Eifie
oh man, good times.
- Pronoun
- she/her
Note: while the post below describes how to input your signature moves and attributes in the database, the code for that has not yet gone live, so you'll need to manually type up the information to post here.
A simple and straightforward competition between two Pokémon can be very exciting to watch, but it can be made even more so with a sprinkle of character. A little bit of personality can be the difference between a footrace and a desperate struggle towards the destination, a wrestle and a feud. And there's nothing that can seal this deal better than that peculiar trait that changes the pace of the duel and forces the enemy to rethink their strategy, or that breathtaking finishing move to heroically bust out right at the climax. And thus, the most entertaining contestants in ASB bring into battle not only the abilities that they're given as Pokémon, but also, entirely new powers that stamp that which they're part of with their very own names and faces -- their signature.
Adding a signature move or signature attribute to your Pokémon is free and simple. To do so, go into the individual page of the Pokémon that you wish to assign a signature move/attritube to (you can easily find these pages in your Pokémon management page), and check the "modifications" heading. Under it, you will find Move Modification and Body Modification, and if your Pokémon happens not to have one of those, you will have the option to assign, respectively, a signature move and/or a signature attribute into these slots. By simply clicking into the appropriate link, you will be taken to a page where you may fill in all the information relevant to the signature move/attribute you're creating. This information will be further explained in the further sections of this thread's guide.
However, the most thrilling character is not the one who can always win without breaking a sweat, and victory is more glorious when there was still every chance to lose. There's need to carefully adjust the signature so that battles cannot be won or lost by them alone -- so that they add to the fun rather than take it away. A rigorous approval process is needed in order to keep these new powers from being implemented if they're not adequate for the game, and to readjust them until they are so. Hence, the bureaucracy comes before the stardom.
And so, when you have submitted your signature move/attribute, the dB will provide a text form for you to post in this thread, so that your creation may undergo the approval process. The officially appointed approvers will check the signature move/attribute in order to verify that its battle effects are not overpowered and that it cannot otherwise be exploited for unfair advantages in battle. A signature move or attribute must be approved by two different approvers in order to be accepted. If one of the two approvers is a Junior Approver, the other must be a Senior Approver or staff.
A signature move is an unique attack custom-made for a certain Pokémon, often more spectacular than the standard attacks that many different Pokémon can learn. Any Pokémon can be given a signature move for free, as long as they do not already have a signature move or move mod, and as long as the signature move is approved. Signature moves can be used in any battle that begins after the approval is given, and they can also be changed anytime, be it a small tweak or a complete overhaul, so as long as a month has passed since the last time the move was modified and as long as the changes are duly approved as well.
Signature moves are not restricted by regular conventions of the Pokémon games and need not be similar to any existing moves (and in fact, it's encouraged to deviate from that standard in order to create something truly unique). They can be given almost any kind of effect and appearance, beyond that which is typical of the Pokémon's species, granting them even more individuality and character; signature moves can be serious or silly, powerful or bizarre, straightforward or complicated, anything that the trainer wants. If you're having trouble envisioning a signature move, it can help to see how other people are putting theirs together, although you should never outright copy someone else's signature move -- doing so is strictly forbidden.
The following are the fields that go into a signature move:
The following are examples of signature moves, courtesy of Negrek with edits by Metallica Fanboy, which should help you view a bit of signature moves in practice, and possibly even help you come up with some:
Signature attributes are similar to signature moves in that they can bring customized and unique effects to the table for a battle that a Pokémon participates in, but there's a slight difference -- while a signature move is an action, something that must be commanded for and used, a signature attribute brings about a more passive type of change, in the Pokémon's appearance, body, abilities, so on forth. The effects of a signature attribute are usually constant throughout the match, although many are triggered or changed by certain circumstances. This can make their approval trickier as their effects often must be more balanced to make up for their constant duration, and the more open nature of their effects can make them harder to design. Still, a signature attribute can make a given Pokémon stand out very clearly from the lot of its species, even more so than a signature move would grant.
