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Pokémon Registration Office

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Re: Pokémon Registration Office

[Bud] Bulbasaur (M)
Overgrow
here

And... a sig. attribute

[Crystal] Ralts (Female)
Ability: Trace
Signature Attribute: Dr. Lucafont's Mental Enhancement Chip

Somewhere in the underground society of the local ASB lies Dr. Lucafont's clinic, where all sorts of shady operations are done. Whether for scientific purposes or for plain sadistic humor, most anything you can think of, through the use of illegal procedures, or contraband substances, or both, can be done here. Of course, these operations are all hush hush - no questions asked. While operations are mostly a success, sometimes, there are, for lack of a better word, undesired side effects. There have been rumors of pokemon which have been modified beyond recognition which have been secretly locked up and pokemon who've become mentally ill because of the practices at this clinic, but that's beside the point.

Always looking for pokemon to test new procedures on, Dr. Lucafont, when not performing an operation, wanders around the streets of Asgard, ready to kidnap any unprotected pokemon. Crystal is one of these pokemon test subjects.

Upon "picking up" Crystal, Dr. Lucafont immediately went back to his clinic. After using a few potent sedatives, Dr. Lucafont made his assistants strap Crystal to a gurney and bring her to the operating room. Dr. Lucafont wanted to test his brand new "Mental Enhancement" chip. This chip, supposedly, causes any thought to be "echoed", in effect, increasing the output. A few hours passed, and Crystal, still under the effects of the sedatives, was brought out of the operating room. She was then released back into the streets and was secretly followed by members of Dr. Lucafont's team. The following are observations of the team. Lines immediately following the observations are notes. (They refer to Crystal as patient 027)

1)Patient 027 seems to frequently suffer from headaches.

*The headaches are similar to the migraines often observed in Psyduck.
*Whenever patient 027 suffers from headaches, her psychic powers are extremely powerful.
*Patient 027 doesn't seem to be fully in control whenever these outbursts occur.
*Apparently, these episodes are caused by the chip. The amplification of the thoughts seems to be too much for patient 027's brain.

2)Whenever patient 027 isn't suffering from one of her headaches, her psychic ability, seems to be either as powerful as her ability prior the operation or weaker than her previous ability.

*When her psychic ability weakens, it is probably due to the chip. The chip only works because it gets its power from the electricity in patient 027's brain.
*At times, the chip is able to extremely weaken patient 027's psychic abilities, leaving her with characteristics similar to normal type pokemon.

Effects:
Every round, there is a 50% chance that Crystal's psychic abilities are enhanced. This acts like a +2 stat boost to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a +2 in special attack. Every round, there is a 30% chance that nothing happens to Crystal's psychic abilities. Every round, there is a 20% chance that Crystal's psychic abilities are reduced. This acts like a -2 stat reduction to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a -2 in special attack. The stat boosts or stat reductions disappear after every round. These stat boosts or reductions aren't affected by moves such as haze. These stat boosts or reductions stack to the +6 and -6 of normal stat changes. For example, it is possible for Crystal to use confusion, and calculations will be done as if Crystal had -8 special attack. Crystal is now a normal and psychic type.

post-evolution changes.

[Nenya] dragonair (♀)
Ability: Shed Skin
Signature Attribute: "some natural gift body mod"
Nenya had an unusual fondness for the move Natural Gift even in the wild, where she was known in her clan for her myriad uses of the move; but still she was not satisfied with her power. With the free time that comes with being with a trainer, she has perfected her control of the move, learning to manipulate its form.
Finally, she learned to imbue it with the various elemental energies she can control; though she is not fully capable of using any particular type, and tends to briefly imbue herself with the same energy; the wild energies also tend to reduce the intrinsic power of the move.
By usage, Nenya embraced her tendency to imbue herself with elemental energy, and uses it for defensive purposes.
Evolution to dragonair did not change the nature of the move; however, the ability of dragonair to change local weather conditions manifested as a side-effect that Nenya's Natural Gift, creating conditions favorable to moves of the same type.

