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Pokémon Registration Office

Re: Pokémon Registration Office

Revising

Phish (Corphish) Male
Ability: Adaptability

Signature Ability:
Commander in Charge*

Phish was raised in a kingdom-like setting, where an underwater monarchy existed. His family are a special group, possessing superior strength to others, and were routinely selected for the rank of Commander of these armies. Phish was in a scouting expedition as a young private when the entire squad was caught by a routine ASB fishing trawler. Phish continued to maintain his unique status an elite Corphish, and was soon purchased by Lirris.

Effects: Due to superior selective breeding, Phish is notably stronger than the average Corphish, and thus does 3% more damage per attack after all multipliers, with the cost of 3% more energy, and also possessing 28 base speed.
Looks better now. Approved.

Zorua
Chime - female
<Illusion>

Signature Move: Echoes of Dementia

While it is well-known that Zorua and Zoroark can manipulate light reflection around them to take the form of other Pokémon, and most of them just stick with that. But Chime desperately wanted to go deeper, not just changing her form but the entire world around her opponent. For her, Illusion wasn't a technique but rather an art, and she wanted to become the master of it.

She searched far, going to various old libraries for old, most of the time torn apart books talking about the subject of illusionary visions, and she discovered most of them weren't caused by mad eyesight, but rather faint and barely perceptible sounds that disrupted the brain and affected its treatment of ocular stimuli, indeed giving the victim the impression it saw ghosts, visions, or even that the whole world around them distorted.

Chime became very interested by the subject, and began to wonder if she could produce those sounds herself. She trained with many Ghost Pokémon she encountered, who knew how to manipulate these high-frequency sounds to spook humans and Pokémon alike, and she finally got to master this very special technique - Echoes of Dementia.

First of all, Chime growls in a disruptively high-pitched tone, and the screeching sound inflicts mild damage on the target. But the real power of that move isn't its tympanum-breaking force, but rather the bizarre secondary effect it has on the target's brain.

Even after the last echoes of the growl fade away, a unnoticeable chime will hang up, and slowly infiltrate the target, disrupting it's entire vision of the world. It won't completely change, but rather alter into a terrifying world of darkness, similar to the Distortion World. Trees will lose their leaves and their branches will grow towards the victim like creeping fingers, rocks will sharpen like razor blades, the water will turn black and far away children laughs and bird peeps will be heard as howls.

The target will begin to panic, and while still focusing on the battle, won't be able to concentrate well, and all their moves will be executed jerkily and with less efficiency, due the the implacable fear they will feel. Of course, this is all an illusion, and inevitably the effects will fade away after a while - but will leave the victim struck by astonishment.

Type: Ghost | Single Target | 6% Special Damage | Accuracy: 100% | Energy: 8% | Duration: four actions

Effects: Upon being struck by Echoes of Dementia, the target's world as it sees it will be altered to a nightmarish version of it, and it will begin to panic. For the duration of the effects, the target will need to burn up 3% more energy for each move, will have it's Special Defense lowered by one stage and won't be able to use move that need relative calm or concentration (Calm Mind, Chill, Focus Punch, Zen Headbutt, etc). Since the effects of the move rely heavily on fear, Baby Pokémon or Pokémon with the ability Rattled will take double the damage, will use up 4% additional energy instead and their Special Defense will be lowered two stages. On the other hand, Dark-type and Ghost-type Pokémon as well as Pokémon with the ability Justified won't feel the effects of the move (they will still take damage, though), as they are either used to fear or can easily deal with it. This move is considered Sound-based.

Usage Gap: Four Actions after end of effects.

------

And an Evolution Update (Important changes in Italics):

Piloswine
Keilu - male
<Oblivious>

Signature Attribute: Static Fur

Keilu is a Piloswine that comes from very far, farther even than the mere Snowpoint city. Coat was given birth close to the North pole for what is known. In fact, the poor creature was found nearly dying of hunger by a lone group of searchers actually looking for Articuno. Keilu was the last survivor of his once proud and strong herd. Generations of his race had seen the light of the sun since the first few members of the group had crossed the Ice Bridge millenniums ago. But now that new predators are walking on the land that was once dominated by massive mastodons, the Great Swine Line of the Pole has seen his population decrease as the years passed. Intimidating white bears killed their their progeny before they were able to grow mature and swift weasels stole their eggs. At first the most imposing Mamoswines of the herd could defend it, but as the years passed fewer and fewer members achieved that stage, and the defense was getting weaker. When Keilu saw the light, he was the twelfth Swine of the herd. Only a couple of weeks after his birth, the herd was attacked by a group of Bears that the seven remaining Piloswines couldn't stand against. Keilu's family was mercilessly killed by the predators. Only him found the time to bury in the snow to avoid the same fate.

The important fact to know is that the Great Swines of the Pole had developed a special attribute exclusive to their line when centuries ago The Great Birds flew over the continent. The herd's defense technique (Stronger members around to protect the Swinubs that stay in the center of the circle) was only useful against grounded foes, the the little pigs/swines/whatever had to find a way to discourage the aerial foes. The Wise Pilo (a very old and wise Piloswine and direct ancestor of Keilu) found the way when he noticed the light that sparked from the Swinubs' fur when they rubbed against each other for a bit of heat. The static electricity resulting of the friction was enough to drive back the birds, and that technique soon became a staple in the young's education.

After generations of practice, the manipulation of weak electricity was in the herd's gens. Keilu is also able to use that energy to defend (or attack) against foes.

Since he evolved, Keilu has somewhat mastered the art, and no longer takes damage when his attribute activates. Additionally, he can now use the erratic electricity for offensive purposes, at the cost of a heavier energy cost.

Effects: Whenever a Pokémon makes contact with Coat (Regardless of who attacks, which means that Keilu using Tackle will have a chance to paralyze the opponent), it has a 30% chance of being moderately paralyzed. The paralysis rate can't be stacked, which means that Keilu using Body Slam, for example, will have a 30% chance of paralyzing the opponent. With his improved ability at manipulating the static electricity, Keilu can now use his electricity-filled fur offensively, effectively gaining access to the moves Spark, Thunder Wave and Wild Charge, but he uses up 3% more energy when he executes them, and since he loses static electricty while doing so, all effects of Static Fur disappear for two actions after he uses Thunder Wave, for three actions after Spark and for four actions after Wild Charge as he builds it up again.

The Original Attribute

Chime - This feels a bit too powerful, especially for an unevolved Pokémon. Maybe raise the usage gap a little or reduce the accuracy. Lowering the effectiveness of concentration moves instead of having them fail completely would also help.

Keilu - Eh, I'm not sure about the complete removal of the recoil here, since he's basically getting an improved version of static along with his regular ability. Lowering the recoil damage instead of removing it completely would be better. Maybe when he's a Mamoswine you could ditch the recoil altogether.

[Zuxnet] Porygon
Ability: Download
Signature Attribute: Zero Day


The origins of the Zuxnet virus are unknown. What's painfully obvious, however, is it's intention-Zuxnet is little more than a weapon, the first to be made entirely of code. It is twenty times more advanced than any other virus ever created. Instead of relying on phony security clearances to get through firewalls and other protection, it uses Zero Days, holes in the programming that even the programmers are unaware of. These Zero Days fetch a high-price on the black market. Zuxnet has been found in a variety of places, from traffic lights to oil pipelines to nuclear power plants. It will simply lie in wait, unless it finds a target, namely the latter two of that list. It has the power to disrupt these heavily, and report back that everything was fine. Zuxnet wreaked havoc in foreign countries such a Iran.

But then the unthinkable happened.
Zuxnet infected a living organism, a Porygon. The virus was quickly cordoned off, so that the weapon of code could not become a Pokémon-controlling one. Indeed, the idea of an army of Porygon and it's evolutions controlled by a machine terrified people, so the world's finest intervened and sealed the Porygon off, digitally, so that it could not connect to the internet or transmit the virus to other Pokémon. But the virus became too ingrained in the Porygon's software to be removed. That Porygon is Zuxnet now. And it did what it was designed to-it found Zero Days, holes in the programming.
In life.
It seems our entire reality is merely computer code. Whether this was written by some god, or if we are merely a simulation made by someones else, or if this is something that occurs in nature, is unknown. Regardless, Zuxnet can see these holes. And it can find the holes in them, the millions upon millions of them in ever cubic foot, and exploit them. It does this constantly, as if it had a will of it's own.