As with signature moves, signature attributes are not restricted to existing mechanics from the Pokémon games, and there is ample room for creativity, both in the effects and in the flavor. If you're having trouble envisioning a signature attribute, it can help to see how other people are putting theirs together, although you should never outright copy someone else's signature attribute -- doing so is strictly forbidden.
The following are the fields that go into a signature attribute:
The following are examples of signature attributes, courtesy of Negrek with edits by Metallica Fanboy, which should help you view a bit of signature moves in practice, and possibly even help you come up with some:
The Approving Staff
Approvers are paid $1 per move or attribute reviewed, which can be claimed in the bank.
Signature Attributes
Senior Approvers: JackPK, Byrus
Intermediate Approvers: Lord of the Fireflies, Music Dragon, Metallica Fanboy
Junior Approvers: Keldeo, Dazel
Signature Moves
Senior Approvers: Lord of the Fireflies, Byrus
Intermediate Approvers: Music Dragon, Keldeo, JackPK, Metallica Fanboy
Junior Approvers: Dazel, Superbird
Signature Booking Office
A simple and straightforward competition between two Pokémon can be very exciting to watch, but it can be made even more so with a sprinkle of character. A little bit of personality can be the difference between a footrace and a desperate struggle towards the destination, a wrestle and a feud. And there's nothing that can seal this deal better than that peculiar trait that changes the pace of the duel and forces the enemy to rethink their strategy, or that breathtaking finishing move to heroically bust out right at the climax. And thus, the most entertaining contestants in ASB bring into battle not only the abilities that they're given as Pokémon, but also, entirely new powers that stamp that which they're part of with their very own names and faces -- their signature.
Adding a signature move or signature attribute to your Pokémon is free and simple. To do so, go into the individual page of the Pokémon that you wish to assign a signature move/attritube to (you can easily find these pages in your Pokémon management page), and check the "modifications" heading. Under it, you will find Move Modification and Body Modification, and if your Pokémon happens not to have one of those, you will have the option to assign, respectively, a signature move and/or a signature attribute into these slots. By simply clicking into the appropriate link, you will be taken to a page where you may fill in all the information relevant to the signature move/attribute you're creating. This information will be further explained in the further sections of this thread's guide.
However, the most thrilling character is not the one who can always win without breaking a sweat, and victory is more glorious when there was still every chance to lose. There's need to carefully adjust the signature so that battles cannot be won or lost by them alone -- so that they add to the fun rather than take it away. A rigorous approval process is needed in order to keep these new powers from being implemented if they're not adequate for the game, and to readjust them until they are so. Hence, the bureaucracy comes before the stardom.
And so, when you have submitted your signature move/attribute, the dB will provide a text form for you to post in this thread, so that your creation may undergo the approval process. The officially appointed approvers will check the signature move/attribute in order to verify that its battle effects are not overpowered and that it cannot otherwise be exploited for unfair advantages in battle. A signature move or attribute must be approved by two different approvers in order to be accepted. If one of the two approvers is a Junior Approver, the other must be a Senior Approver or staff.
Signature Moves
A signature move is an unique attack custom-made for a certain Pokémon, often more spectacular than the standard attacks that many different Pokémon can learn. Any Pokémon can be given a signature move for free, as long as they do not already have a signature move or move mod, and as long as the signature move is approved. Signature moves can be used in any battle that begins after the approval is given, and they can also be changed anytime, be it a small tweak or a complete overhaul, so as long as a month has passed since the last time the move was modified and as long as the changes are duly approved as well.
Signature moves are not restricted by regular conventions of the Pokémon games and need not be similar to any existing moves (and in fact, it's encouraged to deviate from that standard in order to create something truly unique). They can be given almost any kind of effect and appearance, beyond that which is typical of the Pokémon's species, granting them even more individuality and character; signature moves can be serious or silly, powerful or bizarre, straightforward or complicated, anything that the trainer wants. If you're having trouble envisioning a signature move, it can help to see how other people are putting theirs together, although you should never outright copy someone else's signature move -- doing so is strictly forbidden.
The following are the fields that go into a signature move:
- Name: Naturally, a signature move cannot have the same name as a canon Pokémon move or ability, nor can it have the same name as an already existing and approved signature move in this ASB league.