However, her mastery of this power ignores her other intrinsic powers: she can no longer express her Hidden Power meaningfully; nor can she draw on the Secret Power.
Effects: Nenya can project the move Natural Gift in an arbitrary simple shape. This does not have any real effect other than perceptions. Natural Gift is always treated as a 70 base power never-miss attack, regardless of Nenya's signature move; in the action she uses the move, Nenya gains the type of the move as a secondary type, but she does not gain gaining the same-type attack bonus. When sent out, one type of the types of moves Nenya can use, other than dragon (these types being: electric, fighting, fire, ice, normal, poison, psychic, steel, water, and typeless) is selected randomly, and when Nenya uses a move which affects herself as the primary target, she may take -1 to priority and spend 5% additional energy to (not randomly) select a new type which is either weak (not-very-effective or ineffective) or strong (super-effective) against the current type; Natural Gift is considered to be that type for Nenya until rerolled or for the duration of the battle. Nenya is sent out with the trainer's choice of type for her Natural Gift; it can be changed without spending an action by expending 4% energy. If no weather effects are in effect when Nenya uses Natural Gift, moves of the same type as the Natural Gift require 1% less energy to use after all other considerations beginning after Nenya uses Natural Gift and ending at the end of her next move; this is not considered a weather effect. Nenya is unable to use the moves Hidden Power, Secret Power.

The new text would be:

Nenya had an unusual fondness for the move Natural Gift even in the wild, where she was known in her clan for her myriad uses of the move; but still she was not satisfied with her power. With the free time that comes with being with a trainer, she has perfected her control of the move, learning to manipulate its form.
Finally, she learned to imbue it with the various elemental energies she can control; though she is not fully capable of using any particular type, and tends to briefly imbue herself with the same energy; the wild energies also tend to reduce the intrinsic power of the move.
By usage, Nenya embraced her tendency to imbue herself with elemental energy, and uses it for defensive purposes.
Evolution to dragonair did not change the nature of the move; however, the ability of dragonair to change local weather conditions manifested as a side-effect that Nenya's Natural Gift, creating conditions favorable to moves of the same type.
However, her mastery of this power ignores her other intrinsic powers: she can no longer express her Hidden Power meaningfully; nor can she draw on the Secret Power.
Effects: Natural Gift is always treated as a 70 base power never-miss attack, regardless of Nenya's signature move; Nenya gains the type of the move as a secondary type, gaining the same-type attack bonus.Nenya is sent out with the trainer's choice of type for her Natural Gift; it can be changed without spending an action by expending 4% energy. If no weather effects are in effect when Nenya uses Natural Gift, moves of the same type as the Natural Gift require 1% less energy to use after all other considerations beginning after Nenya uses Natural Gift and ending at the end of her next move; this is not considered a weather effect. Nenya is unable to use the moves Hidden Power, Secret Power.

Just re-posting this, some changes & to make sure it isn't ignored.


Ramses (M)
Move name: Barbaric Rage

Having been the hunted by Tailow and other pokemon of the sort in his early years, he had to learn how to hold his own somehow. Being a particularly angry and vengeful Shroomish anyway, Ramses would never back down from a fight. After a year and a half of intense training and learning to control his rage in the high peaks of Mt. Chimney Pyre, Ramses managed to get to a point where his madness actually /helps/ him. However, this rage can only be initiated by the landing of a super-effective attack. This rage is extremely exhausting, and Ramses usually faints after it ends.

Normal Type/ Status/ 0% Damage/ 100% Accuracy/ Target: Self/ Energy: 10% initially; 50% afterward/ Duration: 5 actions

effects: Ramses becomes furious. It takes 10% of Ramses' energy to initiate this rage, and 50% of his energy is drained due to fatigue, regardless of remaining energy level. However, due to his increased speed, damaging Ramses becomes more difficult. (Moves like Aerial Ace and Shock Wave still always strike) While it is his greatest technique, Ramses can only perform this move once per battle, whether he has healed or not. All of Ramses' stats are increased by six stages, and evasion is increased by two stages. After five actions, an additional 50% of his energy is drained. This move can only be used the round after a super-effective move has landed.

Usage Gap: once per match

...'kay. I actually think this should do it now.