Effect:At the end of every round, Zuxnet will exploit a Zero Day. When he does this, the code of life will momentarily become visible, bright white numbers being revealed for a few seconds. Then one of the following happens:
-There is a 40% chance of the Zero Day doing nothing.
-There is a 10% chance of the Zero Day inflicting 5% typeless damage on Zuxnet.
-There is a 10% chance of the Zero Day inflicting 5% typeless damage on a single foe.
-There is a 10% chance of the Zero Day curing Zuxnet of all status conditions, if it has any.
-There is a 10% chance of the Zero Day inflicting a random status effect on Zuxnet.
-There is a 10% chance of the Zero Day raising a random two of Zuxnet's stats by +1 each.
-There is a 10% chance of the Zero Day lowering a random two of Zuxnet's stats by +1 each.

In case it was unclear, one of the above must happen, no more, no less. In the case of the stat lowering/raising effects, the same stat may not be selected. They must be two different stats.
You should probably add that last bit in with the effect description, other than that, this looks OK. Approved.

Deino
[Draco] Deino (M)
Signature Attribute: Echolocation

It's a well-established fact that Deino and its evolutions are blind, or very nearly so; as cave-dwellers for most of their life, they really have little need for sight, preferring to crash and tackle their way into a new environment.

Of course, Deino aren't completely reckless; if they feel particularly threatened, they'll send out a Hyper Voice or Screech to test the waters. This has the unfortunate side effect of giving away their location, however, one that Draco doesn't like. That and having experienced the hax of a move missing five times has caused Draco to try to overcome Deino's natural bad accuracy. Practicing in the multitude of caves in Asber, Draco has fine-tuned the art of echolocation.

Effects: Draco's moves are restored to their pre-Hustle accuracy, along with another 5% accuracy boost. His attacks always move last in their priority bracket, though, regardless of speed, and his physical attacks lose their Hustle boost. Light-based attacks fail against him, and sound-based attacks carry a one-stage accuracy drop in addition to all other effects.
Yeah, hustle is a pain in the ass. To clarify; do his special attacks keep their hustle boost? (Hustle affects both in ASB)

Bulbasaur

[Ralat] Bulbasaur (M)
Signature Attribute: Robosaur

Scientists have made mechanical Pokemon like Porygon. Others have made one-of-a-kind Pokemon like Blazhy. But Ralat is the first Pokemon that is both robotic and organic. By breeding a Ferrothorn with a Venusaur and experimenting on an embryo that would become Ralat, the first cyborg Pokemon was created. Ralat is this Pokemon.

Effects: Ralat is a Grass/Steel type and is genderless because it is a cyborg. Ralat also has the ability Magnet Pull instead of Overgrow and has the following movepool modifications:
- Sludge, Toxic, Venoshock, Poisonpowder, Attract
+ Zap Cannon, Electro Ball, Magnet Bomb, Lock-On
The back-story is... pretty sparse (says Byrus the hypocrite), but it gets the point home I guess. I'm a little unsure about the movepool changes; lots of robotic types get zap cannon, but electroball seems limited to electric types. Maybe replace that with another steel move or something.
______
 
Re: Pokémon Registration Office

Yeah, hustle is a pain in the ass. To clarify; do his special attacks keep their hustle boost? (Hustle affects both in ASB).
I was hoping to keep the special boost, but it's not really important.
 
Re: Pokémon Registration Office

So with Phish approved it'll be added to the ASBCP, right? (Including the Adaptability ability I couldn't otherwise choose...)
 
Re: Pokémon Registration Office

Zorua
Chime - female
<Illusion>

Signature Move: Echoes of Dementia

While it is well-known that Zorua and Zoroark can manipulate light reflection around them to take the form of other Pokémon, and most of them just stick with that. But Chime desperately wanted to go deeper, not just changing her form but the entire world around her opponent. For her, Illusion wasn't a technique but rather an art, and she wanted to become the master of it.

She searched far, going to various old libraries for old, most of the time torn apart books talking about the subject of illusionary visions, and she discovered most of them weren't caused by mad eyesight, but rather faint and barely perceptible sounds that disrupted the brain and affected its treatment of ocular stimuli, indeed giving the victim the impression it saw ghosts, visions, or even that the whole world around them distorted.

Chime became very interested by the subject, and began to wonder if she could produce those sounds herself. She trained with many Ghost Pokémon she encountered, who knew how to manipulate these high-frequency sounds to spook humans and Pokémon alike, and she finally got to master this very special technique - Echoes of Dementia.

First of all, Chime growls in a disruptively high-pitched tone, and the screeching sound inflicts mild damage on the target. But the real power of that move isn't its tympanum-breaking force, but rather the bizarre secondary effect it has on the target's brain.

Even after the last echoes of the growl fade away, an unnoticeable chime will hang up, and slowly infiltrate the target, disrupting it's entire vision of the world. It won't completely change, but rather alter into a terrifying world of darkness, similar to the Distortion World. Trees will lose their leaves and their branches will grow towards the victim like creeping fingers, rocks will sharpen like razor blades, the water will turn black and far away children laughs and bird peeps will be heard as howls and screams.

The target will begin to panic, and while still focusing on the battle, won't be able to concentrate well, and all their moves will be executed jerkily and with less efficiency, due the the implacable fear they will feel. Of course, this is all an illusion, and inevitably the effects will fade away after a while - but will leave the victim struck by astonishment.

Type: Ghost | Single Target | 6% Special Damage | Accuracy: 90% | Energy: 8% | Duration: four actions

Effects: Upon being struck by Echoes of Dementia, the target's world as it sees it will be altered to a nightmarish version of it, and it will begin to panic. For the duration of the effects, the target will need to burn up 3% more energy for each move, will have it's Special Defense lowered by one stage and won't be able to use move that need relative calm or concentration (Calm Mind, Chill, Focus Punch, Zen Headbutt, etc) as well - they won't fail completely, but will still be hindered (Exact effects up to the referee's judgment). Since the effects of the move rely heavily on fear, Baby Pokémon or Pokémon with the ability Rattled will take double the damage, will use up 4% additional energy instead and their Special Defense will be lowered two stages. On the other hand, Dark-type and Ghost-type Pokémon as well as Pokémon with the ability Justified won't feel the effects of the move (they will still take damage, though), as they are either used to fear or can easily deal with it. This move is considered Sound-based.

Usage Gap: Two rounds after end of effects.

------

And an Evolution Update (Important changes in Italics):

Piloswine
Keilu - male
<Oblivious>

Signature Attribute: Static Fur

Keilu is a Piloswine that comes from very far, farther even than the mere Snowpoint city. Coat was given birth close to the North pole for what is known. In fact, the poor creature was found nearly dying of hunger by a lone group of searchers actually looking for Articuno. Keilu was the last survivor of his once proud and strong herd. Generations of his race had seen the light of the sun since the first few members of the group had crossed the Ice Bridge millenniums ago. But now that new predators are walking on the land that was once dominated by massive mastodons, the Great Swine Line of the Pole has seen his population decrease as the years passed. Intimidating white bears killed their their progeny before they were able to grow mature and swift weasels stole their eggs. At first the most imposing Mamoswines of the herd could defend it, but as the years passed fewer and fewer members achieved that stage, and the defense was getting weaker. When Keilu saw the light, he was the twelfth Swine of the herd. Only a couple of weeks after his birth, the herd was attacked by a group of Bears that the seven remaining Piloswines couldn't stand against. Keilu's family was mercilessly killed by the predators. Only him found the time to bury in the snow to avoid the same fate.

The important fact to know is that the Great Swines of the Pole had developed a special attribute exclusive to their line when centuries ago The Great Birds flew over the continent. The herd's defense technique (Stronger members around to protect the Swinubs that stay in the center of the circle) was only useful against grounded foes, the the little pigs/swines/whatever had to find a way to discourage the aerial foes. The Wise Pilo (a very old and wise Piloswine and direct ancestor of Keilu) found the way when he noticed the light that sparked from the Swinubs' fur when they rubbed against each other for a bit of heat. The static electricity resulting of the friction was enough to drive back the birds, and that technique soon became a staple in the young's education.

After generations of practice, the manipulation of weak electricity was in the herd's gens. Keilu is also able to use that energy to defend (or attack) against foes.

