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Pokémon Registration Office

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Re: Pokémon Registration Office

Ah, yes. I've never evolved a Pokemon before so excuse my newness to it.

[Swimmy] Remoraid (F)
Ability: Sniper
Mods: None

TO

[Swimmy] Octillery (F)
Ability: Sniper
Mods: None

Experience: 1 2 3

Once more I'm sorry that I didn't do the right formatting before. Hopefully this is correct.

Approved.
 
Re: Pokémon Registration Office

rsitem011.png
[Amber] Ralts (Female) ((Shiny))
Ability: Trace
EXP: 0
280.png
280.png
dpiconani280.gif


Signature Move: Mind Wave

After countless weeks of waiting to battle, Amber has found out how to focus her brain waves as an attack towards the foe. The resulting attack deals a fair amount of damage, but to make up for it, the foe may be inflicted with a 'Flinch' or 'Confusion'
Status.

However, with the massive amounts of energy it takes for a little Ralts to produce this kind of attack, Amber has to charge up the attack, and then suffer temporary paralysis for the next action. Due to being a young child, Amber is easily distracted.

Amber's blue 'hair' and horns are surrounded with a purplish aura. After the attack charges fully, you can literally see brain waves emitting from Amber's head, which then intrude the foe's mind, attacking them from the inside, if you will. After the attack, Amber is completely vulnerable to multiple attacks. The waves can be directed at two foes to do some good damage.

Psychic / Special/10%/15%/20% / 70% / Both Foes / 10% / 3 Actions

Amber's brain waves can be used to assault a foes' minds.

The attack takes one action to charge, the second action it releases. On the third action, Amber has to recharge. So basically, the attack takes one full round to use.

The attack has a 10% chance of inflicting confusion on the foe, and a 15% chance to make the foe Flinch.

After the attack is used, Amber has a 20% percent chance of being moderately confused due to stress on her brain. However, if the attack fails, Amber is moderately confused no matter what. Also, if the attack fails, the foe(s) are given a +1 Stat Boost in Speed, Sp. Attack, Sp. Defense, Attack, and Defense.

Depending on the amount of energy was used when the attack is launched, depends on the amount of damage the attack can do.

If Amber is between 100%-75% Energy, the attack does 20% Damage.

If Amber is between 74%-40% Energy, the attack does 15% Damage.

If Amber is between 39%-10% Energy, the attack does 10% Damage.

Due to brain stress, Amber cannot use the move again for 4 rounds.

-----------------------------------------------------------------------------------

ASB FTW
 
Re: Pokémon Registration Office

Dia has loved his jewels for a long time. He has gained such a huge collection, yet no one but him has actually figured out where he keeps them. In Jewel Scatter, he gathers nine separate treats of his and throws them around, wildly hitting his opponents and scattering them around the arena. His aim is horrible, though, and he would never be able to make sure all his targets all hit their mark.

If the opponent is another sableye, they may eat the jewels and reap their benefits also. They may also steal the jewels and make a profit for their trainer.

[Dia] Sableye (Male)
Ability: Stall
Move Mod: Jewel Scatter
Normal/Physical/ 0-2% per hit/ 60%/ Multiple Targets/5%/ Once per battle
Dia throws his jewels around the field, hitting multiple targets. It is impossible for all of his jewels to hit. All of his jewels have different powers, and may be eaten by him or another sableye to gain these effects. Dia cannot eat more than one gem per battle. If an opponent eats a gem, Dia will become enraged, giving him an attack increase of +1 and an accuracy decrease of -1. He will only attack that pokemon for six turns. After that his accuracy will go back to normal and so will his attack. The same will happen if an opponent steals a gem to sell. Dia will only bring one gem to sell per battle. His jewels and their effects are:

Pearl: One of his smallest and least expensive jewels, it sells for only $1 if picked up. It increases the power of psychic attacks by 1% for one use.

Diamond: Diamonds are very expensive. They sell for $3. It increases the power of ice attacks by 1% for one use.

Gold: Also very expensive. Sells for $4. Increases the power of electric attacks by 1%. Also, even though Dia knows his jewels very well, there is a 40% chance that his gold he throws will be fool's gold.

Silver: It sells for $3. Increases the power of steel type attacks by 1% for one use.

Crystal: Less expensive than his other things, it sells for $1. It increases the power of normal type attacks by 1% for one use.

Ruby: In the middle of the price range, it sells for $2. It increases the power of fire type attacks by 1% for one use.

Sapphire: In the middle of the price range, it sells for $2. It increases the power of water type attacks by 1% for one use.