- Type: All signature moves must have a type, such as Fire or Fairy; this is exactly one type out of the eighteen currently existing ones. It cannot have more than one type, it cannot be typeless, and it cannot be assigned a non-canon type. This also doesn't need to be wildly original; many excellent signature moves are Normal-type and/or the same type as one of its user's types.
- Damage Class: If your signature move deals damage, that damage should be classed as Physical or Special. If it does not deal damage, your signature move should be classed as Non-Damaging.
- Base Power: This is the raw damage dealt by a damaging signature move, before modifiers such as STAB or effectiveness are accounted for. When filling this into the database, be sure to input an actual base power value, akin to the kind found in the games (e.g. 150 rather than 15%). If the signature move does not deal damage, or if its base power isn't fixed, this field should be left blank (and in the latter case, the means of determining the move's base power at a given situation should be specified in the Effects section).
- Base Energy: This is the amount of energy that must be expended in order to use the move. This need not be a factor of the base power as is usually the case, and in fact, assinging a hefty energy cost can help to balance a powerful move. If the signature move's base energy cost isn't fixed, this field should be left blank, and the means of determining the base energy cost should be specified in the Effects section.
- Accuracy: This is the likelihood of this move successfully connecting against its target when used, in percentage. Making a signature move less likely to hit can also be a convenient means of balancing it if it has powerful effects. If the signature move cannot miss, leave this field blank. Note that a move that affects its own user exlusively (e.g. Swords Dance, Protect) or has effects on the whole field (e.g. Sunny Day, Grassy Terrain) can never miss, and should be given the appropriate accuracy rate, although you are free to give such moves a separate chance of failure.
- Target: This is simply which Pokémon are elligible targets for the move and how many at a time are so. You'll only need to pick the appropriate designation from the drop-down menu.
- Usage Gap: Signature moves are usually more powerful and complex than standard attacks, and even the most well-balanced of them are not made for repetitive use -- all signature moves must have a specified usage gap, that is, a limit on how often it can be used. This can either be an amount of actions after using the move that the Pokémon must wait before being able to use it again (such as 6 actions, which is the traditional standard), or a limited number of times that a move can be used in the match (such as 1 use, which is common for very powerful and/or game-changing kinds of effect that must be balanced by being given only one pop per battle). The more powerful your move is, the more restrictive its usage gap should be. Note that most moves with effects that spread across a certain duration should have usage gaps that count starting after those effects reach the end of their duration.
- Effects: These are the primary in-battle effects that your move can be expected to cause whenever it's used. It's rather akin to the Summary sections usually found on canon moves. Most of the information here will be mechanical and specific (things like "20% chance of inflicting a burn" or "deals 3% more damage if the target's last used move dealt physical damage"), but even more vague effects should be covered here if they're the main intended bonus of using the move (things like "the user sprouts wings" or "a massive mushroom grows on the opponent's head"), along with as much specification as possible of these vague effects's mechanical consequences (in the mentioned cases, things like how much energy the Pokémon must expend to fly or whether the mushroom does something specific to the opponent like constantly sapping health -- effects described in this section should never be of the entirely played out sort).
- Description: This is an explanation of how this move is executed and what it looks like in battle. This should clarify how the move's effects are caused and contain any of the information that is absolutely required for a referee to narrate this move in your battles, and it's both the grounds that you have if you wish to use your move in a different way from the usual (similarly to how you'd be able to spread out a Flamethrower in order to attack in a wide radius or utilize Psychic's psychokinesis to pick up and hurl objects in the arena instead of attacking directly) and the grounds that your opponent has if they might find a clever way to turn your own move against you. For this reason, this section is subject to approval, although it will not be evaluated for quality of the writing; rather, the approver will usually be vetoing signature move descriptions if they give the move obvious means of being exploited for unfair advantages, if the described execution of the move is dissonant enough from its effects to either cause problems for the referee or make it unfairly difficult for external circumstances to affect them, or if their contents are inappropriate or otherwise liable of bothering people involved in a battle where the move is used.