Since he evolved, Keilu has somewhat mastered the art, and no longer takes as much damage as he did before when his attribute activates. Additionally, he can now use the erratic electricity for offensive purposes, at the cost of a heavier energy cost.

Effects: Whenever a Pokémon makes contact with Coat (Regardless of who attacks, which means that Keilu using Tackle will have a chance to paralyze the opponent), it has a 25% chance of being moderately paralyzed. If Static Fur triggers, Keilu will take 3% damage and lose 3% energy. The paralysis rate can't be stacked, which means that Keilu using Body Slam, for example, will have a 30% chance of paralyzing the opponent, and won't take any recoil damage. With his improved ability at manipulating the static electricity, Keilu can now use his electricity-filled fur offensively, effectively gaining access to the moves Spark, Thunder Wave and Wild Charge, but he uses up 3% more energy when he executes them, and since he loses static electricty while doing so, all effects of Static Fur disappear for two actions after he uses Thunder Wave, for three actions after Spark and for four actions after Wild Charge as he builds it up again.

The Original Attribute

-----

Better?
 
Re: Pokémon Registration Office

I was hoping to keep the special boost, but it's not really important.
In that case, you'd probably need to re-add the accuracy drop or some other penalty.

So with Phish approved it'll be added to the ASBCP, right? (Including the Adaptability ability I couldn't otherwise choose...)
It'll be added when Negrek gets around to it. Also, I didn't actually notice that you'd changed the ability, you should probably add it in the attribute description.

Zorua
Chime - female
<Illusion>

Signature Move: Echoes of Dementia

While it is well-known that Zorua and Zoroark can manipulate light reflection around them to take the form of other Pokémon, and most of them just stick with that. But Chime desperately wanted to go deeper, not just changing her form but the entire world around her opponent. For her, Illusion wasn't a technique but rather an art, and she wanted to become the master of it.

She searched far, going to various old libraries for old, most of the time torn apart books talking about the subject of illusionary visions, and she discovered most of them weren't caused by mad eyesight, but rather faint and barely perceptible sounds that disrupted the brain and affected its treatment of ocular stimuli, indeed giving the victim the impression it saw ghosts, visions, or even that the whole world around them distorted.

Chime became very interested by the subject, and began to wonder if she could produce those sounds herself. She trained with many Ghost Pokémon she encountered, who knew how to manipulate these high-frequency sounds to spook humans and Pokémon alike, and she finally got to master this very special technique - Echoes of Dementia.

First of all, Chime growls in a disruptively high-pitched tone, and the screeching sound inflicts mild damage on the target. But the real power of that move isn't its tympanum-breaking force, but rather the bizarre secondary effect it has on the target's brain.

Even after the last echoes of the growl fade away, an unnoticeable chime will hang up, and slowly infiltrate the target, disrupting it's entire vision of the world. It won't completely change, but rather alter into a terrifying world of darkness, similar to the Distortion World. Trees will lose their leaves and their branches will grow towards the victim like creeping fingers, rocks will sharpen like razor blades, the water will turn black and far away children laughs and bird peeps will be heard as howls and screams.

The target will begin to panic, and while still focusing on the battle, won't be able to concentrate well, and all their moves will be executed jerkily and with less efficiency, due the the implacable fear they will feel. Of course, this is all an illusion, and inevitably the effects will fade away after a while - but will leave the victim struck by astonishment.

Type: Ghost | Single Target | 6% Special Damage | Accuracy: 90% | Energy: 8% | Duration: four actions

Effects: Upon being struck by Echoes of Dementia, the target's world as it sees it will be altered to a nightmarish version of it, and it will begin to panic. For the duration of the effects, the target will need to burn up 3% more energy for each move, will have it's Special Defense lowered by one stage and won't be able to use move that need relative calm or concentration (Calm Mind, Chill, Focus Punch, Zen Headbutt, etc) as well - they won't fail completely, but will still be hindered (Exact effects up to the referee's judgment). Since the effects of the move rely heavily on fear, Baby Pokémon or Pokémon with the ability Rattled will take double the damage, will use up 4% additional energy instead and their Special Defense will be lowered two stages. On the other hand, Dark-type and Ghost-type Pokémon as well as Pokémon with the ability Justified won't feel the effects of the move (they will still take damage, though), as they are either used to fear or can easily deal with it. This move is considered Sound-based.

Usage Gap: Two rounds after end of effects.

------

And an Evolution Update (Important changes in Italics):

Piloswine
Keilu - male
<Oblivious>

Signature Attribute: Static Fur

Keilu is a Piloswine that comes from very far, farther even than the mere Snowpoint city. Coat was given birth close to the North pole for what is known. In fact, the poor creature was found nearly dying of hunger by a lone group of searchers actually looking for Articuno. Keilu was the last survivor of his once proud and strong herd. Generations of his race had seen the light of the sun since the first few members of the group had crossed the Ice Bridge millenniums ago. But now that new predators are walking on the land that was once dominated by massive mastodons, the Great Swine Line of the Pole has seen his population decrease as the years passed. Intimidating white bears killed their their progeny before they were able to grow mature and swift weasels stole their eggs. At first the most imposing Mamoswines of the herd could defend it, but as the years passed fewer and fewer members achieved that stage, and the defense was getting weaker. When Keilu saw the light, he was the twelfth Swine of the herd. Only a couple of weeks after his birth, the herd was attacked by a group of Bears that the seven remaining Piloswines couldn't stand against. Keilu's family was mercilessly killed by the predators. Only him found the time to bury in the snow to avoid the same fate.

The important fact to know is that the Great Swines of the Pole had developed a special attribute exclusive to their line when centuries ago The Great Birds flew over the continent. The herd's defense technique (Stronger members around to protect the Swinubs that stay in the center of the circle) was only useful against grounded foes, the the little pigs/swines/whatever had to find a way to discourage the aerial foes. The Wise Pilo (a very old and wise Piloswine and direct ancestor of Keilu) found the way when he noticed the light that sparked from the Swinubs' fur when they rubbed against each other for a bit of heat. The static electricity resulting of the friction was enough to drive back the birds, and that technique soon became a staple in the young's education.

After generations of practice, the manipulation of weak electricity was in the herd's gens. Keilu is also able to use that energy to defend (or attack) against foes.

Since he evolved, Keilu has somewhat mastered the art, and no longer takes as much damage as he did before when his attribute activates. Additionally, he can now use the erratic electricity for offensive purposes, at the cost of a heavier energy cost.

Effects: Whenever a Pokémon makes contact with Coat (Regardless of who attacks, which means that Keilu using Tackle will have a chance to paralyze the opponent), it has a 25% chance of being moderately paralyzed. If Static Fur triggers, Keilu will take 3% damage and lose 3% energy. The paralysis rate can't be stacked, which means that Keilu using Body Slam, for example, will have a 30% chance of paralyzing the opponent, and won't take any recoil damage. With his improved ability at manipulating the static electricity, Keilu can now use his electricity-filled fur offensively, effectively gaining access to the moves Spark, Thunder Wave and Wild Charge, but he uses up 3% more energy when he executes them, and since he loses static electricty while doing so, all effects of Static Fur disappear for two actions after he uses Thunder Wave, for three actions after Spark and for four actions after Wild Charge as he builds it up again.

The Original Attribute

-----

Better?
Both approved.
____

Aaaand let's try this. One for myself:

[Nurglitch] Rattata (M) (Guts)

Signature attribute: Verminous

In the wild, Nurglitch was a high ranking member of a rag-tag group of rodents called Clan Pestilens. The clan grew from its humble beginnings on the outskirts of a run-down industrial town to a thriving mass of filthy vermin carrying all sorts of diseases. They were ugly brutes with matted brown fur and festering sores all over their body, and they were also surprisingly sly and cunning, if somewhat insane. They were devout worshipers of the diseases they carried, and considered it their solemn duty to spread the sickness throughout the world.

Though you’d be hard-pressed to find someone who’d admit to being afraid of a Rattata or Raticate, Clan Pestilens was certainly a case of its own, and the plague of rodents caused much misery before the pest control finally decided to step in and round most of them up. Many of Nurglitch’s clan were exterminated, while Nurglitch himself was put on the chopping board. He was saved at the last moment however, by a particularly shady looking trainer with a blatant disregard for health and safety regulations.