Emerald: In the middle of the price range, it sells for $2. It increases the power of bug type attacks by 1% for one use.

Fool's gold: No one would buy fool's gold. If picked up, it sells for nothing. When Jewel Scatter is used, there is a 40% chance that instead of gold, he threw fool's gold, leaving two pieces of fool's gold on the field. The only way to know if fool's gold was thrown is if the gold is eaten or taken to a trainer. It counts as selling a jewel, so even if the fool's gold is presented to the trainer, Dia cannot bring another jewel or metal to his trainer.
 
Last edited:
Re: Pokémon Registration Office

rsitem011.png
[Amber] Ralts (Female) ((Shiny))
Ability: Trace
EXP: 0
280.png
280.png
dpiconani280.gif


Signature Move: Mind Wave

After countless weeks of waiting to battle, Amber has found out how to focus her brain waves as an attack towards the foe. The resulting attack deals a fair amount of damage, but to make up for it, the foe may be inflicted with a 'Flinch' or 'Confusion'
Status.

However, with the massive amounts of energy it takes for a little Ralts to produce this kind of attack, Amber has to charge up the attack, and then suffer temporary paralysis for the next action. Due to being a young child, Amber is easily distracted.

Amber's blue 'hair' and horns are surrounded with a purplish aura. After the attack charges fully, you can literally see brain waves emitting from Amber's head, which then intrude the foe's mind, attacking them from the inside, if you will. After the attack, Amber is completely vulnerable to multiple attacks. The waves can be directed at two foes to do some good damage.

Psychic / Special/10%/15%/20% / 70% / Both Foes / 10% / 3 Actions

Amber's brain waves can be used to assault a foes' minds.

The attack takes one action to charge, the second action it releases. On the third action, Amber has to recharge. So basically, the attack takes one full round to use.

The attack has a 10% chance of inflicting confusion on the foe, and a 15% chance to make the foe Flinch.

After the attack is used, Amber has a 20% percent chance of being moderately confused due to stress on her brain. However, if the attack fails, Amber is moderately confused no matter what. Also, if the attack fails, the foe(s) are given a +1 Stat Boost in Speed, Sp. Attack, Sp. Defense, Attack, and Defense.

Depending on the amount of energy was used when the attack is launched, depends on the amount of damage the attack can do.

If Amber is between 100%-75% Energy, the attack does 20% Damage.

If Amber is between 74%-40% Energy, the attack does 15% Damage.

If Amber is between 39%-10% Energy, the attack does 10% Damage.

Due to brain stress, Amber cannot use the move again for 4 rounds.

-----------------------------------------------------------------------------------

ASB FTW

This is a bit complicated... I'd take out the whole damage-depends-on-energy thing, as 20% damage is way too powerful, especially for a first stage and the amount of energy Amber uses. Keep it at a flat 15% and change the energy cost to around 12%. Also, the description implies that this attack is originally single-target, but can be distributed among multiple targets. In the summary, though, it says both foes. Change that to single/up to 3 targets (as indicated). Also make a note that the base power is 10% if used against two foes, and 5% if used against 3. By the way, the description of how the attack looks like should go in the "effects" section.

I'm not entirely sure why foes are given boosts to their stats if this attack misses...? The time this attack takes to prepare, the accuracy, and the chance of confusion should be enough of a drawback.

run if you want to live

[Greed] Riolu (M) Inner Focus

[Xerces] Butterfree (M) Compoundeyes

Approved.

Dia has loved his jewels for a long time. He has gained such a huge collection, yet no one but him has actually figured out where he keeps them. In Jewel Scatter, he gathers nine separate treats of his and throws them around, wildly hitting his opponents and scattering them around the arena. His aim is horrible, though, and he would never be able to make sure all his targets all hit their mark.

If the opponent is another sableye, they may eat the jewels and reap their benefits also. They may also steal the jewels and make a profit for their trainer.

[Dia] Sableye (Male)
Ability: Stall
Move Mod: Jewel Scatter
Normal/Physical/ 0-2% per hit/ 60%/ Multiple Targets/5%/ Once per battle
Dia throws his jewels around the field, hitting multiple targets. It is impossible for all of his jewels to hit. All of his jewels have different powers, and may be eaten by him or another sableye to gain these effects. Dia cannot eat more than one gem per battle. If an opponent eats a gem, Dia will become enraged, giving him an attack increase of +1 and an accuracy decrease of -1. He will only attack that pokemon for six turns. After that his accuracy will go back to normal and so will his attack. The same will happen if an opponent steals a gem to sell. Dia will only bring one gem to sell per battle. His jewels and their effects are:

Pearl: One of his smallest and least expensive jewels, it sells for only $1 if picked up. It increases the power of psychic attacks by 1% for one use.