Evolving

[-273°C] Snorunt (f)
<Ice Body>

| -1 battle w/ dawn stone
V

[-273°C] Froslass (f)
<Snow Cloak>

[Aureus] Vulpix (♂)
<Flash Fire>

[+1 battle with Fire Stone]

[Aureus] Ninetales (♂)
<Flash Fire>

Reposting in case it was missed

Meowth I understand. Pierces all means nothing really so im removing it along with the "doubles in power if the target has a status condition". What i meant by slow the Ninjasks is that they lost the boost from their ability Speed Boost. Sorry...

sprite.php

~Cotton the Swablu~

Cotton always thought she came from the clouds. Even though her family explained her clearly how Swablues were made, she refused to believe them. She had the feeling she had some sort of the connection with those those fluffy mastodons, floating so far away she couldn't reach them. When she was alone, she used to talk with them.
However, one afternoon, her classmates saw her chatting with the sky and laughed at her. With her Wailord-wide ego, Cotton couldn't take that mockery, so she decided to prove her friends that her connection with the clouds was real. But how?
Fate answered her few days after. Every spring, the Home-Tree wore a different color. That day, their home-tree was bursting with Oran Berries. Entire Swablu flocks were floating about, joyously plucking the blue fruits. Then a far way buzz was herd. First it was subtle, nearly faint, but it quickly grew stronger and louder. An entire swarm of Ninjasks was coming, and it was coming fast!
Soon the entire tree was overflowed by the insects and even if the tiny birds tried to defend themselves, the bugs were way too fast and agile for the Swablues to hit them. Cotton saw in that disastrous situation the perfect opportunity to call her friends for help. With a long and melodic cry, she asked the clouds to help her. Soon her wings grew larger and larger with condensed water, so large that Cotton became completely enveloped with it. When she couldn’t take the pressure longer, she charged the Ninjask swarm like a giant arrow. Cotton pierced the swarm and with a thunder-like sound it exploded with misty flares. The Ninjasks became completely absorbed in the mist and became notably slower, so Cotton’s family drove them away. Cotton’s body was found in the grass few meters down from the impact point, her wings reduced to small cloudy filaments.
Few days after, her wings regained their strength and Cotton regained her full health. When Cosmic adopted her, Cotton told him her story and he decided to teach her to control that wonderful attribute. After weeks of intense training, Cotton was able to bear the attack. However, she had to use the clouds in her wings in order to perform the attack. She became able to regain them quickly using the water in the air, though.
The result was a very powerful and cleansing attack, neutralizing any modification to the foe’s stats but that left Cotton grounded for a few minutes.

Name: Cloud Arrow
Type: Flying
Physical / Target: single opponent / Damage: 8%
Accuracy: 95%
Energy Cost: 6%
Effect: The foe is struck with an arrow made of condensed water. The arrow the explodes in a burst of mist that sets the opponent's stat modifications to zero. This secondary effect applies even if the move misses or is blocked by Protect, Detect or Substitute. However, since Cotton loses the strength in her wing, she is considered to be under the effects of Gravity six actions following the move.

Usage Gap: 6 actions.


Starting team!

[Enver] Buneary (male)
Ability: Klutz

[Zal] Trapinch (female)
Ability: Arena Trap

[Zylinth] Shinx (male)
Ability: Intimidate

[Keigh] Buizel (female)
Ability: Swift Swim

$37 total.

Forget my last post. Let's buy some Pokemon!!
Mr. Turtle (Squirtle) M
Fido(Growlithe) M Ability: Flash Fire
Cuckoo(Hoothoot) M Ability: Imnosia
Roosevelt(Teddiursa) M Ability: Quick Feet

That's $45, folks!

All approved, unless it turns out there's something blatantly wrong with any or all of those sig modifications that I'm too tired to spot.

This one, however:

Hm... I might have gotten the wrong copypasta or something.

Anyway, a double-check says I was instructed to make this an attribute, so I'll remove any references to usage and that sort of thing.

[Random Number God] Shuppet (M)
Ability: Frisk
Signature Attribute: Chance Manipulation

Random Number God and some friends of his used to hang out below the eaves of a spiteful man's house, eating off his negative emotions. The man, who tolerated their presence (or simply never noticed it), was an old trainer-turned-battle scientist who retired after his studies were long ignored by the ASB's niche. Accompaining the man's life, the Shuppet pack had plentiful access to his research.

The man's latest studies were extensive, tiresome experiments that attempted to unveil what trainers had so far called "dumb luck", to understand what set the odds for attacks' secondary effects to kick in, as well as the effects of certain conditions, such as confusion or paralysis. Eventually, because of how far he was ignored, he had to cancel his operations on that area; after all, somebody had to keep the resources coming.