Effects: Nurglitch is crawling with all manner of diseases, making contact with him a risky business. His grotesque appearance discourages anyone from touching him, so all contact moves aimed at him have their accuracy reduced by 5%. Any Pokémon that does successfully make contact with him may occasionally find themselves feeling a bit under the weather, and they have a 10% chance of having a random stat lowered by -1. (This drop can’t go past -6) His rancid stench always gives away his position however, and he is always considered to be under the effects of odour sleuth. His appearance doesn't lend itself well to moves like attract and captivate either, so they only have 50% accuracy for him.
 
Re: Pokémon Registration Office

I did mention it, it was in the ability slot in the description above the body mod description.
 
Re: Pokémon Registration Office

The only noteworthy special moves Deino gets are Draco Meteor and maybe Dark Pulse, so, whatever.

Deino
[Draco] Deino (M)
Signature Attribute: Echolocation

It's a well-established fact that Deino and its evolutions are blind, or very nearly so; as cave-dwellers for most of their life, they really have little need for sight, preferring to crash and tackle their way into a new environment.

Of course, Deino aren't completely reckless; if they feel particularly threatened, they'll send out a Hyper Voice or Screech to test the waters. This has the unfortunate side effect of giving away their location, however, one that Draco doesn't like. That and having experienced the hax of a move missing five times has caused Draco to try to overcome Deino's natural bad accuracy. Practicing in the multitude of caves in Asber, Draco has fine-tuned the art of echolocation.

Effects: Draco's moves are restored to their pre-Hustle accuracy, along with another 5% accuracy boost. His attacks always move last in their priority bracket, though, regardless of speed, and they lose their Hustle boost as well. Light-based attacks fail against him, and sound-based attacks carry a one-stage accuracy drop in addition to all other effects.

Edit: And another one!
Trapinch
[Earthdrake] Trapinch (M)
Signature Attribute: Groundflight

Earthdrake's always wanted to fly. After all, what makes him so different from his parents or older siblings? Even some Trapinch can glide across the ground and give chase to nearly anything, swift and agile. But no, all he can do is wait around in his sandpit and maybe sharpen his teeth while he waits for something to fall in, tormented by the bright blue above him.

One day, as Earthdrake was waiting in his trap, the sky started to darken. Curious, he crawled out of his pit (any break in the monotony was welcome), and suddenly, he was blown into the air by gusts of wind, battering him with sand. Excited to finally experience what he had longed for, Earthdrake tried to move around and see the ground from above, to no avail. Though his first flying experience perhaps wasn't the best, he waited and waited and waited some more for another sandstorm. And then he got an idea.

Perhaps trying to combine Sand Tomb and Sandstorm wasn't the most efficient way to do it, but it helped Earthdrake get where he wanted, and that was good enough. Eager to perfect his flight, he worked until he couldn't think for starvation, and later jumped right back into his project. Eventually, the Trapinch managed to be able to keep a steady hover atop a swirling column of wind and sand, and that was enough.

Effects: Earthdrake is now somewhere in between a consensually hovering and consensually flying Pokémon; he can reach a height slightly higher than most hovering Pokémon and has slightly more maneuverability than them as well. However, he uses 2% more energy per action to hover above the ground than what would be usual. He also cannot hold his flight for more than 5 actions.
 
Last edited:
Re: Pokémon Registration Office

[Paris] Piplup (M)
Ability:Torrent
Signature Attribute:Royal Blood


Paris is royalty. That is simply all he can say. He is the heir to the Artica throne, a member of a proud family that has held this crown for three hundred years. As the King of Artica, his father's lineage have all had the very best choice in mates, so that the Royal bloodline is very strong, and has evolved slightly to incorporate some very beneficial traits, unique to the family alone.

Years of living in frigid temperatures have caused the Royals to become especially adapted to it, gathering up a strong down of cold-resistant fur. It is also more streamlined then the average Piplup's, allowing them to move and manoeuvre more quickly under water than is ordinarily possible. Also, as the Royals have always put a special emphasis on combat situations, and their skeletal structures have evolved to become more lightweight and flexible.


Effects: Paris' streamlined coat gives him +1 speed when underwater. His cold-resistant coat allows him a +3 defense against ice-typed attacks, and his lightweight skeleton allows him to be more flexible and agile, giving him +1 evasion.


[Scylla] Cloyster (M)
Ability: Shell Armor
Signature Move: Six-Pronged Strike


Scylla was a fearsome beast indeed. It lived on one side of a narrow channel, opposite it's counterpart, Charybdis. The channel was so narrow, ships could not avoid both creatures. The wiser captains avoided Charybdis, the whirlpool monster that would destroy an entire ship, and sailed by Scylla's side, allowing it to pluck up six men with its six heads, so fast that they would be on the deck one minute, gone the next. Tales of its terror spread far and wide, but there was always something for Scylla to eat. Life was good for the monster

However, on one occasion, it devoured the wrong sailor. It could not be sure which one, as they were all the same. But apparently one had had a life outside its own, a family. Children. A wife. A powerful wife. She later tracked it down, this Witchwoman, and encursed the monster of old, the gigantic beast, to be bound in the tiny body of a Shelder, and she cast the now defenseless murderer into the rocks. But now Scylla has evolved into a more formidable beast, and is eager to taste blood again. Scylla is not a normal Cloyster. It still has six deadly mouths, which fly as fast as ravens. Though it is a mere token of its former ability, it is still a formidable one. Scylla will launch all six heads out at once, each with a 50% chance of striking, each dealing 5% damage if they land.

Type: Dark
Stat: Physical
Damage: 5% per strike.
Accuracy: 50% for each head.
Target: Single
Energy: 12%
Effects: Scylla launches its six heads in quick succession, each flying blindly at the foe and at
Usage Gap: five actions.tempting to tear a chunk of flesh loose. Each head has a a 50% chance of striking, each dealing 5% damage if they land. It has a 8% chance of making the target flinch.
 
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Re: Pokémon Registration Office

[Scylla] Cloyster (M)
Ability: Shell Armor
Signature Move: Six-Pronged Strike


Scylla was a fearsome beast indeed. It lived on one side of a narrow channel, opposite it's counterpart, Charybdis. The channel was so narrow, ships could not avoid both creatures. The wiser captains avoided Charybdis, the whirlpool monster that would destroy an entire ship, and sailed by Scylla's side, allowing it to pluck up six men with its six heads, so fast that they would be on the deck one minute, gone the next. Tales of its terror spread far and wide, but there was always something for Scylla to eat. Life was good for the monster

However, on one occasion, it devoured the wrong sailor. It could not be sure which one, as they were all the same. But apparently one had had a life outside its own, a family. Children. A wife. A powerful wife. She later tracked it down, this Witchwoman, and encursed the monster of old, the gigantic beast, to be bound in the tiny body of a Shelder, and she cast the now defenseless murderer into the rocks. But now Scylla has evolved into a more formidable beast, and is eager to taste blood again. Scylla is not a normal Cloyster. It still has six deadly mouths, which fly as fast as ravens. Though it is a mere token of its former ability, it is still a formidable one. Scylla will launch all six heads out at once, each with a 50% chance of striking, each dealing 5% damage if they land.

Type: Dark
Stat: Physical
Damage: 5% per strike.
Accuracy: 50% for each head.
Target: Single
Energy: 12%
Effects: Scylla launches its six heads in quick succession, each flying blindly at the foe and at
Usage Gap: five actions.tempting to tear a chunk of flesh loose. Each head has a a 50% chance of striking, each dealing 5% damage if they land. It has a 8% chance of making the target flinch.

The effects section seem to be cut off? And in the damage section, please put the number of strikes for convenience of the referee.

The usage gap seems fine - personally I'd go for 2 rounds, but I don't suppose one action matters that much. Anyway, what's the stuff that comes after it? Was that the paragraph explanation of the effects? And I don't see mention of flinching anywhere else. It'd be better if you kept it at a flat 10% of flinching, and specify if it's per strike or per entire attack. It should be per strike, as 10% for each attack is a bit much.
 
