling him back to the rock. Then, the glow started taking on the crude shape of a feraligatr. Said shape let out a loud roar, and charged towards the horrified Kenny, entering his body and mind. After that, Kenny fainted, and could hardly remember what happened afterwards.

Kenny woke up on the beach, and the sun was already sinking. Wondering wether it was all a dream, Kenny made his way back to the forest. That night, the strange glow appered in his dream. However, this time, it took the exact shape of a feraligatr. Wondering who or what it might be, Kenny asked it who/what he/she/it was. The feraligatr told Kennty that he is the spririt of a long dead feraligatr, and that he kept on existing by infesting different bodies. Kenny woke up all of a sudden. It was middle in the night, and a nearby bush was shaking.

Kenny silently walked towards the bush, but he wasn't silent enough- all of a sudden, the same attacker that killed his friend jumped towards him, slashing him in the face before throwing him backwards. More and more of these wierd creatures started coming out of the shadows, just like when they did the last time he met them. However, this time he didn't stand a chance- they were many, he was alone, and he didn't have much of a reason to go berserk. The dark attackers charged towards Kenny, and started slashing, biting, pushing and stabbing him, leading him towards a nearby wall, meaning that he had nowhere to run.

Just when he was sure he won't survive this encounter, the rage within him was released, and he started fighting back. Still, it wasn't enough, and Kenny collapsed on the ground, completely helpless. Then, when the leader of these creatures was about to land the final strike on kenny, the blue glow that entered his body in the cave came out of his body, this time in the shape of a totodile, and started striking down the attackers, one by one, until all of them fled for their lives. Amazed, Kenny tried to stand up, but collapsed on the ground. The spirit walked towards Kenny and sat down next to him, explaining that since Kenny was in danger, the spirit was in danger too- should Kenny stop existing, the spirit would cease to exist too.

From that day on, whenever Kenny was in extreme danger, the spirit would show up and aid him in battle, doing exactly what he did and moving exactly like he did. After training for a lot of time, Kenny learned how to summon the spirit. However, he could still only do it when in great danger.

Type:Water/Stat:Phsyical/Base Damage:10%/Accuracy:100%/Target:Single/Energy:7% To activate, 2% per action the spirit is active/Duration:3 Actions after the attack has been used

Kenny can only release the spirit when he is going berserk. In order to do this, he has to spend an action to reach the depths of his mind and fury, and then release the spirit. Kenny will only lose his focus if he goes out of berserk mode, for example if he will be put to sleep, but damage won't bring him out of focus, no matter how high(expect if he faints). Once Kenny releases the spirit, it will rush towards the enemy with such amounts of force that it might lower their defence(50% chance). From the point the spririt is released, and until one round(3 actions) later, the spirit will perform all physical attacks for Kenny. Because the spirit doesn't have areal body, it can freely move around, which means Kenny can attack enemies without closing in. However, mantaining the spirit's power is tiring, and will cost Kenny 2% energy per actions the spirit will stay outside of his body. On the upside, because of the spirit's power, all the attacks done by the spirit will deal 1% more damage than they normally would.

Usage Gap:15 Actions after all effects.
 
Re: Pokémon Registration Office

Post for purchase (Note: I reset my account two posts earlier)

I'll start with two Pokemon. It's lighter easier this way.

[Lust] Sneasel (F)
Ability: Keen Eye

[Maria Ross] Plusle (F)
Ability: Plus
 
Alrighty, understood. Assuming that participation then in those sorts of battles will only be consensual. Either way, editing that bit-