The man never managed to finish his research, but the horde of Shuppet was intrigued by it. The day a need for battling arose, they put whatever they learned to practice, perfecting the secrets to altering the "odds". Random Number God was particularly intrigued by these, and obssessively practiced the techniques until he could alter every move he knew. Still, it's very hard to remember and apply every one of these techniques, and it tends to take a toll on the user.

Effects: All moves used by Random Number God will have x1.5 times the chance of activating any secondary effects, as well as boosting critical hit domain by one. Any time Random Number God uses a move that he has not used prior in the battle and that is affected by Chance Manipulation, he will move last within the priority bracket, in order to remember clearly the "odd"-boosting procedure. Because performing this attribute is tiresome and difficult, Random Number God will usually not be in his best mindset, having a starting 1- Special Attack and Special Defense. He still can only reach 6- and 6+ with stat boosts, and these reductions will be default, meaning that, if Random Number God's stats are neutralized, said reductions will be in place.

Something about this just seems overpowered. I'm not really happy with the idea of a first-stage Pokémon having a 1.5x better chance of inflicting any secondary effects from any move. I'd say lower that to 1.25x (I was going to suggest maybe just an extra 10% on every move but then in cases like Ominous Wind that would just make things a lot worse), or maybe make Random Number God's default Special stat limitations more severe.
 
Re: Pokémon Registration Office

Overturning/commenting on some approvals.

[Bud] Bulbasaur (M)
Overgrow
here

And... a sig. attribute

[Crystal] Ralts (Female)
Ability: Trace
Signature Attribute: Dr. Lucafont's Mental Enhancement Chip

Somewhere in the underground society of the local ASB lies Dr. Lucafont's clinic, where all sorts of shady operations are done. Whether for scientific purposes or for plain sadistic humor, most anything you can think of, through the use of illegal procedures, or contraband substances, or both, can be done here. Of course, these operations are all hush hush - no questions asked. While operations are mostly a success, sometimes, there are, for lack of a better word, undesired side effects. There have been rumors of pokemon which have been modified beyond recognition which have been secretly locked up and pokemon who've become mentally ill because of the practices at this clinic, but that's beside the point.

Always looking for pokemon to test new procedures on, Dr. Lucafont, when not performing an operation, wanders around the streets of Asgard, ready to kidnap any unprotected pokemon. Crystal is one of these pokemon test subjects.

Upon "picking up" Crystal, Dr. Lucafont immediately went back to his clinic. After using a few potent sedatives, Dr. Lucafont made his assistants strap Crystal to a gurney and bring her to the operating room. Dr. Lucafont wanted to test his brand new "Mental Enhancement" chip. This chip, supposedly, causes any thought to be "echoed", in effect, increasing the output. A few hours passed, and Crystal, still under the effects of the sedatives, was brought out of the operating room. She was then released back into the streets and was secretly followed by members of Dr. Lucafont's team. The following are observations of the team. Lines immediately following the observations are notes. (They refer to Crystal as patient 027)

1)Patient 027 seems to frequently suffer from headaches.

*The headaches are similar to the migraines often observed in Psyduck.
*Whenever patient 027 suffers from headaches, her psychic powers are extremely powerful.
*Patient 027 doesn't seem to be fully in control whenever these outbursts occur.
*Apparently, these episodes are caused by the chip. The amplification of the thoughts seems to be too much for patient 027's brain.

2)Whenever patient 027 isn't suffering from one of her headaches, her psychic ability, seems to be either as powerful as her ability prior the operation or weaker than her previous ability.

*When her psychic ability weakens, it is probably due to the chip. The chip only works because it gets its power from the electricity in patient 027's brain.
*At times, the chip is able to extremely weaken patient 027's psychic abilities, leaving her with characteristics similar to normal type pokemon.

Effects:
Every round, there is a 50% chance that Crystal's psychic abilities are enhanced. This acts like a +2 stat boost to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a +2 in special attack. Every round, there is a 30% chance that nothing happens to Crystal's psychic abilities. Every round, there is a 20% chance that Crystal's psychic abilities are reduced. This acts like a -2 stat reduction to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a -2 in special attack. The stat boosts or stat reductions disappear after every round. These stat boosts or reductions aren't affected by moves such as haze. These stat boosts or reductions stack to the +6 and -6 of normal stat changes. For example, it is possible for Crystal to use confusion, and calculations will be done as if Crystal had -8 special attack. Crystal is now a normal and psychic type.
The stat boosts should not exceed the +6/-6 cap. Why does this modification change Crystal's typing to normal/psychic?

post-evolution changes.