Re: Pokémon Registration Office

[Scylla] Cloyster (M)
Ability: Shell Armor
Signature Move: Six-Pronged Strike


Scylla was a fearsome beast indeed. It lived on one side of a narrow channel, opposite it's counterpart, Charybdis. The channel was so narrow, ships could not avoid both creatures. The wiser captains avoided Charybdis, the whirlpool monster that would destroy an entire ship, and sailed by Scylla's side, allowing it to pluck up six men with its six heads, so fast that they would be on the deck one minute, gone the next. Tales of its terror spread far and wide, but there was always something for Scylla to eat. Life was good for the monster

However, on one occasion, it devoured the wrong sailor. It could not be sure which one, as they were all the same. But apparently one had had a life outside its own, a family. Children. A wife. A powerful wife. She later tracked it down, this Witchwoman, and encursed the monster of old, the gigantic beast, to be bound in the tiny body of a Shelder, and she cast the now defenseless murderer into the rocks. But now Scylla has evolved into a more formidable beast, and is eager to taste blood again. Scylla is not a normal Cloyster. It still has six deadly mouths, which fly as fast as ravens. Though it is a mere token of its former ability, it is still a formidable one. Scylla will launch all six heads out at once, each with a 50% chance of striking, each dealing 5% damage if they land.

Type: Dark
Stat: Physical
Damage: 5% per strike,6 strikes.
Accuracy: 50% for each strike.
Target: Single
Energy: 12%
Effects: Scylla launches its six heads in quick succession, each flying blindly at the foe and attempting to tear a chunk of flesh loose. Each head has a a 50% chance of striking, each dealing 5% damage if they land. The first strike has a 5% chance of inflicting a flinch.
Usage Gap: Two Rounds
 
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Re: Pokémon Registration Office

I did mention it, it was in the ability slot in the description above the body mod description.
You didn't mention it was changed though. I thought it was his original ability.

The only noteworthy special moves Deino gets are Draco Meteor and maybe Dark Pulse, so, whatever.

Deino
[Draco] Deino (M)
Signature Attribute: Echolocation

It's a well-established fact that Deino and its evolutions are blind, or very nearly so; as cave-dwellers for most of their life, they really have little need for sight, preferring to crash and tackle their way into a new environment.

Of course, Deino aren't completely reckless; if they feel particularly threatened, they'll send out a Hyper Voice or Screech to test the waters. This has the unfortunate side effect of giving away their location, however, one that Draco doesn't like. That and having experienced the hax of a move missing five times has caused Draco to try to overcome Deino's natural bad accuracy. Practicing in the multitude of caves in Asber, Draco has fine-tuned the art of echolocation.

Effects: Draco's moves are restored to their pre-Hustle accuracy, along with another 5% accuracy boost. His attacks always move last in their priority bracket, though, regardless of speed, and they lose their Hustle boost as well. Light-based attacks fail against him, and sound-based attacks carry a one-stage accuracy drop in addition to all other effects.

Edit: And another one!
Trapinch
[Earthdrake] Trapinch (M)
Signature Attribute: Groundflight

Earthdrake's always wanted to fly. After all, what makes him so different from his parents or older siblings? Even some Trapinch can glide across the ground and give chase to nearly anything, swift and agile. But no, all he can do is wait around in his sandpit and maybe sharpen his teeth while he waits for something to fall in, tormented by the bright blue above him.

One day, as Earthdrake was waiting in his trap, the sky started to darken. Curious, he crawled out of his pit (any break in the monotony was welcome), and suddenly, he was blown into the air by gusts of wind, battering him with sand. Excited to finally experience what he had longed for, Earthdrake tried to move around and see the ground from above, to no avail. Though his first flying experience perhaps wasn't the best, he waited and waited and waited some more for another sandstorm. And then he got an idea.

Perhaps trying to combine Sand Tomb and Sandstorm wasn't the most efficient way to do it, but it helped Earthdrake get where he wanted, and that was good enough. Eager to perfect his flight, he worked until he couldn't think for starvation, and later jumped right back into his project. Eventually, the Trapinch managed to be able to keep a steady hover atop a swirling column of wind and sand, and that was enough.

Effects: Earthdrake is now somewhere in between a consensually hovering and consensually flying Pokémon; he can reach a height slightly higher than most hovering Pokémon and has slightly more maneuverability than them as well. However, he uses 2% more energy per action to hover above the ground than what would be usual. He also cannot hold his flight for more than 5 actions.
Draco - Approved.

Earthdrake - I have problems with the back-story here, but ignoring that, I think you might want to look into ultraviolet's business if you want levitation.

[Paris] Piplup (M)
Ability:Torrent
Signature Attribute:Royal Blood


Paris is royalty. That is simply all he can say. He is the heir to the Artica throne, a member of a proud family that has held this crown for three hundred years. As the King of Artica, his father's lineage have all had the very best choice in mates, so that the Royal bloodline is very strong, and has evolved slightly to incorporate some very beneficial traits, unique to the family alone.

Years of living in frigid temperatures have caused the Royals to become especially adapted to it, gathering up a strong down of cold-resistant fur. It is also more streamlined then the average Piplup's, allowing them to move and manoeuvre more quickly under water than is ordinarily possible. Also, as the Royals have always put a special emphasis on combat situations, and their skeletal structures have evolved to become more lightweight and flexible.

Effects: Paris' streamlined coat gives him +1 speed when underwater. His cold-resistant coat allows him a +3 defense against ice-typed attacks, and his lightweight skeleton allows him to be more flexible and agile, giving him +1 evasion.
Too many boosts here for an unevolved Pokémon, even if they're mostly circumstantial. You'll need to add a drawback, or reduce them a bit.
 
Re: Pokémon Registration Office

[Scylla] Cloyster (M)
Ability: Shell Armor
Signature Move: Six-Pronged Strike


Scylla was a fearsome beast indeed. It lived on one side of a narrow channel, opposite it's counterpart, Charybdis. The channel was so narrow, ships could not avoid both creatures. The wiser captains avoided Charybdis, the whirlpool monster that would destroy an entire ship, and sailed by Scylla's side, allowing it to pluck up six men with its six heads, so fast that they would be on the deck one minute, gone the next. Tales of its terror spread far and wide, but there was always something for Scylla to eat. Life was good for the monster

However, on one occasion, it devoured the wrong sailor. It could not be sure which one, as they were all the same. But apparently one had had a life outside its own, a family. Children. A wife. A powerful wife. She later tracked it down, this Witchwoman, and encursed the monster of old, the gigantic beast, to be bound in the tiny body of a Shelder, and she cast the now defenseless murderer into the rocks. But now Scylla has evolved into a more formidable beast, and is eager to taste blood again. Scylla is not a normal Cloyster. It still has six deadly mouths, which fly as fast as ravens. Though it is a mere token of its former ability, it is still a formidable one. Scylla will launch all six heads out at once, each with a 50% chance of striking, each dealing 5% damage if they land.

Type: Dark
Stat: Physical
Damage: 5% per strike,6 strikes.
Accuracy: 50% for each strike.
Target: Single
Energy: 12%
Effects: Scylla launches its six heads in quick succession, each flying blindly at the foe and attempting to tear a chunk of flesh loose. Each head has a a 50% chance of striking, each dealing 5% damage if they land. The first strike has a 5% chance of inflicting a cringe.
Usage Gap: Two Rounds

Cringe = flinch, I'm assuming. At any rate, this is approved - go and edit your original post and change cringe to flinch, for clarity's sake, but you don't need to repost.
 
Re: Pokémon Registration Office

Earthdrake - I have problems with the back-story here, but ignoring that, I think you might want to look into ultraviolet's business if you want levitation.

but that costs money

The attribute's mostly to try to eventually alter Flygon in some different way, but the whole "flying in a sandstorm" thing is kind of sketchy, I guess. Working on that eventually.
 
Re: Pokémon Registration Office

but that costs money

The attribute's mostly to try to eventually alter Flygon in some different way, but the whole "flying in a sandstorm" thing is kind of sketchy, I guess. Working on that eventually.

Just a point of help in the backstory to make it more believeable before you go modifying everything; Earthdrake could be significantly lighter than the average Trapinch.
 
Re: Pokémon Registration Office

[Paris] Piplup (M)
Ability:Torrent
Signature Attribute:Royal Blood

Paris is royalty. That is simply all he can say. He is the heir to the Artica throne, a member of a proud family that has held this crown for three hundred years. As the King of Artica, his father's lineage have all had the very best choice in mates, so that the Royal bloodline is very strong, and has evolved slightly to incorporate some very beneficial traits, unique to the family alone.