[Katsubousha] Riolu (Male)
<Inner Focus / Bad Dreams>

Signature Attribute: Ghost Hotel
- Katsubousha is, for all intents and purposes, a normal Riolu at most times. He does however, come from a powerful bloodline - one that, for reasons unknown, attracted spectral attention to him in particular. Katsu is possessed by a variety of ghosts, and when threatened, frightened or otherwise nervous his body goes limp allowing them full control of his actions - and Katsu himself for the most part never personally sees battle. This keeps a certain cycle going, making him nervous to fight, which allows the spirits control, which means he never conditions himself for it. The spirits have, however, grown to share a symbiotic-like relationship with him, and in addition to having disposition towards his own feelings and views, seem to be under the same method of control as normal captured Ghost types.
With these spirits gain control, they will begin to incorporate their own abilities with those of their host - although they cannot fully utilise him themselves. In addition while under their control, Katsu will be pulled partially into the spirit world; effectively making him a part-Ghost type, and weaknesses and resistances will be modified as such.
Katsu's body tends to take strange forms while under control of the spirits, and he often shuffles sideways, swings his upper body and arms loosely, or even bends over backwards nearly crabwalking. In addition to making some movement awkward, It can give off disturbing vibes to his opponents, and should they fall under the effects of sleep some of his errant spirits can prey on this - effectively granting him the 'Bad Dreams' ability.
Katsu is also incapable of phasing, due to his body still being a technically feasible object, and if Katsu himself can be reached and calmed by way of Sleep status or similar, the spirits will temporarily lose their control until the effect ends, cancelling his Ghost subtype. While sleeping, Katsu's 'Bad Dreams' cannot activate, and will only afflict an opponent should he be conscious. This ability will activate as soon as Katsubousha is conscious on the field with a sleeping enemy, and will remain in effect once activate until the time of their waking. In addition, Attract has a 50% chance of working from both genders due to the spirits making up every gender and preference.

Effects:
-Katsubousha is considering to be a Fight/Ghost type, and weaknesses, resistances, immunities and STAB are adjusted accordingly.

-Sleep cancels Ghost typing temporarily. (Until awoken) Sleep Talk cannot use any moves listed in Move Mods, both gained and lost types.

-Attract will work at a 50% chance from both genders.

-Gains 'Bad Dreams' ability in addition to natural 'Inner Focus'. Damage from Bad Dreams lowered to 2% per action. 'Bad Dreams' can only activate while Katsubousha is awake. It will activate at the soonest point Katsu's body is conscious on the field with a sleeping enemy, and only de-activate upon their waking.

-Katsubousha may not evolve. For purposes of battles prohibiting fully evolved Pokémon he is considered to be final form and by default may not participate.

-Due to the physical limitations of this smaller form he still suffers the damage and energy penalties associated with younger Pokémon.

Moveset Alterations:
- Quick Attack, Earthquake, Poison Jab, Attract, Rest, Reversal, Cross Chop and Hi Jump Kick
+ Shadow Ball, Confuse Ray, Spite, Hypnosis, Haze, Trick Room, Snatch and Destiny Bond




That should do then?
Yes. Approved.

Kabuto [M]
Battle Armor
Body Mod: Nervous Sweat
Before Kabuto was revived into the present, he was laid in the crevices of an underwater dormant volcano that coincidentally during the day of hatching, had erupted. The heat waves created from the ever so slowly reawakening beast of lava had rearranged some of Kabuto's genes during incubation creating his strange traits.

As Kabuto matured he realized that during times of intimidation and fear [triggered by the Ability Intimidate and any moves inducing fear such as Scary Face, Roar, etc.] as well as frustration and anger [repeated failure in battle and moves inducing anger and annoyance such as Taunt], his body would respond in violent flares of heat causing him to feel as if his insides were on fire. This made him rise in temperature not just on the inside but on the outside as well.

Effects: When Kabuto is in this state and an opponent uses a contact attack against him, that opponent gains a mild burn that deals it 3% damage every other round. However, the heat also damages Kabuto, and he takes 3% every other round as well The heat from his body has a 5% chance of inducing these mild burns for his own physical attacks with the same damage pattern. When in this state his STAB is ineffective. With this severe increase in body temperature, Kabuto's weakness to Grass goes down one level. Kabuto is relieved of this state when returned to his Pokeball, or during a change in weather to rain.