- Flavor: This is an entirely optional field that can be left blank if you choose so, and is not subject to the approval process at all outside of very extenuating circumstances. In this field, you can flesh out the signature move to whatever extent you'd like, giving it more background and story than what would need to go into the Description field. Although information inputted in this field can never have a proper effect in battle and is liable of not even being read by referees in charge of your battles, a signature move with substance is much more fun than one without, so we do recommend giving the flavor its due as well. You should also feel free to ask approvers (or even any other people) for advice or subjective criticism on the contents of this section, if you'd like to.
The following are examples of signature moves, courtesy of Negrek with edits by Metallica Fanboy, which should help you view a bit of signature moves in practice, and possibly even help you come up with some:
[Paladin] Nidoqueen (F)
Ability: Poison Point
Name: Purifying Strike
Type: Normal / Stat: Physical / Base Power: 100 / Base Energy Cost: 8% Accuracy: 90% / Target: Single / Usage Gap: 6 actions
Effects: If Purifying Strike connects, its target is healed of all major status effects currently afflicting them. Purifying Strike's base power is 150 if the target Pokémon is a Dark- and/or Poison-type. Purifying Strike has a 50% chance of lowering the struck Pokémon's accuracy by 1- if it lands.
Description: Paladin's fist glows a brilliant white that is difficult to look at as she dashes towards her target. As she swings her arm forward in a powerful punch, streamers of crackling energy trail in its wake, and the punch connects with an explosion of white light. The target is lifted off its feet and tossed away, surrounded by a nimbus of white energy that drives down and into its body, scouring away all traces of poison and other maladies that can afflict mortal pokémon. However, the energy reacts violently with Poison-types and Dark-types.
Flavor: A devout worshiper of Jirachi, Paladin believes in justice, compassion, and honesty. At times, she is even ashamed to be a Poison-type Pokémon, whose very nature causes so much suffering to other pokémon and makes it dangerous for them to even touch her. To help remedy the hurt that she believes she inflicts upon the world, Paladin developed a special technique to drive poison and other corruption from the body. However, the effects of this technique are less than predictable where they're applied to Pokémon who are poisonous or corrupt by nature; this did not seem to deter Paladin, who in fact seems happy to give her healing powers the added purpose of cleansing the world of the evils that she considers these Pokémon responsible for.
Ability: Poison Point
Name: Purifying Strike
Type: Normal / Stat: Physical / Base Power: 100 / Base Energy Cost: 8% Accuracy: 90% / Target: Single / Usage Gap: 6 actions
Effects: If Purifying Strike connects, its target is healed of all major status effects currently afflicting them. Purifying Strike's base power is 150 if the target Pokémon is a Dark- and/or Poison-type. Purifying Strike has a 50% chance of lowering the struck Pokémon's accuracy by 1- if it lands.
Description: Paladin's fist glows a brilliant white that is difficult to look at as she dashes towards her target. As she swings her arm forward in a powerful punch, streamers of crackling energy trail in its wake, and the punch connects with an explosion of white light. The target is lifted off its feet and tossed away, surrounded by a nimbus of white energy that drives down and into its body, scouring away all traces of poison and other maladies that can afflict mortal pokémon. However, the energy reacts violently with Poison-types and Dark-types.
Flavor: A devout worshiper of Jirachi, Paladin believes in justice, compassion, and honesty. At times, she is even ashamed to be a Poison-type Pokémon, whose very nature causes so much suffering to other pokémon and makes it dangerous for them to even touch her. To help remedy the hurt that she believes she inflicts upon the world, Paladin developed a special technique to drive poison and other corruption from the body. However, the effects of this technique are less than predictable where they're applied to Pokémon who are poisonous or corrupt by nature; this did not seem to deter Paladin, who in fact seems happy to give her healing powers the added purpose of cleansing the world of the evils that she considers these Pokémon responsible for.
[Prodigy] Alakazam (F)
Ability: Synchronize
Name: It's Over 9000!