[Nenya] dragonair (♀)
Ability: Shed Skin
Signature Attribute: "some natural gift body mod"
Nenya had an unusual fondness for the move Natural Gift even in the wild, where she was known in her clan for her myriad uses of the move; but still she was not satisfied with her power. With the free time that comes with being with a trainer, she has perfected her control of the move, learning to manipulate its form.
Finally, she learned to imbue it with the various elemental energies she can control; though she is not fully capable of using any particular type, and tends to briefly imbue herself with the same energy; the wild energies also tend to reduce the intrinsic power of the move.
By usage, Nenya embraced her tendency to imbue herself with elemental energy, and uses it for defensive purposes.
Evolution to dragonair did not change the nature of the move; however, the ability of dragonair to change local weather conditions manifested as a side-effect that Nenya's Natural Gift, creating conditions favorable to moves of the same type.

However, her mastery of this power ignores her other intrinsic powers: she can no longer express her Hidden Power meaningfully; nor can she draw on the Secret Power.
Effects: Nenya can project the move Natural Gift in an arbitrary simple shape. This does not have any real effect other than perceptions. Natural Gift is always treated as a 70 base power never-miss attack, regardless of Nenya's signature move; in the action she uses the move, Nenya gains the type of the move as a secondary type, but she does not gain gaining the same-type attack bonus. When sent out, one type of the types of moves Nenya can use, other than dragon (these types being: electric, fighting, fire, ice, normal, poison, psychic, steel, water, and typeless) is selected randomly, and when Nenya uses a move which affects herself as the primary target, she may take -1 to priority and spend 5% additional energy to (not randomly) select a new type which is either weak (not-very-effective or ineffective) or strong (super-effective) against the current type; Natural Gift is considered to be that type for Nenya until rerolled or for the duration of the battle. Nenya is sent out with the trainer's choice of type for her Natural Gift; it can be changed without spending an action by expending 4% energy. If no weather effects are in effect when Nenya uses Natural Gift, moves of the same type as the Natural Gift require 1% less energy to use after all other considerations beginning after Nenya uses Natural Gift and ending at the end of her next move; this is not considered a weather effect. Nenya is unable to use the moves Hidden Power, Secret Power.

The new text would be:

Nenya had an unusual fondness for the move Natural Gift even in the wild, where she was known in her clan for her myriad uses of the move; but still she was not satisfied with her power. With the free time that comes with being with a trainer, she has perfected her control of the move, learning to manipulate its form.
Finally, she learned to imbue it with the various elemental energies she can control; though she is not fully capable of using any particular type, and tends to briefly imbue herself with the same energy; the wild energies also tend to reduce the intrinsic power of the move.
By usage, Nenya embraced her tendency to imbue herself with elemental energy, and uses it for defensive purposes.
Evolution to dragonair did not change the nature of the move; however, the ability of dragonair to change local weather conditions manifested as a side-effect that Nenya's Natural Gift, creating conditions favorable to moves of the same type.
However, her mastery of this power ignores her other intrinsic powers: she can no longer express her Hidden Power meaningfully; nor can she draw on the Secret Power.
Effects: Natural Gift is always treated as a 70 base power never-miss attack, regardless of Nenya's signature move; Nenya gains the type of the move as a secondary type, gaining the same-type attack bonus.Nenya is sent out with the trainer's choice of type for her Natural Gift; it can be changed without spending an action by expending 4% energy. If no weather effects are in effect when Nenya uses Natural Gift, moves of the same type as the Natural Gift require 1% less energy to use after all other considerations beginning after Nenya uses Natural Gift and ending at the end of her next move; this is not considered a weather effect. Nenya is unable to use the moves Hidden Power, Secret Power.
Natural gift is being changed to work much more like it does in the game, which means that significant portions of the description/effects will no longer make sense. It would probably be better to alter this so that it is no longer a modification of natural gift but instead some unrelated move with similar effects.

Just re-posting this, some changes & to make sure it isn't ignored.


Ramses (M)
Move name: Barbaric Rage

Having been the hunted by Tailow and other pokemon of the sort in his early years, he had to learn how to hold his own somehow. Being a particularly angry and vengeful Shroomish anyway, Ramses would never back down from a fight. After a year and a half of intense training and learning to control his rage in the high peaks of Mt. Chimney Pyre, Ramses managed to get to a point where his madness actually /helps/ him. However, this rage can only be initiated by the landing of a super-effective attack. This rage is extremely exhausting, and Ramses usually faints after it ends.

