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Pokémon Registration Office

Re: Pokémon Registration Office

2mmiuiu.jpg

Chaos (Female) <Magic Guard>
Signature Attribute:
Stem Cells

Most Solosis are made of specialized cells, having adapted in their egg to the psychic energies that surround them and, therefore, having become psychic-type themselves. Chaos is just a little different, having hatched far too early in her development, before she had ever adapted. As a consequence, she is somewhat unstable, frequently adapting to her environment and adapting her battle style accordingly.

Effects: Upon entering the field, Chaos' type changes according to what would be most appropriate (see below for examples). Some of her psychic-type moves also change type to match, namely Future Sight, Psychic, Psyshock, and Psywave; these are performed with energy of whatever type she happens to be at the present time.

If, for some reason, her signature attribute is removed, she becomes typeless, taking neutral damage from all types and having her type-changed moves deal neutral damage on all types.

In addition, she loses access to Hidden Power, replacing it with her signature move. If her attribute is nullified, she loses access to the move and does not regain Hidden Power.

For instance, if she were in a field of lava, she would become fire-type; an ocean would make her water-type; a building would make her normal-type, and so on. It is decided by the ref, and based on the majority part of the arena; a field with a small lake would call grass-type, but a large lake with a small island would call water-type. If the arena is too diverse to assess in this fashion, the space directly surrounding her when she is sent out is used.

Signature Move: Stem-Cell Power

Like the vast majority of Pokémon, Chaos has access to the Hidden Power technique. She was always fascinated by its random typing, perfectly matching her own tedency to never know what element she would be using at the present time. She began to train it, concentrating carefully on the energy as it was produced; with a whole lot of training, she managed to get it somewhat under control, binding it to her current form. Quite simply, it is the same type as she happens to be at the time, occasionally gaining a special effect to go with it.

Type: Varies / Stat: Special / Damage: 8% / Accuracy: 100% / Target: Single Target / Energy: 5% / Duration: One Action

This move's type is dependant on Chaos' own type. It can also gain a secondary effect, depending on its type, at a 30% chance of activation.

Dark: flinch
Electric: inflict mild paralysis
Fire: inflict mild burn
Ghost: lower a random stat by one stage
Ice: inflict mild freezing
Poison: inflict mild poisoning

Usage Gap: three actions.
 
Re: Pokémon Registration Office

Took away as many level-up Normal moves as I could without totally destroying her effectiveness (Double Team), or that are pretty 6u9 (Growl, Focus Energy). For a normal type, Taillow doesn't really get many Normal moves.

[Katniss] Taillow (F) <Guts>

Signature Attribute:
I Am The Mockingjay

An old myth in the Hoenn region speaks of the Mockingjay, a small group of Taillow that hail from Kanto instead of of Hoenn like the rest of their kind. The Mockingjay's bodies were said to be black as coals, due to the influence of the place they lived, and the one that protected it - Moltres. The Mockingjay clan lived with the legendary beast for so long, they began to change to match her - they shed their normal typing to gain the fiery power that the legendary bird had, and their feathers blackened from the flames.

Katniss is one of these Mockingjay. She was born with a stark black-and-white colour to her feathers, to a seemingly normal Swellow family - a throwback to an ancestor who was one of the Mockingjay. Over time, her true power came forth - the burning flame of her ancestor's clan dwells in her, changing her.

Effects: Katniss is a Fire/Flying type. She loses the following moves in exchange for new ones:

- Endeavor, Rage, Swift, Double-Edge, Rain Dance, Endure, Frustration, Quick Attack
+ Flame Charge, Will-O-Wisp, Fire Spin, Flare Blitz

and another:

[Nepeta] Purrloin (F) <Limber>

Signature Move: Pouncegr33t!

Nepeta is a very friendly and sweet Purrloin. So much so that she absolutely MUST gr33t everyone!! She does this with a mighty Pounce upon them, no matter how big or strong the other may be. But she also understands that in a fight, it is no time to be playing...well, to be playing too much, anyway. So she figured out a way to use her lovely Pouncegr33t in battle!

She can target any Pokemon on the field with this attack, and it has a different effect depending on if the Pokemon is friend of foe.