Years of living in frigid temperatures have caused the Royals to become especially adapted to it, gathering up a strong down of cold-resistant fur. It is also more streamlined then the average Piplup's, allowing them to move and manoeuvre more quickly under water than is ordinarily possible. Also, as the Royals have always put a special emphasis on combat situations, and their skeletal structures have evolved to become more lightweight and flexible.

Effects: Paris' streamlined coat gives him +1 speed when underwater. His cold-resistant coat allows him a +3 defense against ice-typed attacks, and his lightweight skeleton allows him to be more flexible and agile, giving him +1 evasion. However, this agile skeleton is also much weaker, giving him a -1 defense and special defense.
 
Re: Pokémon Registration Office

Torkoal
[Hephaestus] Torkoal (M)
Ability:White Smoke
Signature Attribute:Thick Smoke

In the inner sanctums of Mt. Chimney, from where Hephaestus hails, the air is thick with soot, and very difficult to breathe in. Team Magma's continuous activity on and near the surface made it a dangerous venture to seek clear air, and while Geodude and Graveler may disguise themselves as rocks and Slugma need not breathe at all, life was hard for a Torkoal in the mountain. Hephaestus, his throat scorched by the thick, burning air, managed to concentrate on the smoke around him, and found that he could filter it mentally to access the oxygen within. He was overjoyed, or as overjoyed as a Torkoal can be; they aren't overly emotional creatures. This technique became his trademark, and with it, he managed to live undetected in Mt. Chimney for years. When the Omskivar discovered this talent, he immediately began thinking of other ways to utilize the smoke. He found that by condensing the smoke given off by his Fire attacks, Hephaestus was able to create and sustain a hovering platform of soot, which he could then stand on. Predictably this became a huge asset on the battlefield.

Effects: After using two Fire attacks (one or both of which can be replaced with Smokescreen) in one battle, Hephaestus is considered a consensually hovering Pokemon. He uses 2% more energy per action to stay in the air--1% to keep supplying the smoke, and 1% to maintain control of it. If a Fire attack or Smokescreen is used on an action, the energy cost of this attribute lessens by 1% for that action.

Since his body is mostly surrounded by smoke, Hephaestus' attacks are at a default -1 Accuracy (not to exceed to -6 limit) while Thick Smoke is active. Additionally, all Physical attacks made against him while hovering have their Accuracy reduced by -1. Hovering provides much more mobility for a Torkoal, giving Hephaestus +1 Speed; however, similar to the effects of White Smoke, all stat-lowering or stat-raising attacks made against the opponent or Hephaestus will fail. Attacks made by the opponent can still affect their own stats, a la Curse, Charge Beam, etc. Hephaestus can still boost his own Speed using Flame Charge.

Since smoke conducts electricity, any Electric attack made against Hephaestus has a 75% chance of dispersing the smoke cloud and disabling Thick Smoke for two full rounds. If the Electric attack is Physical, it will cause 2% damage in recoil. It the Electric attack is Special, its Paralysis chance, if it has one, is doubled.
__________________________________________

Hope that's all right, I don't do this much

EDIT: Also, THIS GUY is mine now
 
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Re: Pokémon Registration Office

First, overturning a couple of approvals.

Zorua
Chime - female
<Illusion>

Signature Move: Echoes of Dementia

While it is well-known that Zorua and Zoroark can manipulate light reflection around them to take the form of other Pokémon, and most of them just stick with that. But Chime desperately wanted to go deeper, not just changing her form but the entire world around her opponent. For her, Illusion wasn't a technique but rather an art, and she wanted to become the master of it.

She searched far, going to various old libraries for old, most of the time torn apart books talking about the subject of illusionary visions, and she discovered most of them weren't caused by mad eyesight, but rather faint and barely perceptible sounds that disrupted the brain and affected its treatment of ocular stimuli, indeed giving the victim the impression it saw ghosts, visions, or even that the whole world around them distorted.

Chime became very interested by the subject, and began to wonder if she could produce those sounds herself. She trained with many Ghost Pokémon she encountered, who knew how to manipulate these high-frequency sounds to spook humans and Pokémon alike, and she finally got to master this very special technique - Echoes of Dementia.

First of all, Chime growls in a disruptively high-pitched tone, and the screeching sound inflicts mild damage on the target. But the real power of that move isn't its tympanum-breaking force, but rather the bizarre secondary effect it has on the target's brain.

Even after the last echoes of the growl fade away, an unnoticeable chime will hang up, and slowly infiltrate the target, disrupting it's entire vision of the world. It won't completely change, but rather alter into a terrifying world of darkness, similar to the Distortion World. Trees will lose their leaves and their branches will grow towards the victim like creeping fingers, rocks will sharpen like razor blades, the water will turn black and far away children laughs and bird peeps will be heard as howls and screams.

The target will begin to panic, and while still focusing on the battle, won't be able to concentrate well, and all their moves will be executed jerkily and with less efficiency, due the the implacable fear they will feel. Of course, this is all an illusion, and inevitably the effects will fade away after a while - but will leave the victim struck by astonishment.

Type: Ghost | Single Target | 6% Special Damage | Accuracy: 90% | Energy: 8% | Duration: four actions

Effects: Upon being struck by Echoes of Dementia, the target's world as it sees it will be altered to a nightmarish version of it, and it will begin to panic. For the duration of the effects, the target will need to burn up 3% more energy for each move, will have it's Special Defense lowered by one stage and won't be able to use move that need relative calm or concentration (Calm Mind, Chill, Focus Punch, Zen Headbutt, etc) as well - they won't fail completely, but will still be hindered (Exact effects up to the referee's judgment). Since the effects of the move rely heavily on fear, Baby Pokémon or Pokémon with the ability Rattled will take double the damage, will use up 4% additional energy instead and their Special Defense will be lowered two stages. On the other hand, Dark-type and Ghost-type Pokémon as well as Pokémon with the ability Justified won't feel the effects of the move (they will still take damage, though), as they are either used to fear or can easily deal with it. This move is considered Sound-based.

Usage Gap: Two rounds after end of effects.

------

And an Evolution Update (Important changes in Italics):

Piloswine
Keilu - male
<Oblivious>

Signature Attribute: Static Fur

Keilu is a Piloswine that comes from very far, farther even than the mere Snowpoint city. Coat was given birth close to the North pole for what is known. In fact, the poor creature was found nearly dying of hunger by a lone group of searchers actually looking for Articuno. Keilu was the last survivor of his once proud and strong herd. Generations of his race had seen the light of the sun since the first few members of the group had crossed the Ice Bridge millenniums ago. But now that new predators are walking on the land that was once dominated by massive mastodons, the Great Swine Line of the Pole has seen his population decrease as the years passed. Intimidating white bears killed their their progeny before they were able to grow mature and swift weasels stole their eggs. At first the most imposing Mamoswines of the herd could defend it, but as the years passed fewer and fewer members achieved that stage, and the defense was getting weaker. When Keilu saw the light, he was the twelfth Swine of the herd. Only a couple of weeks after his birth, the herd was attacked by a group of Bears that the seven remaining Piloswines couldn't stand against. Keilu's family was mercilessly killed by the predators. Only him found the time to bury in the snow to avoid the same fate.

The important fact to know is that the Great Swines of the Pole had developed a special attribute exclusive to their line when centuries ago The Great Birds flew over the continent. The herd's defense technique (Stronger members around to protect the Swinubs that stay in the center of the circle) was only useful against grounded foes, the the little pigs/swines/whatever had to find a way to discourage the aerial foes. The Wise Pilo (a very old and wise Piloswine and direct ancestor of Keilu) found the way when he noticed the light that sparked from the Swinubs' fur when they rubbed against each other for a bit of heat. The static electricity resulting of the friction was enough to drive back the birds, and that technique soon became a staple in the young's education.

After generations of practice, the manipulation of weak electricity was in the herd's gens. Keilu is also able to use that energy to defend (or attack) against foes.

Since he evolved, Keilu has somewhat mastered the art, and no longer takes as much damage as he did before when his attribute activates. Additionally, he can now use the erratic electricity for offensive purposes, at the cost of a heavier energy cost.