Type: Psychic / Stat: Other / Base Power: -- / Base Energy Cost: 6% Accuracy: -- / Target: User / Usage Gap: 9 actions after the move's effects end
Effects: For six actions, Prodigy's Special Attack is increased by 6+, but she will not respond to her trainer's commands, and will instead use nothing but randomly chosen damage-dealing moves of the Special damage class. These moves will target Pokémon on the field randomly, but Prodigy will not specifically aim any moves at herself or at an ally. During these six actions, Prodigy will inherently hover, although she won't be far enough off the ground to protect herself from any kind of attack, including Earthquake and the like. At the end of the six action duration, her Special Attack stat will return to the value it was before the move was initiated, with any boosts or reductions that occoured during the six actions applied now, and she will once more perform moves as properly commanded, but she will also become severely confused.
Description: Raising her spoons in front of her face, Prodigy focuses, removing the mental blocks that normally keep her exceptional mental powers under wraps. Her spoons and eyes glow blue, then purple, then red as she does this, and an aura of the same color starts to leak into the air all around her as she goes. Towards the end of her charge-up period, flashes of psychic energy start to dance in the air around Prodigy, which becomes heavily charged with psychic force. As the final blocks are removed Prodigy will gently float up from the ground, hovering about half a foot into the air. Unfortunately, while in such a state Prodigy is lost in the ecstasy of her own power and totally uninterested in listening to any lesser minds that might be trying to order her around. Ignoring her trainer completely, she blasts away at whatever Pokémon most annoys her at the moment, choosing her moves on a whim, and cackling madly all the while. This stupendous outpouring of mental strength cannot be sustained for long without seriously threatening what little sanity Prodigy ordinarily has, however, and so after a while she stops glowing and returns her feet to the ground. Wracked by persistent giggles and rather addled, though, her actions are erratic for several actions after It's Over 9000! falls out of direct effect.
Flavor: It's a well-known fact that Alakazam have incredibly powerful brains, boosting their psychic powers through the roof. Most Alakazam, in fact, are considered to have an IQ of over 5,000 when measured by human standards. Prodigy, however, is a genius among her own species, a visionary and the proud possessor of an IQ of over 9,000--if you believe the intellectual heavyweight herself, that is. Other alakazam might tell you that one of her spoons is just a little bent, if you know what I mean, but Prodigy considers herself above such small minds, anyway. Under ordinary circumstances, Prodigy keeps her true mental power under wraps in an attempt to "fit in" and for fear of accidentally hurting those around her with a discharge of intense mental force. In the midst of battle, however, she can call upon the true power of her astounding mind, unlocking terrible psychic capabilities.
Ability: Synchronize
Name: It's Over 9000!
Type: Psychic / Stat: Other / Base Power: -- / Base Energy Cost: 6% Accuracy: -- / Target: User / Usage Gap: 9 actions after the move's effects end
Effects: For six actions, Prodigy's Special Attack is increased by 6+, but she will not respond to her trainer's commands, and will instead use nothing but randomly chosen damage-dealing moves of the Special damage class. These moves will target Pokémon on the field randomly, but Prodigy will not specifically aim any moves at herself or at an ally. During these six actions, Prodigy will inherently hover, although she won't be far enough off the ground to protect herself from any kind of attack, including Earthquake and the like. At the end of the six action duration, her Special Attack stat will return to the value it was before the move was initiated, with any boosts or reductions that occoured during the six actions applied now, and she will once more perform moves as properly commanded, but she will also become severely confused.
Description: Raising her spoons in front of her face, Prodigy focuses, removing the mental blocks that normally keep her exceptional mental powers under wraps. Her spoons and eyes glow blue, then purple, then red as she does this, and an aura of the same color starts to leak into the air all around her as she goes. Towards the end of her charge-up period, flashes of psychic energy start to dance in the air around Prodigy, which becomes heavily charged with psychic force. As the final blocks are removed Prodigy will gently float up from the ground, hovering about half a foot into the air. Unfortunately, while in such a state Prodigy is lost in the ecstasy of her own power and totally uninterested in listening to any lesser minds that might be trying to order her around. Ignoring her trainer completely, she blasts away at whatever Pokémon most annoys her at the moment, choosing her moves on a whim, and cackling madly all the while. This stupendous outpouring of mental strength cannot be sustained for long without seriously threatening what little sanity Prodigy ordinarily has, however, and so after a while she stops glowing and returns her feet to the ground. Wracked by persistent giggles and rather addled, though, her actions are erratic for several actions after It's Over 9000! falls out of direct effect.