One effect is the same no matter who is pounced, however: the Target will always be pushed to the ground, unless they are twice her size (in both height and weight) or more. Depending on the surface they fall on, they take some damage: soft surfaces (cloth, deep snow, etc) deal 1%, normal surfaces (dirt, wood floors, etc) 2%, hard surfaces (stone, longer falls, etc) 3%. If the target is too large to topple, Nepeta takes 1% recoil.

If the target is an allied Pokemon, then the Pounceg33t! has the following effects:
-target is snapped out of Confusion/Infactuation
-target has one random stat (ATK, DEF, SPD, SPDEF, SPATK, EVADE) boosted by 1.

If the target is a foe Pokemon, then the Pounceg33t! has the following effects:
-target is weakly attracted to Nepeta regardless of gender, from her cuteness.
-target's SPD is lowered by 1.

Type: Normal / Stat: Physical / Damage: Varies / Accuracy: 90% / Target: Single / Energy: 6% / Duration: One Action / Usage Gap: 3 Rounds


ahaha i have no idea
 
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.

Just one nitpicky thing I found: do baby and Rattled Pokemon take double the base damage, or double the damage after all calculations? Fix that and it should be good.

2mmiuiu.jpg

Chaos (Female) <Magic Guard>
Signature Move: Stem-Cell Power

Like the vast majority of Pokémon, Chaos has access to the Hidden Power technique. She was always fascinated by its random typing, perfectly matching her own tedency to never know what element she would be using at the present time. She began to train it, concentrating carefully on the energy as it was produced; with a whole lot of training, she managed to get it somewhat under control, binding it to her current form. Quite simply, it is the same type as she happens to be at the time, occasionally gaining a special effect to go with it.

Type: Varies / Stat: Special / Damage: 8% / Accuracy: 100% / Target: Single Target / Energy: 5% / Duration: One Action

This move's type is dependant on Chaos' own type. It can also gain a secondary effect, depending on its type, at a 30% chance of activation.

Dark: flinch
Electric: inflict mild paralysis
Fire: inflict mild burn
Ghost: lower a random stat by one stage
Ice: inflict mild freezing
Poison: inflict mild poisoning

Usage Gap: three actions.


I'd lower the damage to 6% and raise the usage gap to two rounds - you can change it back when Chaos evolves. Otherwise, approved once the attribute is.

and another:

[Nepeta] Purrloin (F) <Limber>

Signature Move: Pouncegr33t!

Nepeta is a very friendly and sweet Purrloin. So much so that she absolutely MUST gr33t everyone!! She does this with a mighty Pounce upon them, no matter how big or strong the other may be. But she also understands that in a fight, it is no time to be playing...well, to be playing too much, anyway. So she figured out a way to use her lovely Pouncegr33t in battle!

She can target any Pokemon on the field with this attack, and it has a different effect depending on if the Pokemon is friend of foe.

One effect is the same no matter who is pounced, however: the Target will always be pushed to the ground, unless they are twice her size (in both height and weight) or more. Depending on the surface they fall on, they take some damage: soft surfaces (cloth, deep snow, etc) deal 1%, normal surfaces (dirt, wood floors, etc) 2%, hard surfaces (stone, longer falls, etc) 3%. If the target is too large to topple, Nepeta takes 1% recoil.

If the target is an allied Pokemon, then the Pounceg33t! has the following effects:
-target is snapped out of Confusion/Infactuation
-target has one random stat (ATK, DEF, SPD, SPDEF, SPATK, EVADE) boosted by 1.

If the target is a foe Pokemon, then the Pounceg33t! has the following effects:
-target is weakly attracted to Nepeta regardless of gender, from her cuteness.
-target's SPD is lowered by 1.

Type: Normal / Stat: Physical / Damage: Varies / Accuracy: 90% / Target: Single / Energy: 6% / Duration: One Action / Usage Gap: 3 Rounds


ahaha i have no idea

I have trouble imagining a Purrloin being able to topple a Dragonair or Aron. I'd change the toppling requirements to triple Nepeta's height or weight. Fix that and everything should be alright.
(the image of a Purrloin faceplanting against a Tyranitar's belly is highly amusing)
 
Re: Pokémon Registration Office

I have trouble imagining a Purrloin being able to topple a Dragonair or Aron. I'd change the toppling requirements to triple Nepeta's height or weight. Fix that and everything should be alright.
(the image of a Purrloin faceplanting against a Tyranitar's belly is highly amusing)

Why would it need to be changed from double to triple?
 