Normal Type/ Status/ 0% Damage/ 100% Accuracy/ Target: Self/ Energy: 10% initially; 50% afterward/ Duration: 5 actions

effects: Ramses becomes furious. It takes 10% of Ramses' energy to initiate this rage, and 50% of his energy is drained due to fatigue, regardless of remaining energy level. However, due to his increased speed, damaging Ramses becomes more difficult. (Moves like Aerial Ace and Shock Wave still always strike) While it is his greatest technique, Ramses can only perform this move once per battle, whether he has healed or not. All of Ramses' stats are increased by six stages, and evasion is increased by two stages. After five actions, an additional 50% of his energy is drained. This move can only be used the round after a super-effective move has landed.

Usage Gap: once per match

...'kay. I actually think this should do it now.
Question: the "due to his increased speed, damaging Ramses becomes more difficult" supposed to be reflected in the evasion boost, or is it an unrelated modifier?

We do not use the evasion stat, so increasing it is pointless. You could instead place a negative modifier on attacks targeting Ramses.
 
Re: Pokémon Registration Office

[Nickname] tailow male
Ability:Guts
Move Mod:
Body Mod:

[Nickname] charmander Male
Ability:Blaze
Move Mod:
Body Mod:

[Nickname] Growlithe Male
Ability:Flash Fire
Move Mod:
Body Mod:

[Nickname] Torkoal Female
Ability:White Smoke
Move Mod:
Body Mod:

link
I think this might have been missed
 
Re: Pokémon Registration Office

[Nickname] tailow male
Ability:Guts
Move Mod:
Body Mod:

[Nickname] charmander Male
Ability:Blaze
Move Mod:
Body Mod:

[Nickname] Growlithe Male
Ability:Flash Fire
Move Mod:
Body Mod:

[Nickname] Torkoal Female
Ability:White Smoke
Move Mod:
Body Mod:

link
Approved.
 
Re: Pokémon Registration Office

Question: the "due to his increased speed, damaging Ramses becomes more difficult" supposed to be reflected in the evasion boost, or is it an unrelated modifier?

We do not use the evasion stat, so increasing it is pointless. You could instead place a negative modifier on attacks targeting Ramses.

It was the evasion boost. And now that you say that, can I just eliminate that part? so that it would read:


Ramses (M)
Move name: Barbaric Rage

Having been the hunted by Tailow and other pokemon of the sort in his early years, he had to learn how to hold his own somehow. Being a particularly angry and vengeful Shroomish anyway, Ramses would never back down from a fight. After a year and a half of intense training and learning to control his rage in the high peaks of Mt. Chimney Pyre, Ramses managed to get to a point where his madness actually /helps/ him. However, this rage can only be initiated by the landing of a super-effective attack. This rage is extremely exhausting, and Ramses usually faints after it ends.

Normal Type/ Status/ 0% Damage/ 100% Accuracy/ Target: Self/ Energy: 10% initially; 50% afterward/ Duration: 5 actions

effects: Ramses becomes furious. It takes 10% of Ramses' energy to initiate this rage, and 50% of his energy is drained due to fatigue, regardless of remaining energy level. While it is his greatest technique, Ramses can only perform this move once per battle, whether he has healed or not. All of Ramses' stats are increased by six stages. After five actions, an additional 50% of his energy is drained. This move can only be used the round after a super-effective move has landed.

Usage Gap: once per match


I wonder why that wasn't caught earlier...
 
Re: Pokémon Registration Office

It was the evasion boost. And now that you say that, can I just eliminate that part? so that it would read:


Ramses (M)
Move name: Barbaric Rage

Having been the hunted by Tailow and other pokemon of the sort in his early years, he had to learn how to hold his own somehow. Being a particularly angry and vengeful Shroomish anyway, Ramses would never back down from a fight. After a year and a half of intense training and learning to control his rage in the high peaks of Mt. Chimney Pyre, Ramses managed to get to a point where his madness actually /helps/ him. However, this rage can only be initiated by the landing of a super-effective attack. This rage is extremely exhausting, and Ramses usually faints after it ends.