Flavor: It's a well-known fact that Alakazam have incredibly powerful brains, boosting their psychic powers through the roof. Most Alakazam, in fact, are considered to have an IQ of over 5,000 when measured by human standards. Prodigy, however, is a genius among her own species, a visionary and the proud possessor of an IQ of over 9,000--if you believe the intellectual heavyweight herself, that is. Other alakazam might tell you that one of her spoons is just a little bent, if you know what I mean, but Prodigy considers herself above such small minds, anyway. Under ordinary circumstances, Prodigy keeps her true mental power under wraps in an attempt to "fit in" and for fear of accidentally hurting those around her with a discharge of intense mental force. In the midst of battle, however, she can call upon the true power of her astounding mind, unlocking terrible psychic capabilities.
Signature Attributes
Signature attributes are similar to signature moves in that they can bring customized and unique effects to the table for a battle that a Pokémon participates in, but there's a slight difference -- while a signature move is an action, something that must be commanded for and used, a signature attribute brings about a more passive type of change, in the Pokémon's appearance, body, abilities, so on forth. The effects of a signature attribute are usually constant throughout the match, although many are triggered or changed by certain circumstances. This can make their approval trickier as their effects often must be more balanced to make up for their constant duration, and the more open nature of their effects can make them harder to design. Still, a signature attribute can make a given Pokémon stand out very clearly from the lot of its species, even more so than a signature move would grant.
As with signature moves, signature attributes are not restricted to existing mechanics from the Pokémon games, and there is ample room for creativity, both in the effects and in the flavor. If you're having trouble envisioning a signature attribute, it can help to see how other people are putting theirs together, although you should never outright copy someone else's signature attribute -- doing so is strictly forbidden.
The following are the fields that go into a signature attribute:
- Name: Naturally, a signature move cannot have the same name as a canon Pokémon move or ability, nor can it have the same name as an already existing and approved signature attribute in this ASB league.
- Effects: These are the primary in-battle effects that your attribute causes while it's in effect, as well as any trigger conditions that it might have, or the different effects it may take on as the circumstances vary. Signature attributes usually have broad effects, but they should still be outlined in the clearest and most objective way possible.
- Description: This is an explanation of how the attribute affects the appearance and behavior of the Pokémon that wields it, as well as the elements that bring its effects about. This should contain any of the information that is absolutely required for a referee to narrate this attribute's presence and effects in your battles, and it may also be grounds for you or your opponent to creatively interact with the attribute's logical interaction with the circumstances of battle. For this reason, this section is subject to approval, although it will not be evaluated for quality of the writing; rather, the approver will usually be vetoing signature attribute descriptions if they give the attribute obvious means of being exploited for unfair advantages, if the description of the attribute is dissonant enough from its effects to either cause problems for the referee or make it unfairly difficult for external circumstances to affect them, or if their contents are inappropriate or otherwise liable of bothering people involved in a battle where the move is used.
- Flavor: This is an entirely optional field that can be left blank if you choose so, and is not subject to the approval process at all outside of very extenuating circumstances. In this field, you can flesh out the signature attribute to whatever extent you'd like, giving it more background and story than what would need to go into the Description field. Although information inputted in this field can never have a proper effect in battle and is liable of not even being read by referees in charge of your battles, a signature attribute with substance is much more fun than one without, so we do recommend giving the flavor its due as well. You should also feel free to ask approvers (or even any other people) for advice or subjective criticism on the contents of this section, if you'd like to.
The following are examples of signature attributes, courtesy of Negrek with edits by Metallica Fanboy, which should help you view a bit of signature moves in practice, and possibly even help you come up with some:
[Hatchet] Kabutops (M)
Ability: Battle Armor
Name: Dominant Status
Effects: Hatchet's rune-covered carapace causes his attacks that make contact have a 10% chance of causing the opponent to flinch (this is not applied to moves that naturally have a chance to inflict flinching). Hatchet constantly has a +1 Attack boost for each one of his opponents that is a Kabuto or Kabutops. Any move that may inflict flinching is up to 20% less likely to successfully do so against Hatchet, and he is unaffected by the ability Intimidate, and any attacks based on intimidation or fear, such as Mean Look and Scary Face, will have their effects on Hatchet limited. All attacks used against Hatchet have up to 10% added to their base accuracy.