Re: Pokémon Registration Office

2mmiuiu.jpg

Chaos (Female) <Magic Guard>
Signature Attribute:
Stem Cells

Most Solosis are made of specialized cells, having adapted in their egg to the psychic energies that surround them and, therefore, having become psychic-type themselves. Chaos is just a little different, having hatched far too early in her development, before she had ever adapted. As a consequence, she is somewhat unstable, frequently adapting to her environment and adapting her battle style accordingly.

Effects: Upon entering the field, Chaos' type changes according to what would be most appropriate (see below for examples). Some of her psychic-type moves also change type to match, namely Future Sight, Psychic, Psyshock, and Psywave; these are performed with energy of whatever type she happens to be at the present time.

If, for some reason, her signature attribute is removed, she becomes typeless, taking neutral damage from all types and having her type-changed moves deal neutral damage on all types.

In addition, she loses access to Hidden Power, replacing it with her signature move. If her attribute is nullified, she loses access to the move and does not regain Hidden Power.

For instance, if she were in a field of lava, she would become fire-type; an ocean would make her water-type; a building would make her normal-type, and so on. It is decided by the ref, and based on the majority part of the arena; a field with a small lake would call grass-type, but a large lake with a small island would call water-type. If the arena is too diverse to assess in this fashion, the space directly surrounding her when she is sent out is used.

Signature Move: Stem-Cell Power

Like the vast majority of Pokémon, Chaos has access to the Hidden Power technique. She was always fascinated by its random typing, perfectly matching her own tedency to never know what element she would be using at the present time. She began to train it, concentrating carefully on the energy as it was produced; with a whole lot of training, she managed to get it somewhat under control, binding it to her current form. Quite simply, it is the same type as she happens to be at the time, occasionally gaining a special effect to go with it.

Type: Varies / Stat: Special / Damage: 6% / Accuracy: 100% / Target: Single Target / Energy: 5% / Duration: One Action

This move's type is dependant on Chaos' own type. It can also gain a secondary effect, depending on its type, at a 30% chance of activation.

Dark: flinch
Electric: inflict mild paralysis
Fire: inflict mild burn
Ghost: lower a random stat by one stage
Ice: inflict mild freezing
Poison: inflict mild poisoning

Usage Gap: two rounds.
 
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

[Nepeta] Purrloin (F) <Limber>

Signature Move: Pouncegr33t!

Nepeta is a very friendly and sweet Purrloin. So much so that she absolutely MUST gr33t everyone!! She does this with a mighty Pounce upon them, no matter how big or strong the other may be. But she also understands that in a fight, it is no time to be playing...well, to be playing too much, anyway. So she figured out a way to use her lovely Pouncegr33t in battle!

She can target any Pokemon on the field with this attack, and it has a different effect depending on if the Pokemon is friend of foe.

One effect is the same no matter who is pounced, however: the Target will always be pushed to the ground, unless they are triple her height or weight, or more. Depending on the surface they fall on, they take some damage: soft surfaces (cloth, deep snow, etc) deal 1%, normal surfaces (dirt, wood floors, etc) 2%, hard surfaces (stone, longer falls, etc) 3%. If the target is too large to topple, Nepeta takes 1% recoil.

If the target is an allied Pokemon, then the Pounceg33t! has the following effects:
-target is snapped out of Confusion/Infatuation
-target has one random stat (ATK, DEF, SPD, SPDEF, SPATK, EVADE) boosted by 1.

If the target is a foe Pokemon, then the Pounceg33t! has the following effects:
-target is weakly attracted to Nepeta regardless of gender, from her cuteness.
-target's SPD is lowered by 1.

Type: Normal / Stat: Physical / Damage: Varies / Accuracy: 90% / Target: Single / Energy: 6% / Duration: One Action / Usage Gap: 3 Rounds


o3o
 
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.

You might want to mention the -1 Def. and Sp. Def. are Paris's default levels (i.e. returning to them after Haze), but you're approved either way.

[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.

Why can Rael do these things and not other Spoink? I can't really see some of these moves even working (where would feathers come from?); they would need at least a few moves taken away even if they made sense anyways.