Diamond: Diamonds are very expensive. They sell for $3. It increases the power of ice attacks by 1% for one use.

Gold: Also very expensive. Sells for $4. Increases the power of electric attacks by 1%. Also, even though Dia knows his jewels very well, there is a 40% chance that his gold he throws will be fool's gold.

Silver: It sells for $3. Increases the power of steel type attacks by 1% for one use.

Crystal: Less expensive than his other things, it sells for $1. It increases the power of normal type attacks by 1% for one use.

Ruby: In the middle of the price range, it sells for $2. It increases the power of fire type attacks by 1% for one use.

Sapphire: In the middle of the price range, it sells for $2. It increases the power of water type attacks by 1% for one use.

Emerald: In the middle of the price range, it sells for $2. It increases the power of bug type attacks by 1% for one use.

Fool's gold: No one would buy fool's gold. If picked up, it sells for nothing. When Jewel Scatter is used, there is a 40% chance that instead of gold, he threw fool's gold, leaving two pieces of fool's gold on the field. The only way to know if fool's gold was thrown is if the gold is eaten or taken to a trainer. It counts as selling a jewel, so even if the fool's gold is presented to the trainer, Dia cannot bring another jewel or metal to his trainer.

0-2% damage per hit is rather vague. A flat 2% should be acceptable, given the terrible accuracy. Also, I really preferred the previous set of effects - this is too much to keep track of. If you really insist on keeping this jewel system, have Dia throw less jewels (3 at the absolute maximum) and have the max selling price of anything at $3. The secondary effects of the jewels are okay, though it's quite vague on whether a Sableye gets that effect by eating it or simply being in possession of it. Also, I don't think it says anywhere whether a Pokemon can eat and take a jewel, or can only take/eat one per battle.

*phew*

Okay, buying one universe.

Girafarig
[Universe] Girafarig (M)
Ability: Inner Focus

Moneys
 
Re: Pokémon Registration Office

Mmkay. Can he only throw three per battle and have all the jewels, or is that still too complicated? Also, I messed with the gold since it no longer has the extra money to fix the fool's gold option. And would it be okay for three percent per hit, and having it be able to all hit, since only three to be thrown? Then the max would be nine.
_____________________________

Dia has loved his jewels for a long time. He has gained such a huge collection, yet no one but him has actually figured out where he keeps them. In Jewel Scatter, he gathers three separate treats of his and throws them around, wildly hitting his opponents and scattering them around the arena. His aim is horrible, though, and he would never be able to make sure all his targets all hit their mark.

If the opponent is another sableye, they may eat the jewels and reap their benefits also. They may also steal the jewels and make a profit for their trainer.

[Dia] Sableye (Male)
Ability: Stall
Move Mod: Jewel Scatter
Normal/Physical/ 3% per hit/ 60%/ Multiple Targets/5%/ Once per battle
Dia throws three of his jewels around the field, hitting multiple targets. All of his jewels have different powers, and may be eaten by him or another sableye to gain these effects. Dia cannot eat more than one gem per battle. If an opponent eats a gem, Dia will become enraged, giving him an attack increase of +1 and an accuracy decrease of -1. He will only attack that pokemon for six turns. After that his accuracy will go back to normal and so will his attack. The same will happen if an opponent steals a gem to sell. Dia will only bring one gem to sell per battle. He may eat one gem and sell one gem per battle. They must actually eat the jewel to get the effect. His jewels and their effects are:

Diamond: Diamonds are very expensive. They sell for $3. It increases the power of ice attacks by 1% for one use.

Gold: Also very expensive. Sells for $3. Increases the power of electric attacks by 1%. Also, even though Dia knows his jewels very well, there is a 30% chance that his gold he throws will be fool's gold.

Silver: It sells for $3. Increases the power of steel type attacks by 1% for one use.

Crystal: Less expensive than his other things, it sells for $1. It increases the power of normal type attacks by 1%.

Ruby: In the middle of the price range, it sells for $2. It increases the power of fire type attacks by 1% for one use.

Sapphire: In the middle of the price range, it sells for $2. It increases the power of water type attacks by 1% for one use.

Emerald: In the middle of the price range, it sells for $2. It increases the power of bug type attacks by 1% for one use.