Effects: Whenever a Pokémon makes contact with Coat (Regardless of who attacks, which means that Keilu using Tackle will have a chance to paralyze the opponent), it has a 25% chance of being moderately paralyzed. If Static Fur triggers, Keilu will take 3% damage and lose 3% energy. The paralysis rate can't be stacked, which means that Keilu using Body Slam, for example, will have a 30% chance of paralyzing the opponent, and won't take any recoil damage. With his improved ability at manipulating the static electricity, Keilu can now use his electricity-filled fur offensively, effectively gaining access to the moves Spark, Thunder Wave and Wild Charge, but he uses up 3% more energy when he executes them, and since he loses static electricty while doing so, all effects of Static Fur disappear for two actions after he uses Thunder Wave, for three actions after Spark and for four actions after Wild Charge as he builds it up again.

The Original Attribute

-----

Better?
Both too powerful. For chime, double the usage gap, and either reduce the energy penalty or reduce the damage dealt. For Keilu, you can add the electric attacks upon evolution.

[Scylla] Cloyster (M)
Ability: Shell Armor
Signature Move: Six-Pronged Strike


Scylla was a fearsome beast indeed. It lived on one side of a narrow channel, opposite it's counterpart, Charybdis. The channel was so narrow, ships could not avoid both creatures. The wiser captains avoided Charybdis, the whirlpool monster that would destroy an entire ship, and sailed by Scylla's side, allowing it to pluck up six men with its six heads, so fast that they would be on the deck one minute, gone the next. Tales of its terror spread far and wide, but there was always something for Scylla to eat. Life was good for the monster

However, on one occasion, it devoured the wrong sailor. It could not be sure which one, as they were all the same. But apparently one had had a life outside its own, a family. Children. A wife. A powerful wife. She later tracked it down, this Witchwoman, and encursed the monster of old, the gigantic beast, to be bound in the tiny body of a Shelder, and she cast the now defenseless murderer into the rocks. But now Scylla has evolved into a more formidable beast, and is eager to taste blood again. Scylla is not a normal Cloyster. It still has six deadly mouths, which fly as fast as ravens. Though it is a mere token of its former ability, it is still a formidable one. Scylla will launch all six heads out at once, each with a 50% chance of striking, each dealing 5% damage if they land.

Type: Dark
Stat: Physical
Damage: 5% per strike,6 strikes.
Accuracy: 50% for each strike.
Target: Single
Energy: 12%
Effects: Scylla launches its six heads in quick succession, each flying blindly at the foe and attempting to tear a chunk of flesh loose. Each head has a a 50% chance of striking, each dealing 5% damage if they land. The first strike has a 5% chance of inflicting a flinch.
Usage Gap: Two Rounds
Double the usage gap.

Annnd approvals...

[Paris] Piplup (M)
Ability:Torrent
Signature Attribute:Royal Blood

Paris is royalty. That is simply all he can say. He is the heir to the Artica throne, a member of a proud family that has held this crown for three hundred years. As the King of Artica, his father's lineage have all had the very best choice in mates, so that the Royal bloodline is very strong, and has evolved slightly to incorporate some very beneficial traits, unique to the family alone.

Years of living in frigid temperatures have caused the Royals to become especially adapted to it, gathering up a strong down of cold-resistant fur. It is also more streamlined then the average Piplup's, allowing them to move and manoeuvre more quickly under water than is ordinarily possible. Also, as the Royals have always put a special emphasis on combat situations, and their skeletal structures have evolved to become more lightweight and flexible.

Effects: Paris' streamlined coat gives him +1 speed when underwater. His cold-resistant coat allows him a +3 defense against ice-typed attacks, and his lightweight skeleton allows him to be more flexible and agile, giving him +1 evasion. However, this agile skeleton is also much weaker, giving him a -1 defense and special defense.
I believe what you want is "reduces all damage from ice-type attacks by 3% after all other modifiers are applied." Is the evasion boost only when he's underwater, or not? Evasion isn't a stat; make it "-1 accuracy for attacks used against Royal."

Aaaand let's try this. One for myself:

[Nurglitch] Rattata (M) (Guts)

Signature attribute: Verminous

In the wild, Nurglitch was a high ranking member of a rag-tag group of rodents called Clan Pestilens. The clan grew from its humble beginnings on the outskirts of a run-down industrial town to a thriving mass of filthy vermin carrying all sorts of diseases. They were ugly brutes with matted brown fur and festering sores all over their body, and they were also surprisingly sly and cunning, if somewhat insane. They were devout worshipers of the diseases they carried, and considered it their solemn duty to spread the sickness throughout the world.

Though you’d be hard-pressed to find someone who’d admit to being afraid of a Rattata or Raticate, Clan Pestilens was certainly a case of its own, and the plague of rodents caused much misery before the pest control finally decided to step in and round most of them up. Many of Nurglitch’s clan were exterminated, while Nurglitch himself was put on the chopping board. He was saved at the last moment however, by a particularly shady looking trainer with a blatant disregard for health and safety regulations.

Effects: Nurglitch is crawling with all manner of diseases, making contact with him a risky business. His grotesque appearance discourages anyone from touching him, so all contact moves aimed at him have their accuracy reduced by 5%. Any Pokémon that does successfully make contact with him may occasionally find themselves feeling a bit under the weather, and they have a 10% chance of having a random stat lowered by -1. (This drop can’t go past -6) His rancid stench always gives away his position however, and he is always considered to be under the effects of odour sleuth. His appearance doesn't lend itself well to moves like attract and captivate either, so they only have 50% accuracy for him.
Man, outrageously dirty rattata/cate sure are popular around here. Approved

Torkoal
[Hephaestus] Torkoal (M)
Ability:White Smoke
Signature Attribute:Thick Smoke

In the inner sanctums of Mt. Chimney, from where Hephaestus hails, the air is thick with soot, and very difficult to breathe in. Team Magma's continuous activity on and near the surface made it a dangerous venture to seek clear air, and while Geodude and Graveler may disguise themselves as rocks and Slugma need not breathe at all, life was hard for a Torkoal in the mountain. Hephaestus, his throat scorched by the thick, burning air, managed to concentrate on the smoke around him, and found that he could filter it mentally to access the oxygen within. He was overjoyed, or as overjoyed as a Torkoal can be; they aren't overly emotional creatures. This technique became his trademark, and with it, he managed to live undetected in Mt. Chimney for years. When the Omskivar discovered this talent, he immediately began thinking of other ways to utilize the smoke. He found that by condensing the smoke given off by his Fire attacks, Hephaestus was able to create and sustain a hovering platform of soot, which he could then stand on. Predictably this became a huge asset on the battlefield.

Effects: After using two Fire attacks (one or both of which can be replaced with Smokescreen) in one battle, Hephaestus is considered a consensually hovering Pokemon. He uses 2% more energy per action to stay in the air--1% to keep supplying the smoke, and 1% to maintain control of it. If a Fire attack or Smokescreen is used on an action, the energy cost of this attribute lessens by 1% for that action.

Since his body is mostly surrounded by smoke, Hephaestus' attacks are at a default -1 Accuracy (not to exceed to -6 limit) while Thick Smoke is active. Additionally, all Physical attacks made against him while hovering have their Accuracy reduced by -1. Hovering provides much more mobility for a Torkoal, giving Hephaestus +1 Speed; however, similar to the effects of White Smoke, all stat-lowering or stat-raising attacks made against the opponent or Hephaestus will fail. Attacks made by the opponent can still affect their own stats, a la Curse, Charge Beam, etc. Hephaestus can still boost his own Speed using Flame Charge.

Since smoke conducts electricity, any Electric attack made against Hephaestus has a 75% chance of dispersing the smoke cloud and disabling Thick Smoke for two full rounds. If the Electric attack is Physical, it will cause 2% damage in recoil. It the Electric attack is Special, its Paralysis chance, if it has one, is doubled.
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Hope that's all right, I don't do this much

EDIT: Also, THIS GUY is mine now
I'm really not feeling the whole "being able to psychically filter and manipulate" smoke thing, and smoke... doesn't conduct electricity.

Will add some of my own soon.
 
Re: Pokémon Registration Office

[Paris] Piplup (M)
Ability:Torrent
Signature Attribute:Royal Blood


Paris is royalty. That is simply all he can say. He is the heir to the Artica throne, a member of a proud family that has held this crown for three hundred years. As the King of Artica, his father's lineage have all had the very best choice in mates, so that the Royal bloodline is very strong, and has evolved slightly to incorporate some very beneficial traits, unique to the family alone.

Years of living in frigid temperatures have caused the royals to become especially adapted to it, gathering up a strong down of cold-resistant fur. It is also more streamlined then the average Piplup's, allowing them to move and manoeuvre more quickly under water than is ordinarily possible. Also, as the royals have always put a special emphasis on combat situations, and their skeletal structures have evolved to become more lightweight and flexible.