Normal Type/ Status/ 0% Damage/ 100% Accuracy/ Target: Self/ Energy: 10% initially; 50% afterward/ Duration: 5 actions

effects: Ramses becomes furious. It takes 10% of Ramses' energy to initiate this rage, and 50% of his energy is drained due to fatigue, regardless of remaining energy level. While it is his greatest technique, Ramses can only perform this move once per battle, whether he has healed or not. All of Ramses' stats are increased by six stages. After five actions, an additional 50% of his energy is drained. This move can only be used the round after a super-effective move has landed.

Usage Gap: once per match


I wonder why that wasn't caught earlier...
Approved.
 
Re: Pokémon Registration Office

[Avery] Taillow (Male)
Ability: Guts
Signature attribute: Tireless Flight

Due to his father being a Crobat, Avery is capable of sustaining flight with extrordinary ease, and is abe to remain aloft longer than normally capable (sub-par wih Fearow). Due to this, Avery is capable of using moves in the air that involve movemet or usage of his wings withless required energy, and is substanially faster (like he needs to be...). However when due to being unused t being on the ground, he uses more energy to move (walk, run, attackw/movement etc.) and moves quite slowly.

Effects:

Aloft: When in the air Avy is faster, and uses less energy to use attack that require significant movement or flapping his wings.
+1 Speed
-2% Energy (Applies to movement based attacks (Quick Attack, Steel Wing, etc.) and wing flapping attacks (Gust, etc.)

Grounded: When grounded Avery is significantly slower and requires more energy to attack with movement (primarily if Gravity is effect, arena traits, thrown to the ground, etc.) and must take an entire action to return to flight.

-2 Speed
+ 3% Energy (Applies to mves that require movement (Quick Attack, etc.)

>Purchase Here<
 
Re: Pokémon Registration Office

Evolving my Magikarp and changing its nickname.

[Koiquen]Magikarp(F)
<Swift Swim>

|
$30
V

[Koiquen]Gyarados(F)
<Swift Swim>
 
Re: Pokémon Registration Office

[Shelly] Shellos (Female)
Ability: Sticky Hold
Signature Attribute: Of the Sea

Shellos and Gastrodon are naturally suited to the mud and the beach, where the earth and water meet; Pastoria and Sunyshore's seashores are home to many of the slugs. Shelly, though, has always felt more comfortable in the fluid, changing ocean altogether than the solid ground. Even as a child, she had played with Mantyke, Finneon, and even the occasional Vaporeon that swam by, instead of with Buizel and other Shellos.

As she got older, she almost lived in the sea, and many of the Pokémon were friendly; they taught her techniques unknown to Shellos. Of course, she had to keep up with them, and eventually, after much practice, she learned how to be as smooth as them in the water. Shelly has lost much of her familiarity with the land now, however.

Effects: Shelly gains the ability Swift Swim, but starts off at -1 Speed when she is on land. She also gains the following move alterations:

+ Aqua Jet, Aqua Ring, Waterfall, Acid Armor, Hydro Pump
- Mud Bomb, Earth Power, Fissure, Mud Sport, Mud Slap

Hydro Pump is a bit of a stretch, so I'm not exactly expecting to get it approved if the attribute does. I also considered adding Dry Skin/Water Absorb and taking away Sticky Hold, but the descriptions didn't make sense with the description, so.
 
Re: Pokémon Registration Office

[Avery] Taillow (Male)
Ability: Guts
Signature attribute: Tireless Flight

Due to his father being a Crobat, Avery is capable of sustaining flight with extrordinary ease, and is abe to remain aloft longer than normally capable (sub-par wih Fearow). Due to this, Avery is capable of using moves in the air that involve movemet or usage of his wings withless required energy, and is substanially faster (like he needs to be...). However when due to being unused t being on the ground, he uses more energy to move (walk, run, attackw/movement etc.) and moves quite slowly.

Effects:

Aloft: When in the air Avy is faster, and uses less energy to use attack that require significant movement or flapping his wings.
+1 Speed
-2% Energy (Applies to movement based attacks (Quick Attack, Steel Wing, etc.) and wing flapping attacks (Gust, etc.)

Grounded: When grounded Avery is significantly slower and requires more energy to attack with movement (primarily if Gravity is effect, arena traits, thrown to the ground, etc.) and must take an entire action to return to flight.

-2 Speed
+ 3% Energy (Applies to mves that require movement (Quick Attack, etc.)