Sig. Move: None

Okies, anything else?
Just one last clarification--this attribute cannot be triggered while it's raining, correct? (You say that it can be halted if it starts to rain, but does the activation of the attribute get blocked if it's raining when it would otherwise trigger?) If it's stopped by rain, why isn't it stopped by other means of getting weak (attacks, just... swimming... and so on)?

Post for purchase (Note: I reset my account two posts earlier)

I'll start with two Pokemon. It's lighter easier this way.

[Lust] Sneasel (F)
Ability: Keen Eye

[Maria Ross] Plusle (F)
Ability: Plus
Approved.

Kenny Get!

158.png

[Kenny]Totodile(M)
Abillity: Torrent
Approval
Signature Attribute: Berserker

Signature move: Spirit Of The Aligator

Kenny, after he was banned from his tribe spent more or less all of his time(with expection of food breaks) exploring the world.

One day, Kenny went to a beach to swim a little. However, the water was full of bloodthirsty sharpedos and other water carnivores, so he decided to take a stroll on the shore. After walking for a while, he accidentaly tripped and fell on something hard that was under the sand. Once he stood up, he cleared away the sand, and realized that he found a hidden trapdoor.

Driven by the will to find out what could be down there, Kenny opened the trapdoor(which took quite some time) and entered the hole. He found out that he entered a tunnel, one that was probably more than just old. After he ventured deeper and deeper trough the tunnel, he was about to go back and to the surface, when he realized that the walls started glowing a brilliant blue. Gathering all of his courage, he went a few steps forward.

What he saw was more than wierd- a gigantic, round room, filled with a blue light and some water. In the middle of the room was a feraligatr-head shaped, hollow rock, which radiated the mysterious glow.

Driven my a mysterious force, Kenny walked towards the stone and touched it. Once he did it, the light inside it faded away for a few seconds, and then reappeared, going mad and looking like a raging wildfire. Surprised and full of horror, Kenny took a few steps backwards, but the light grabbed him, pulling him back to the rock. Then, the glow started taking on the crude shape of a feraligatr. Said shape let out a loud roar, and charged towards the horrified Kenny, entering his body and mind. After that, Kenny fainted, and could hardly remember what happened afterwards.

Kenny woke up on the beach, and the sun was already sinking. Wondering wether it was all a dream, Kenny made his way back to the forest. That night, the strange glow appered in his dream. However, this time, it took the exact shape of a feraligatr. Wondering who or what it might be, Kenny asked it who/what he/she/it was. The feraligatr told Kennty that he is the spririt of a long dead feraligatr, and that he kept on existing by infesting different bodies. Kenny woke up all of a sudden. It was middle in the night, and a nearby bush was shaking.

Kenny silently walked towards the bush, but he wasn't silent enough- all of a sudden, the same attacker that killed his friend jumped towards him, slashing him in the face before throwing him backwards. More and more of these wierd creatures started coming out of the shadows, just like when they did the last time he met them. However, this time he didn't stand a chance- they were many, he was alone, and he didn't have much of a reason to go berserk. The dark attackers charged towards Kenny, and started slashing, biting, pushing and stabbing him, leading him towards a nearby wall, meaning that he had nowhere to run.

Just when he was sure he won't survive this encounter, the rage within him was released, and he started fighting back. Still, it wasn't enough, and Kenny collapsed on the ground, completely helpless. Then, when the leader of these creatures was about to land the final strike on kenny, the blue glow that entered his body in the cave came out of his body, this time in the shape of a totodile, and started striking down the attackers, one by one, until all of them fled for their lives. Amazed, Kenny tried to stand up, but collapsed on the ground. The spirit walked towards Kenny and sat down next to him, explaining that since Kenny was in danger, the spirit was in danger too- should Kenny stop existing, the spirit would cease to exist too.