Description: Hatchet's head is covered in interlocking, overlapping carved runes, and the rest of his body has similar markings etched in ink (some, but not as many, are also actual carvings). These not only grant him an objectively fearsome appearance, but stand out to any Kabuto and Kabutops as a testament to the courage and prowess in battle that Hatchet once held and has retained yet plenty of -- as such, enemies will cower in fear at the sight, and Hatchet himself is emboldened by his own appearance. However, the runes blend poorly into most backgrounds and cause Hatchet to be readily visible to his foes at all times, which makes it more difficult to evade attacks.
Flavor: In ancient days Hatchet was a most feared creature, as deadly in battle with his fellow Kabutops as he was to the hapless prey-creatures that wandered into his path. In accordance with ancient tradition, each Kabutops that he defeated in battle, shattering their dominant scythe with one of his own, would carve their mark into the victor's armor, creating a lasting record not only of the winner's victory, but also of the loser's shame. Hatchet was so accomplished a battler that his body was covered all over with interlocking, overlapping runes in a wide variety of shapes and sizes. While most of these ancient marks of courage did not survive the revival process Hatchet underwent, those on his broad, scythe-shaped head, the only part of him that became fossilized, did. Before going into battle the, Kabutops also adorns the rest of his body with black ink scrawlings that mimic the etchings that once covered his armor from head to toe. Furthermore, Hatchet still keeps to the old ways -- for each battle he's had since being brought back to life, he's had another rune carved onto his rocky armor, and he hopes someday to have a collection as spectacular as was his of old.
Ability: Battle Armor
Name: Dominant Status
Effects: Hatchet's rune-covered carapace causes his attacks that make contact have a 10% chance of causing the opponent to flinch (this is not applied to moves that naturally have a chance to inflict flinching). Hatchet constantly has a +1 Attack boost for each one of his opponents that is a Kabuto or Kabutops. Any move that may inflict flinching is up to 20% less likely to successfully do so against Hatchet, and he is unaffected by the ability Intimidate, and any attacks based on intimidation or fear, such as Mean Look and Scary Face, will have their effects on Hatchet limited. All attacks used against Hatchet have up to 10% added to their base accuracy.
Description: Hatchet's head is covered in interlocking, overlapping carved runes, and the rest of his body has similar markings etched in ink (some, but not as many, are also actual carvings). These not only grant him an objectively fearsome appearance, but stand out to any Kabuto and Kabutops as a testament to the courage and prowess in battle that Hatchet once held and has retained yet plenty of -- as such, enemies will cower in fear at the sight, and Hatchet himself is emboldened by his own appearance. However, the runes blend poorly into most backgrounds and cause Hatchet to be readily visible to his foes at all times, which makes it more difficult to evade attacks.
Flavor: In ancient days Hatchet was a most feared creature, as deadly in battle with his fellow Kabutops as he was to the hapless prey-creatures that wandered into his path. In accordance with ancient tradition, each Kabutops that he defeated in battle, shattering their dominant scythe with one of his own, would carve their mark into the victor's armor, creating a lasting record not only of the winner's victory, but also of the loser's shame. Hatchet was so accomplished a battler that his body was covered all over with interlocking, overlapping runes in a wide variety of shapes and sizes. While most of these ancient marks of courage did not survive the revival process Hatchet underwent, those on his broad, scythe-shaped head, the only part of him that became fossilized, did. Before going into battle the, Kabutops also adorns the rest of his body with black ink scrawlings that mimic the etchings that once covered his armor from head to toe. Furthermore, Hatchet still keeps to the old ways -- for each battle he's had since being brought back to life, he's had another rune carved onto his rocky armor, and he hopes someday to have a collection as spectacular as was his of old.