>Purchase Here<
Your definition of "movement-based" attacks is puzzling. If steel wing is a movement-based attack, what isn't? And again, if steel wing is considered movement-based, doesn't movement-based then also cover everything that would also be "flapping"-based?

Evolving my Magikarp and changing its nickname.

[Koiquen]Magikarp(F)
<Swift Swim>

|
$30
V

[Koiquen]Gyarados(F)
<Swift Swim>
Approved.

Claiming a gift.

[One Armed Scissor] Scyther (M)
Technician

hmm... might look a bit familiar to Negrek, I suppose.

GC: HON3STLY K4K4T IS TH3 H4D3ST TROLL 3V3R TO SHOP FOR
GC: I GU3SS TH4T'S NO SURPRIS3 SINC3 H3 H4T3S 3V34YTHING 4NYW4Y!


Approved.

[Shelly] Shellos (Female)
Ability: Sticky Hold
Signature Attribute: Of the Sea

Shellos and Gastrodon are naturally suited to the mud and the beach, where the earth and water meet; Pastoria and Sunyshore's seashores are home to many of the slugs. Shelly, though, has always felt more comfortable in the fluid, changing ocean altogether than the solid ground. Even as a child, she had played with Mantyke, Finneon, and even the occasional Vaporeon that swam by, instead of with Buizel and other Shellos.

As she got older, she almost lived in the sea, and many of the Pokémon were friendly; they taught her techniques unknown to Shellos. Of course, she had to keep up with them, and eventually, after much practice, she learned how to be as smooth as them in the water. Shelly has lost much of her familiarity with the land now, however.

Effects: Shelly gains the ability Swift Swim, but starts off at -1 Speed when she is on land. She also gains the following move alterations:

+ Aqua Jet, Aqua Ring, Waterfall, Acid Armor, Hydro Pump
- Mud Bomb, Earth Power, Fissure, Mud Sport, Mud Slap

Hydro Pump is a bit of a stretch, so I'm not exactly expecting to get it approved if the attribute does. I also considered adding Dry Skin/Water Absorb and taking away Sticky Hold, but the descriptions didn't make sense with the description, so.
I'm a little leery about the power level of this attribute. What changes were you planning to make to it after Shelly evolves?

I would like to buy a Pokémon:

[Wolfy] Poochyena M Ability: Quick Feet
Approved.

[Leo] Ralts (♂) r3
Ability: Trace

[+3 exp]

[Leo] Kirlia (♂) r3
Ability: Trace
Approved.
 
Re: Pokémon Registration Office

Movement based would essentially be any physical move (as it requires him to approach the opponent, therefore movement) as well as any special/stat effecting moves that require him to flap his wings (like air slash, air cutter, tailwind, whirlwind, defog, etc.).
 
Re: Pokémon Registration Office

This needs to be explained in the text of the attribute itself, not as an aside to me.

Why not simply make it "physical moves and moves that require flapping" in that case?
 
Re: Pokémon Registration Office

This needs to be explained in the text of the attribute itself, not as an aside to me.

Why not simply make it "physical moves and moves that require flapping" in that case?

K, that sounds right...and now I repost it, right?
 
Re: Pokémon Registration Office

[Avery] Taillow (Male)
Ability: Guts
Signature attribute: Tireless Flight

Due to his father being a Crobat, Avery is capable of sustaining flight with extrordinary ease, and is abe to remain aloft longer than normally capable (sub-par wih Fearow). Due to this, Avery is capable of using moves in the air that involve movemet or usage of his wings withless required energy, and is substanially faster (like he needs to be...). However when due to being unused t being on the ground, he uses more energy to move (walk, run, attackw/movement etc.) and moves quite slowly.

Effects:

Aloft: When in the air Avy is faster, and uses less energy to use physical moves and moves that require him to flap his wings.
+1 Speed
-2% Energy (Applies to movement based attacks (Quick Attack, Steel Wing, etc.) and wing flapping attacks (Gust, etc.)

Grounded: When grounded Avery is significantly slower and requires more energy to use physical moves and moves that require him to flap his wings (primarily if Gravity is effect, arena traits, thrown to the ground, etc.) and must take an entire action to return to flight.

-2 Speed
+ 3% Energy (Applies to mves that require movement (Quick Attack, etc.)

>Purchase Here<
 
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