From that day on, whenever Kenny was in extreme danger, the spirit would show up and aid him in battle, doing exactly what he did and moving exactly like he did. After training for a lot of time, Kenny learned how to summon the spirit. However, he could still only do it when in great danger.

Type:Water/Stat:Phsyical/Base Damage:10%/Accuracy:100%/Target:Single/Energy:7% To activate, 2% per action the spirit is active/Duration:3 Actions after the attack has been used

Kenny can only release the spirit when he is going berserk. In order to do this, he has to spend an action to reach the depths of his mind and fury, and then release the spirit. Kenny will only lose his focus if he goes out of berserk mode, for example if he will be put to sleep, but damage won't bring him out of focus, no matter how high(expect if he faints). Once Kenny releases the spirit, it will rush towards the enemy with such amounts of force that it might lower their defence(50% chance). From the point the spririt is released, and until one round(3 actions) later, the spirit will perform all physical attacks for Kenny. Because the spirit doesn't have areal body, it can freely move around, which means Kenny can attack enemies without closing in. However, mantaining the spirit's power is tiring, and will cost Kenny 2% energy per actions the spirit will stay outside of his body. On the upside, because of the spirit's power, all the attacks done by the spirit will deal 1% more damage than they normally would.

Usage Gap:15 Actions after all effects.
If I'm reading this correctly, it's much too powerful. I might not be, though; it's rather vague. This attack does 10% damage per action, in addition to whatever Kenny's own attacks, plus those other associated boosts and so forth?
 
Re: Pokémon Registration Office

Kabuto [M]
Battle Armor
Body Mod: Nervous Sweat
Before Kabuto was revived into the present, he was laid in the crevices of an underwater dormant volcano that coincidentally during the day of hatching, had erupted. The heat waves created from the ever so slowly reawakening beast of lava had rearranged some of Kabuto's genes during incubation creating his strange traits.

As Kabuto matured he realized that during times of intimidation and fear [triggered by the Ability Intimidate and any moves inducing fear such as Scary Face, Roar, etc.] as well as frustration and anger [repeated failure in battle and moves inducing anger and annoyance such as Taunt], his body would respond in violent flares of heat causing him to feel as if his insides were on fire. This made him rise in temperature not just on the inside but on the outside as well.

Effects: When Kabuto is in this state and an opponent uses a contact attack against him, that opponent gains a mild burn that deals it 3% damage every other round. However, the heat also damages Kabuto, and he takes 3% every other round as well The heat from his body has a 5% chance of inducing these mild burns for his own physical attacks with the same damage pattern. When in this state his STAB is ineffective. With this severe increase in body temperature, Kabuto's weakness to Grass goes down one level. Kabuto is relieved of this state when returned to his Pokeball, or during a change in weather to rain for his body cools off allowing Kabuto to calm down. He cannot enter this state while rain is in effect either. When swimming he has one round with the effect be it he stays at the surface otherwise underwater swims result in an immediate cool off. Growing weak and using energy is not a factor of eliminating this state because his fear and/or anger will increase as he grows desperate to survive.

Sig. Move: None
 
Re: Pokémon Registration Office

Yes, it's time once again for Mike to post an idea that seems less and less feasible the more of it he types.

[Faris Schweriz] Cappun (F)
Ability: Pickup
Signature Attribute: Gender Cloak

Signature Move: Swagshot

One of the main thing Faris has come to miss about piracy is the treasure. Having spent years of her life finding and stealing shiploads of the most beautiful and precious trinkets she could imagine, it's come as a harsh blow to be relegated to scraping together a mere $10 worth of booty per battle. And it wouldn't be so bad if it weren't for the kind of complete tat that is considered valuable by Pokémon in this new life; half-eaten sandwiches? Soggy old blueberries? Bleh. No thanks. It's disappointing enough to be depressing, even, and Faris wants nothing more than to be rid of such garbage. Her trainer, concerned by her chagrin, came up with an idea to let her dispose of this embarrassing junk while at the same time contributing to the battle, by using Pickup objects as weapons. However, Faris uses this quite sparingly; the occasional treasure can be quite pretty and valuable, and in any case loot is still loot, right?