Fool's gold: No one would buy fool's gold. If picked up, it sells for nothing. When Jewel Scatter is used, there is a 30% chance that instead of gold, he threw fool's gold. The only way to know if fool's gold was thrown is if the gold is eaten or taken to a trainer. It counts as selling a jewel, so even if the fool's gold is presented to the trainer, Dia cannot bring another jewel or metal to his trainer.
 
Re: Pokémon Registration Office

[Jaune] Mareep [M]
Ability: Static
Bank link.
Signature Move: Electric Shield
When Jaune was just a small Mareep, he was a very curious Mareep. One day, Jaune was playing in a big forest near his home. He climbed up a tree to try and get some pretty flowers, but he fell. As he was falling, Jaune freaked and tried to summon up a cushion to , well, cushion his fall. What he got was electric shield. Jaune was shocked by what he had been able to do, so for the next few weeks he vigorously practiced this by having his mother, although reluctant, try to use Tackle on Jaune. He was hit a few times, thought it was soft hits, but he managed to make it more powerful. Unfortunately, when he realized this, he accidentally paralyzed his mom. Thankfully, it wasn't permanent.
Type: Electric / Stat: Special/Accuracy: 100%/ Target: Self / Energy: 9% / Duration: 2 actions
Effects: Jaune spends one action preparing the shield, and on the following action lets it loose. It makes a shield that faintly glows with electricity, and makes a dome about a foot wide and a foot tall. Any enemy who touches the shield is affected as if it were hit by Thunder. They are thrown back by the force of the shield. So, the attack fails. 20% chance of paralyzing the opponent. Projectiles can pass through, although they are weakened, how much is decided by the referee. Ground-types can dig under the shield and attack like that. Also, the ground-types are thrown back, but not as far, and no damage to them. Normally, they are thrown back 3 feet. Ground-types are thrown back 1 1/2 feet.
Usage Gap: Once per battle
 
Re: Pokémon Registration Office

Yes, I meant that one dose could draw half a temporary mod. And I say he has to wait for the ink to go away because the mixture of artificial ink and his natural ink results in a sort of messed-up mixture that can't be used for proper drawing. Hmm...actually, I think I'll just alter the whole thing.

[Vandal] Smeargle (M)
Ability: Own Tempo
Signature Attribute: Permanent Ink

Vandal is an odd sort of Smeargle. He wants desperately for his art to be recognized and become well-known, not just as another generic Smeargle. As a result, before a match, he will dip his tail in permanent ink, which temporarily replaces the ink his tail normally secretes, allowing his creations a sort of permanency.

Effects: Anything Vandal paints with the permanent ink (such as wings) will not fade until the end of battle, or until he is switched out. However, at the same time, due to the complications caused by drawing elemental moves with permanent ink, he can only use normal-type attacks until he uses up the ink. The ink can allow him to draw one body mod, at the ref's discretion, each battle.

Bleh. Is this worth using up the body mod slot?
Approved.

Mmkay. Can he only throw three per battle and have all the jewels, or is that still too complicated? Also, I messed with the gold since it no longer has the extra money to fix the fool's gold option. And would it be okay for three percent per hit, and having it be able to all hit, since only three to be thrown? Then the max would be nine.
_____________________________

Dia has loved his jewels for a long time. He has gained such a huge collection, yet no one but him has actually figured out where he keeps them. In Jewel Scatter, he gathers three separate treats of his and throws them around, wildly hitting his opponents and scattering them around the arena. His aim is horrible, though, and he would never be able to make sure all his targets all hit their mark.

If the opponent is another sableye, they may eat the jewels and reap their benefits also. They may also steal the jewels and make a profit for their trainer.

[Dia] Sableye (Male)
Ability: Stall
Move Mod: Jewel Scatter
Normal/Physical/ 3% per hit/ 60%/ Multiple Targets/5%/ Once per battle
Dia throws three of his jewels around the field, hitting multiple targets. All of his jewels have different powers, and may be eaten by him or another sableye to gain these effects. Dia cannot eat more than one gem per battle. If an opponent eats a gem, Dia will become enraged, giving him an attack increase of +1 and an accuracy decrease of -1. He will only attack that pokemon for six turns. After that his accuracy will go back to normal and so will his attack. The same will happen if an opponent steals a gem to sell. Dia will only bring one gem to sell per battle. He may eat one gem and sell one gem per battle. They must actually eat the jewel to get the effect. His jewels and their effects are:

Diamond: Diamonds are very expensive. They sell for $3. It increases the power of ice attacks by 1% for one use.

Gold: Also very expensive. Sells for $3. Increases the power of electric attacks by 1%. Also, even though Dia knows his jewels very well, there is a 30% chance that his gold he throws will be fool's gold.