[Polytron] Porygon (X)
Ability: Download
Name: Cheap Orrean Knock-Off
Effects: As Polytron's health decreases, it begins to malfunction and acts increasingly erratically. These malfunctions are cumulative but disappear in reverse order if Polytron's health is restored. These malfunctions, and the health levels that trigger them, are as follows:
Flavor: The dusty, backwater region of Orre is notorious as a haven of digital pirates and hackers, all of whom are looking to make a buck by any means necessary. In addition to marketing dowloaded movies and other relatively innocuous breaches of interregional copyright law, they have produced such ambitious products as the Vii and the hiPhone which are, if not always quite as high-quality as the products they emulate, significantly cheaper. Now Silp Labs of Orre are proud to release their latest innovation of questionable legality: Polytron, the virtual-reality pokémon for whom all resemblances to Silph's Porygon model are, of course, merely unfortunate coincidence.
Ability: Download
Name: Cheap Orrean Knock-Off
Effects: As Polytron's health decreases, it begins to malfunction and acts increasingly erratically. These malfunctions are cumulative but disappear in reverse order if Polytron's health is restored. These malfunctions, and the health levels that trigger them, are as follows:
- 86%-100%: "All operations fall within acceptable parameters." (No effects.)
- 67%-85%: "ERROR 586676: Minor attack programming anomalies; several programs corrupted or lost." (Polytron cannot use any Special-class moves with Base Power lower than 80, but its Special Attack is increased by 1+.)
- 41%-66%: "ERROR 121665: Power modulation system failure; energy attacks discharged at unsafe levels." (Special-class damaging moves used by Polytron deal 2% more damage after all other factors, but using these moves will cost 1% more and cause 1% damage to Polytron with each use.)
- 26%-40%: "ERROR 068850: Conversion.exe program failure; constant fluctuations in manifest type occur." (Polytron gains the ability Color Change in addition to all others.)
- 16%-25%: "ERROR 883939: Guidance system failure; foe-differentiation software corrupted." (Polytron's single-target attacks can no longer have their targets specified and will instead randomly target a Pokémon on the field other than Polytron.)
- 6%-15%: "ERROR 827235: Type-differentiation software failure; energy attacks impossible to correctly analyze." (Polytron's Special-class damaging moves now deal damage of a randomly chosen type instead of their usual type while retaining their regular effects.)
- 0-5%: "ERROR 936466: Power supply destabilized; random discharges frequently occur." (Polytron gains the ability Static in addition to all others and deals 3% Electric-type damage to any Pokémon that uses a contact move against it.)
Flavor: The dusty, backwater region of Orre is notorious as a haven of digital pirates and hackers, all of whom are looking to make a buck by any means necessary. In addition to marketing dowloaded movies and other relatively innocuous breaches of interregional copyright law, they have produced such ambitious products as the Vii and the hiPhone which are, if not always quite as high-quality as the products they emulate, significantly cheaper. Now Silp Labs of Orre are proud to release their latest innovation of questionable legality: Polytron, the virtual-reality pokémon for whom all resemblances to Silph's Porygon model are, of course, merely unfortunate coincidence.
Some Tips for a Smooth Approval Process
- Be fair and willing to self-criticize. The approvers will mostly likely have better things to do than fix something that's obviously broken -- do try to present what you'd consider the most balanced possible version of your signature move/attribute.
- Be as specific as possible about the mechanical battle effects. Your signature move/attribute should not simply have "a chance to inflict a burn", for example; it should have a specific chance, such as 20% or 30%.
- In ASB, there are no "turns", so avoid referring to those when your signature move/attribute's effects span a certain duration. Time in ASB is measured in actions and rounds. Beware of mixing those two up, as well.
The Approving Staff
Approvers are paid $1 per move or attribute reviewed, which can be claimed in the bank.
Signature Attributes
Senior Approvers: JackPK, Byrus
Intermediate Approvers: Lord of the Fireflies, Music Dragon, Metallica Fanboy
Junior Approvers: Keldeo, Dazel
Signature Moves
Senior Approvers: Lord of the Fireflies, Byrus
Intermediate Approvers: Music Dragon, Keldeo, JackPK, Metallica Fanboy
Junior Approvers: Dazel, Superbird
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