The backstory's alright, but there's a bit of awkwardness in the first paragraph about jumping.

2mmiuiu.jpg

Chaos (Female) <Magic Guard>
Signature Attribute:
Stem Cells

Most Solosis are made of specialized cells, having adapted in their egg to the psychic energies that surround them and, therefore, having become psychic-type themselves. Chaos is just a little different, having hatched far too early in her development, before she had ever adapted. As a consequence, she is somewhat unstable, frequently adapting to her environment and adapting her battle style accordingly.

Effects: Upon entering the field, Chaos' type changes according to what would be most appropriate (see below for examples). Some of her psychic-type moves also change type to match, namely Future Sight, Psychic, Psyshock, and Psywave; these are performed with energy of whatever type she happens to be at the present time.

If, for some reason, her signature attribute is removed, she becomes typeless, taking neutral damage from all types and having her type-changed moves deal neutral damage on all types.

In addition, she loses access to Hidden Power, replacing it with her signature move. If her attribute is nullified, she loses access to the move and does not regain Hidden Power.

For instance, if she were in a field of lava, she would become fire-type; an ocean would make her water-type; a building would make her normal-type, and so on. It is decided by the ref, and based on the majority part of the arena; a field with a small lake would call grass-type, but a large lake with a small island would call water-type. If the arena is too diverse to assess in this fashion, the space directly surrounding her when she is sent out is used.

Backstory's a little sparse but gets the point across. Can't say anything about the "loss of Hidden Power" part, but approved.

[Katniss] Taillow (F) <Guts>

Signature Attribute:
I Am The Mockingjay

An old myth in the Hoenn region speaks of the Mockingjay, a small group of Taillow that hail from Kanto instead of of Hoenn like the rest of their kind. The Mockingjay's bodies were said to be black as coals, due to the influence of the place they lived, and the one that protected it - Moltres. The Mockingjay clan lived with the legendary beast for so long, they began to change to match her - they shed their normal typing to gain the fiery power that the legendary bird had, and their feathers blackened from the flames.

Katniss is one of these Mockingjay. She was born with a stark black-and-white colour to her feathers, to a seemingly normal Swellow family - a throwback to an ancestor who was one of the Mockingjay. Over time, her true power came forth - the burning flame of her ancestor's clan dwells in her, changing her.

Effects: Katniss is a Fire/Flying type. She loses the following moves in exchange for new ones:

- Endeavor, Rage, Swift, Double-Edge, Rain Dance, Endure, Frustration, Quick Attack
+ Flame Charge, Will-O-Wisp, Fire Spin, Flare Blitz

I can't remember what was wrong about this, but the moves are pretty balanced out, so approved.

Feel free to correct me, senior approvers!
 
Re: Pokémon Registration Office

:O you missed mine!

EDIT: Oh no wait nevermind it was a sig move

EDIT2: Oh no wait blazhy checked it and i missed it.
 
Last edited:
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 base 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.

-----

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

[Feferi] Feebas (F) <Swift Swim>

Signature Attributes: Royal Destiny

Ever since she was a young Feebas she knew there was a special destiny reserved for her when she hatched from her egg clutch. With the way she moved, the way she spoke to her aquatic brethren, she could lead them into the depths themselves if she asked them too. But in a world where the larger fish eat the smaller fish, she was at first thought of being far too brave for a fish her size she would find herself prey to a larger fish.

But little did they know that the young fish would be taken in by a ancient Tentacruel and raised by the olden pokemon to be a kind and brave Feebas, telling her stories and destinies that were reserved for the fish. Feferi was told by her adoptive mother that she was a princess destined to taken over the throne and lead a revolution that unites the would above and below the water's surface. Fuelled by this, Feferi would practice her royal decrees with her mother and talk about all the changes she'll make to the underwater kingdom where no fish has to fear being eaten because they are small and weak.

With her natural charming benevolence, she still holds onto her gift of easing the stress of others and making light of the world around her. When with friends she will talk about her destined fate and the changes she'll make to benefit all of pokemon kind.

Effects: Do to her "Royal" aura of benevolence, her opponents and allies find themselves more at ease with her there, and less inclined to do as much damage as they could with her watching them. How this effects them, however, depends if they are friend or foe

Foes: When attacking her or an ally, super-effective moves that would normally sting at their victim's body, will be found to have less of a punch. Effected by Feferi's presence, super-effective moves will have a -1% to damage after all is calculated.