Type: Normal / Stat: Physical / Base Damage: 6/8% / Accuracy: 100% / Target: Single / Energy: 5%
Effects: Faris selects a picked-up item at random and throws it at the foe, inflicting damage and possible other effects based on the value and quality of the object. This will reduce the amount of money she holds by $1, and the total amount of items picked up still cannot exceed $10 in value, regardless of how much Swagshot is used. She is reluctant to throw objects she deems valuable, shiny or pretty, and if such an item is chosen there is a 25% chance the attack will fail. If it is thrown, it will be thrown more reluctantly and gently, reducing base damage to 6%. It is up to the referee's discretion to adjust energy and damage or add additional effects if they deem it suitable depending what is thrown- for instance, heavy objects may deal slightly more damage and cost more energy, whereas soft ones will do the opposite; sharp objects may wound the target and reduce defense; and so on.
Usage Gap: 3 actions
 
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Re: Pokémon Registration Office

[Phoebe] Feebas [F]
Ability: Swift Swim
Signature Attribute: Hails From the Frigid Northlands

Phoebe was born and raised in a very chilly and barren part of Asber, in a small lake that just barely managed to stay unfrozen for some of the year. Thus, her particular school of Feebas became very resistant to cold, and in a few generations, a few of them, like Phoebe, embraced fully their latent Ice-type abilities.

Effects: Phoebe is considered a Water/Ice type. Furthermore, in overly warm and tropical environments, or during Sunny Day, she loses 2% energy per action to keep herself from overheating. Phoebe is immune to Freezing but is dealt double-damage from a Burn. Hail restores health to Phoebe equal to the amount a normal Feebas would lose.
 
Re: Pokémon Registration Office

Yes, it's time once again for Mike to post an idea that seems less and less feasible the more of it he types.

[Faris Schweriz] Cappun (F)
Ability: Pickup
Signature Attribute: Gender Cloak

Signature Move: Swagshot

One of the main thing Faris has come to miss about piracy is the treasure. Having spent years of her life finding and stealing shiploads of the most beautiful and precious trinkets she could imagine, it's come as a harsh blow to be relegated to scraping together a mere $10 worth of booty per battle. And it wouldn't be so bad if it weren't for the kind of complete tat that is considered valuable by Pokémon in this new life; half-eaten sandwiches? Soggy old blueberries? Bleh. No thanks. It's disappointing enough to be depressing, even, and Faris wants nothing more than to be rid of such garbage. Her trainer, concerned by her chagrin, came up with an idea to let her dispose of this embarrassing junk while at the same time contributing to the battle, by using Pickup objects as weapons. However, Faris uses this quite sparingly; the occasional treasure can be quite pretty and valuable, and in any case loot is still loot, right?

Type: Normal / Stat: Physical / Base Damage: 6/8% / Accuracy: 100% / Target: Single / Energy: 5%
Effects: Faris selects a picked-up item at random and throws it at the foe, inflicting damage and possible other effects based on the value and quality of the object. This will reduce the amount of money she holds by $1, and the total amount of items picked up still cannot exceed $10 in value, regardless of how much Swagshot is used. She is reluctant to throw objects she deems valuable, shiny or pretty, and if such an item is chosen there is a 25% chance the attack will fail. If it is thrown, it will be thrown more reluctantly and gently, reducing base damage to 6%. It is up to the referee's discretion to adjust energy and damage or add additional effects if they deem it suitable depending what is thrown- for instance, heavy objects may deal slightly more damage and cost more energy, whereas soft ones will do the opposite; sharp objects may wound the target and reduce defense; and so on.
Usage Gap: 3 actions

Just a bit of clarification and you should be fine.
Since Faris is a one-stage Pokemon, I think you could get away with a 15% chance of reluctance-fail if she picks a shiny object. And you may want to put a tilde (~) before the numerical values of damage, accuracy, and energy, since some refs might not bother to read the entire effects section and leave those values static.
 