Effects: Paris' streamlined coat gives him +1 speed when underwater, and only when underwater. His cold-resistant coat allows him a reduces all damage from ice-type attacks by 3% after all other modifiers are applied, and his lightweight skeleton allows him to be more flexible and agile, causing -1 accuracy for attacks used against Paris. However, this agile skeleton is also much weaker, giving him a -1 defense and -1 special defense.

[Scylla] Cloyster (M)
Ability: Shell Armor
Signature Move: Six-Pronged Strike


Scylla was a fearsome beast indeed. It lived on one side of a narrow channel, opposite it's counterpart, Charybdis. The channel was so narrow, ships could not avoid both creatures. The wiser captains avoided Charybdis, the whirlpool monster that would destroy an entire ship, and sailed by Scylla's side, allowing it to pluck up six men with its six heads, so fast that they would be on the deck one minute, gone the next. Tales of its terror spread far and wide, but there was always something for Scylla to eat. Life was good for the monster

However, on one occasion, it devoured the wrong sailor. It could not be sure which one, as they were all the same. But apparently one had had a life outside its own, a family. Children. A wife. A powerful wife. She later tracked it down, this Witchwoman, and encursed the monster of old, the gigantic beast, to be bound in the tiny body of a Shelder, and she cast the now defenseless murderer into the rocks. But now Scylla has evolved into a more formidable beast, and is eager to taste blood again. Scylla is not a normal Cloyster. It still has six deadly mouths, which fly as fast as ravens. Though it is a mere token of its former ability, it is still a formidable one. Scylla will launch all six heads out at once, each with a 50% chance of striking, each dealing 5% damage if they land.

Type: Dark
Stat: Physical
Damage: 5% per strike,6 strikes.
Accuracy: 50% for each strike.
Target: Single
Energy: 12%
Effects: Scylla launches its six heads in quick succession, each flying blindly at the foe and attempting to tear a chunk of flesh loose. Each head has a a 50% chance of striking, each dealing 5% damage if they land. The first strike has a 5% chance of inflicting a flinch.
Usage Gap: Four Rounds
 
Re: Pokémon Registration Office

Zorua
Chime - female
<Illusion>

Signature Move: Echoes of Dementia

While it is well-known that Zorua and Zoroark can manipulate light reflection around them to take the form of other Pokémon, and most of them just stick with that. But Chime desperately wanted to go deeper, not just changing her form but the entire world around her opponent. For her, Illusion wasn't a technique but rather an art, and she wanted to become the master of it.

She searched far, going to various old libraries for old, most of the time torn apart books talking about the subject of illusionary visions, and she discovered most of them weren't caused by mad eyesight, but rather faint and barely perceptible sounds that disrupted the brain and affected its treatment of ocular stimuli, indeed giving the victim the impression it saw ghosts, visions, or even that the whole world around them distorted.

Chime became very interested by the subject, and began to wonder if she could produce those sounds herself. She trained with many Ghost Pokémon she encountered, who knew how to manipulate these high-frequency sounds to spook humans and Pokémon alike, and she finally got to master this very special technique - Echoes of Dementia.

First of all, Chime growls in a disruptively high-pitched tone, and the screeching sound inflicts mild damage on the target. But the real power of that move isn't its tympanum-breaking force, but rather the bizarre secondary effect it has on the target's brain.

Even after the last echoes of the growl fade away, an unnoticeable chime will hang up, and slowly infiltrate the target, disrupting it's entire vision of the world. It won't completely change, but rather alter into a terrifying world of darkness, similar to the Distortion World. Trees will lose their leaves and their branches will grow towards the victim like creeping fingers, rocks will sharpen like razor blades, the water will turn black and far away children laughs and bird peeps will be heard as howls and screams.

The target will begin to panic, and while still focusing on the battle, won't be able to concentrate well, and all their moves will be executed jerkily and with less efficiency, due the the implacable fear they will feel. Of course, this is all an illusion, and inevitably the effects will fade away after a while - but will leave the victim struck by astonishment.

Type: Ghost | Single Target | 3% Special Damage | Accuracy: 90% | Energy: 8% | Duration: four actions

Effects: Upon being struck by Echoes of Dementia, the target's world as it sees it will be altered to a nightmarish version of it, and it will begin to panic. For the duration of the effects, the target will need to burn up 3% more energy for each move, will have it's Special Defense lowered by one stage and won't be able to use move that need relative calm or concentration (Calm Mind, Chill, Focus Punch, Zen Headbutt, etc) as well - they won't fail completely, but will still be hindered (Exact effects up to the referee's judgment). Since the effects of the move rely heavily on fear, Baby Pokémon or Pokémon with the ability Rattled will take double the damage, will use up 4% additional energy instead and their Special Defense will be lowered two stages. On the other hand, Dark-type and Ghost-type Pokémon as well as Pokémon with the ability Justified won't feel the effects of the move (they will still take damage, though), as they are either used to fear or can easily deal with it. This move is considered Sound-based.

Usage Gap: Four rounds after end of effects.

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As for Keilu, I don't see why I should make an evolution update if it's only for removing a 2% damage and energy recoil... So, can I instead keep the moves and add an bigger energy cost, or keep the recoil at 5%, or both?
 
Re: Pokémon Registration Office

Yeah. I have no delusions this'll get approved the first time through; it's almost one A.M. where I am so I'm tired and am also probably not entirely thinking things through. I've been planning this sig attribute for a while, though, so I might as well post it now.

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[Rael] Spoink (M)
Ability: Thick fat
Signature Attribute: Dancer (Or: Being a Completely Typical Example of the Species in the Wild Why Doesn't Asber Respect the Spoinkish Customs)

As most who browse the Pokedex and are too naive to realize most of the information there is fake know, spoink in general love to bounce. They have to, after all (at the least ones that have not lost the trait after generations and generations of battling); spoink hearts are very weak, generally, pained by the task of supplying their relatively large body with blood. Most of the species are born extremely weak, and the mother/father of the newly hatched pokemon have to support their child psychically until they are able to handle the process of continually jumping up and down to make their hearts beat. Due to their constant exertion of effort, many spoink would be considered very fit if not for the organ that was making them fit in the first place. Their hearts inhibit their body, and make more doing than the tedious task of keeping it going quite difficult. Spoink have to learn to use and strain their psychic capabilities from the very beginning. A small spoink usually has about the raw physical power of a caterpie or a weedle at best, and it often shows. Still, their inflated brains and head help compensate, and by the time spoink evolve (amazing, most do) they become extremely lively fellows; their weak heart grows strong with evolution and finally their minds and body can shine.

Their bouncing evolves into a lively, jovial dancing almost immediately once they reach a stage when their bodies can handle it; they leap with joy and spin around and generally have great fun when not defeating opponents with their constant, reliable psychic powers. They dance to determine mates, and they dance to celebrate; almost every occasion is one worthy of a jig in their opinion. Dancing has been incorparated into techniques known only by the grumpig and a select few who are close to them, moves that seem to resemble human waltzes or ballets.

Rael is one of the unlucky spoink who was born with a heavy, almost useless heart; however, he was also one of the very fortunate ones who got an "upgrade" of it when caught (luckily Mai was able to afford heart surgery with magical reffing powers). While not quite ready to do dances usually reserved for grumpig (and all the other dances known by pokemon), he's practiced hard and knows quite a few new techniques. However, sometimes the execution of a particularly powerful physical attack or impressive dance move makes him giddy; after getting so excited he simply dances and dances, wasting time and energy. After doing so, he becomes tired and feels much less capable of performing physically for a round or two.

Effects: Rael gains the following moves to his movepool; featherdance, swords dance, rapid spin, agility, teeter dance.

After landing a critical hit with any physical move or dealing over 12% damage with a physical move, Rael becomes overly excited and spends an extra unnecessary 3% energy per action (this does not affect chilling or other moves that would normally restore energy) for three actions. After the three actions are over, he becomes tired and has -1 attack and -1 speed for three actions.

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My current plan is to give him all or nearly all the "dance" moves with evolution (dragon dance, featherdance, maybe fiery dance, maybe quiver dance, swords dance, teeter dance) along with maybe something like acrobatics or other things, so some feedback on that would be appreciated.
 
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