Ally: When fighting next to Feferi, they are more at ease and don't feel as frustrated no matter how the battle fares. When using Frustration, their damage is docked by -1%.
 
Re: Pokémon Registration Office

Yet another type-changing sig attribute...


electric_solosis_by_lordofthefireflies-d4bh9ve.gif

Nemo - male
<Magic Guard>

Signature Attribute: I Hold the Thunder


Nemo's hatching was surrounded by not only mystery, but also a bunch of relatively interesting coincidences. His father was a renegade Eelektross, banned by his fellow electric-types for falling in love with a Reuniclus (how sweet). The Multiplying Pokémon was already carrying her unique egg when the horde of eels began to pursuit them, seeking revenge for their stained honor. Even though Nemo's father was a brave and strength-wielding Eelektross, he was no match against his old friends, and after a furious fight, he was defeated. Short after, they had found the hiding Reuniclus, and she joined her love in the afterlife.

Nemo's small, fragile and palpitating egg had been saved from the wrath of the Motor Pokémon. Surrounded by a cloak of protective gel, his egg was untouched baring a small, yet critical gash at the surface. The fetus' live was on thin line for several days, miraculously missed by predators passing by. That is, until the Thunder Deity Thundurus flew by, cleverly escaping an increasingly angered Pokémon Trainer. Few sparks of his Divine Thunder struck the barely dead egg and brought it to life again; gave it enough energy to live through the embryonic stage of his embryonic life.

At this point, the events make no sense. Apparently, Thunder Deities can follow the trace of each other - this would explain how Zapdos, Raikou and finally Zekrom followed Thundurus' tracks, each of them noticing the sparking egg and letting a fraction of their electrical energy out of them and into the cut. The result was, even though somewhat predictable, an amazingly rare occurrence - Nemo's developing cells adapted to the divine electricity and began to wield it themselves.

Lord of the Fireflies, who happened to be reffing a battle at that precise moment, stumbled upon the hatching egg. It cracked open in an instant, and a joyous and blindingly yellow Solosis blinked as it came out. Overjoyed by the sight of a perhaps shiny Pokémon, the young man told about his discovery, and after weeks of careful observations, it was concluded by none but the famous prof. Rowan that Nemo was an electricity-producing cell - just like the ones found in electricity-producing animals, like eels - covered by a thick layer of Plasma.

Effects: Nemo is Psychic/Electric-typed. His body is continuously glowing a bright yellow, and thus his presence will always be revealed in dark environments, and he will always be detected if he uses the move Double Team, unless in very bright environments. His coating is a bit less resistant than on a normal Solosis, so he will suffer from a permanent -1 reduction in defense - reset to that value after Haze and company. Additionally, he lost his control over heavy rocks and metals. This effect, while still somewhat foggy, could be explained by the fact that Nemo, unlike other Solosis, uses both his psychic and electromagnetic powers to accomplish telekinetic tasks - like making rocks levitate. Since minerals conduct electricity so well, they seem to slip out of Nemo's psychic grasp, seeing how their movements are erratic - far from the smooth arcs they are supposed to describe. Since the fatal moment Nemo wounded an ally, he decided not to use them anymore. On the other hand, he gained a bunch of other moves through that incredibly random chain of events:

+ Charge Beam, Spark, Thunderbolt
- Double Team (somewhat), Flash Cannon, Gyro Ball, Rock Slide, Rock Tomb, Rollout
 
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Re: Pokémon Registration Office

But ditto can change that fact.

Not that hard to edit it to fit in the slight problem of rotom and reuniclus being unable to breed, anyhow - it doesn't seem that it has that much to do with Nemo being the rotom's biological offspring.


lalala nothing was ever here to make this post actually productive
 
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Re: Pokémon Registration Office

derp

[Eos] Shinx (F) <Intimidate>
Signature Attribute: Second Nature

Before Eos became a part of Dragon's team, she belonged to a Trainer who used her for especially violent Pokemon battles, which often led to severe injuries or even death. As these battles were highly illegal, Eos didn't have much of a chance to meet other Pokemon on friendly terms, and became somewhat withdrawn. Occasionally, her Trainer would forget to feed her or treat her injuries and she'd be weak for a battle or two, leading to quite a few losses.