Re: Pokémon Registration Office

[Magritte] Smeargle (M) <Technician>
Signature Move: Ceci N'est Pas Une Queulorior

Why is it, Magritte wondered idly as he practiced the various moves he had sketched, that a charmeleon needs a fire sac to produce a flamethrower, or that a rhydon needs its impressive weight and strength to start an earthquake, but he could form the same devastating attacks with nothing more than a few strokes and a slight adjustment to the color of his paint? Where do they come from, and is everything that those charmeleon and rhydon claim to go through necessary in the first place? Clearly something about the whole process is not as it seems if he can emulate such feats of strength and biology with paint. The next question he had to ask himself as an artist, then, was whether or not it would be possible to paint an attack that looks like one thing but behaves like another, that is one thing but could potentially be perceived as something else. Would it really be that much of a stretch to take the energy he can practically conjure out of thin air anyway and change its appearance? Besides, what is art if it can't be thrown in the face of rationality and the status quo? Boring and predictable, that's what. And Magritte does not like boring or predictable.

When Magritte uses an attack, he can choose to alter all visual attributes of the attack so that it looks like any other attack he currently has access to. For example, if he uses flame wheel, he can choose to modify the flame wheel's appearance and execution so that it looks identical to thunder. Alternatively, he can attempt to approximate some other, non-attack form, such as a flock of white doves or maybe a tobacco pipe hurtling through the air. The modified attack only looks different, however, and still behaves exactly as it would had he not changed its appearance--a flame wheel that looks like a thunder will still be a base 60 physical fire-type attack that has a 30% chance of burning its opponent, not a base 120 special electric-type attack with a 30% chance of causing paralysis. The obvious exception to this is that the attack will change its range from indirect to contact and vice versa if the modified execution requires (so a flame wheel that looks like a thunder is not a contact move, but a thunder that looks like a flame wheel is). If the "false" attack is self-targeting, its range counts as indirect. The "false" attack will spread or contract its range as convincingly as possible so that it mimics the range of the original attack.

In addition to being a nifty trick in general, the modified attack Magritte uses is devilishly convincing. No matter how hard the opponent watches as Magritte prepares to act, it just can't understand how that thunder is actually a flame wheel because it is a thunder. It's blindingly bright like a thunder, it comes screaming down out of the sky like a thunder and there is absolutely no wheel of flames in sight--what on earth do you mean "this is not a thunder"? Therefore, the opponent will not be able to reconcile any commands telling it to act based on the original, modified attack--"counter if Magritte uses flame wheel" means nothing if the flame wheel is clearly thunder (isn't it? halp D:) and so the opponent will react as though Magritte was in fact ordered to use thunder and thunder alone. Only when the attack is completed will the opponent realize that the move it saw is not at all what it seemed. This means that any lingering effects of the attack will behave as normal and will be perceived as normal by the opponent--a fire spin might look like a blizzard when Magritte first uses it, but once the initial illusion fades the opponent will be well aware that it is surrounded by a tornado of fire.

Type: Normal / Stat: Other / Accuracy: 100% / Damage: NA / Energy: 3% / Target: Self / Effects: Used in conjunction with another attack. Magritte alters the appearance and execution of the attack so that it appears visually identical to any other attack he currently has access to, or so that it looks like any other illusion he can think to conjure. The damage, damage category, type, accuracy and effects of the attack remain the same as the original attack; the direct/indirect classification of the attack will change to match the false attack. For all intents and purposes it is impossible for the opponent to tell that the attack is not what it looks like until it is too late, and so it will act on its commands as though Magritte is using the "false" attack regardless of what its trainer says. If the original attack lasts for more than one action it will take on its standard appearance and effects after the initial illusion. / Duration: 1 action / Usage Gap: 15 actions

Better?
 
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