From her short time with her birth parents, Eos managed to pick up their strong sense of morals, so maiming and killing other Pokemon didn't sit well with her. To cope, she pretended it was all a game, like the games of pretend she would play with her siblings. During battles, Eos would pretend to be someone else; Vesper, a trickster Pokemon with sharp white claws that she remembered from stories her mother would tell. She developed this fake personality and after a while it became almost natural to slip into the role.

As Vesper's personality was completely different from hers, Eos watched dark types or Pokemon with sharp claws to mimic them and their attacks, so her performance would be more realistic. As she watched these battles, she realized that if she continued to play around and only pretend to be serious about these battles she would likely end up dead herself, so her facade became less of a coping tactic and more of an extension of her own personality. Eventually Eos began to take her act too seriously and began to switch to Vesper's personality out of battles or when she was under stress.

When Eos' original Trainer was caught by the League and she was repossessed, she found it hard to believe that she didn't have to fight as Vesper all the time and still keeps up the facade during parts of battles. Eventually, she found a balance between her own fighting style and the one she had the most experience with, though memories of injuries caused by listening to her old Trainer sometimes makes her lash out at Dragon and do whatever she wants instead.

Effects: When Eos' health is 100-76% or 50-26%, she gains and loses the following moves. Her battling style is mostly using special attacks involving light and defensive manoeuvres, and keeping her distance. If a command doesn't fit her battling style (by the ref's discretion) Eos has a 10% chance of not listening and using Calm Mind and getting as far from the opponent as possible instead.

Normal+ Calm Mind, Energy Ball, Aurora Beam
- Roar, Scary Face, Frustration, Crunch, Leer, Thief, Swagger, Snarl

When Eos' health is 75-51% or 25-1%, she gains and loses the following moves. Her battling style becomes focused around physical clawing attacks and cheap tricks, as well as fighting in close quarters. If a commands doesn't fit her battling style (by the ref's discretion) Eos has a 10% chance of not listening and using Hone Claws instead.

'Vesper'+ Sucker Punch, Hone Claws, Leaf Blade
- Helping Hand, Magnet Rise, Signal Beam, Charge Beam, Swift, Rain Dance, Shock Wave
 
Re: Pokémon Registration Office

[Nepeta] Purrloin (F) <Limber>

Signature Move: Pouncegr33t!

Nepeta is a very friendly and sweet Purrloin. So much so that she absolutely MUST gr33t everyone!! She does this with a mighty Pounce upon them, no matter how big or strong the other may be. But she also understands that in a fight, it is no time to be playing...well, to be playing too much, anyway. So she figured out a way to use her lovely Pouncegr33t in battle!

She can target any Pokemon on the field with this attack, and it has a different effect depending on if the Pokemon is friend of foe.

One effect is the same no matter who is pounced, however: the Target will always be pushed to the ground, unless they are triple her height or weight, or more. Depending on the surface they fall on, they take some damage: soft surfaces (cloth, deep snow, etc) deal 1%, normal surfaces (dirt, wood floors, etc) 2%, hard surfaces (stone, longer falls, etc) 3%. If the target is too large to topple, Nepeta takes 1% recoil.

If the target is an allied Pokemon, then the Pounceg33t! has the following effects:
-target is snapped out of Confusion/Infatuation
-target has one random stat (ATK, DEF, SPD, SPDEF, SPATK, EVADE) boosted by 1.

If the target is a foe Pokemon, then the Pounceg33t! has the following effects:
-target is weakly attracted to Nepeta regardless of gender, from her cuteness.
-target's SPD is lowered by 1.

Type: Normal / Stat: Physical / Damage: Varies / Accuracy: 90% / Target: Single / Energy: 6% / Duration: One Action / Usage Gap: 3 Rounds


o3o

hey right I'm a sig move approver

Evasion is not a stat in ASB, so you might want to change that to lowered accuracy from attacks or something.
 
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 base 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.

Alright, I think it should be fine now. Approved.

hey right I'm a sig move approver

Evasion is not a stat in ASB, so you might want to change that to lowered accuracy from attacks or something.

Right, that too. Actually, I noticed that accuracy is not listed there; I'd suggest replacing evasion with accuracy.
 
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