Silver: It sells for $3. Increases the power of steel type attacks by 1% for one use.

Crystal: Less expensive than his other things, it sells for $1. It increases the power of normal type attacks by 1%.

Ruby: In the middle of the price range, it sells for $2. It increases the power of fire type attacks by 1% for one use.

Sapphire: In the middle of the price range, it sells for $2. It increases the power of water type attacks by 1% for one use.

Emerald: In the middle of the price range, it sells for $2. It increases the power of bug type attacks by 1% for one use.

Fool's gold: No one would buy fool's gold. If picked up, it sells for nothing. When Jewel Scatter is used, there is a 30% chance that instead of gold, he threw fool's gold. The only way to know if fool's gold was thrown is if the gold is eaten or taken to a trainer. It counts as selling a jewel, so even if the fool's gold is presented to the trainer, Dia cannot bring another jewel or metal to his trainer.
This mod is trying to do too much. Get rid of the selling/eating bits and just make it a straight attack, or focus on developing one of those other bits into a signature move or attribute.

If three gems are thrown per attack, always, how does this hit multiple targets? Unless you mean that three gems are thrown at each target.

It's actions or rounds, not "turns."

The attack description could use work.

[Jaune] Mareep [M]
Ability: Static
Bank link.
Signature Move: Electric Shield
When Jaune was just a small Mareep, he was a very curious Mareep. One day, Jaune was playing in a big forest near his home. He climbed up a tree to try and get some pretty flowers, but he fell. As he was falling, Jaune freaked and tried to summon up a cushion to , well, cushion his fall. What he got was electric shield. Jaune was shocked by what he had been able to do, so for the next few weeks he vigorously practiced this by having his mother, although reluctant, try to use Tackle on Jaune. He was hit a few times, thought it was soft hits, but he managed to make it more powerful. Unfortunately, when he realized this, he accidentally paralyzed his mom. Thankfully, it wasn't permanent.
Type: Electric / Stat: Special/Accuracy: 100%/ Target: Self / Energy: 9% / Duration: 2 actions
Effects: Jaune spends one action preparing the shield, and on the following action lets it loose. It makes a shield that faintly glows with electricity, and makes a dome about a foot wide and a foot tall. Any enemy who touches the shield is affected as if it were hit by Thunder. They are thrown back by the force of the shield. So, the attack fails. 20% chance of paralyzing the opponent. Projectiles can pass through, although they are weakened, how much is decided by the referee. Ground-types can dig under the shield and attack like that. Also, the ground-types are thrown back, but not as far, and no damage to them. Normally, they are thrown back 3 feet. Ground-types are thrown back 1 1/2 feet.
Usage Gap: Once per battle
You need some description of how the attack actually looks/works, like this sentence: "It makes a shield that faintly glows with electricity, and makes a dome about a foot wide and a foot tall." That belongs in the attack description, not the effects section.
 
Re: Pokémon Registration Office

[Nenya] dratini (f)
ability: shed skin
sig. attr: some natural gift body mod
sig. move: Altered Gift
Nenya's Natural Gift has the curious property of mutability; the best-known instance of this is her ability to change its type at will. She is capable, however, of arbitrarily altering its effect, with appropriate deliberation on the nature of that effect, and accumulating a bit of alterable energy.
A new favorite of hers is a move, modelled off the Giga Drain, which siphons off some of the opponent's life force by attaching it to containers formed of the mutable energy released by her Natural Gift; and which manifests in a form quite similar to her usual Natural Gift, so as to be indistinguishable under normal circumstances.
Type: Varies, same as Natural Gift / Physical / Damage: 7% / Accuracy: Perfect / Energy: 5% / Target: One / Class: Projectile/Healing (indirect) / Instantaneous
Effects: Works as Natural Gift except where noted. The user can be commanded to attack either energy or health with this attack and will restore half as much of either as is drained from the opponent. Seems to be Natural Gift to opponents' conditionals unless under the effects of Foresight or similar.
Usage Restriction: Only usable immediately after a real Natural Gift.

it makes sense in the same way that life force makes sense! (it doesn't.) now the trouble is in nerfing it all around the board in ways I can add back on evolution! (and yes, I do insist on having some sort of quirky usage restriction.)
 
Re: Pokémon Registration Office

evolving my nidoran!

Nidoranf
Gwenfair <Poison Point> (f)

experience:II

|
|
V

Nidorina
Gwenfair <Poison Point> (f)
 
Re: Pokémon Registration Office

[Jaune] Mareep [M]
Ability: Static
Bank link.
Signature Move: Electric Shield
When Jaune was just a small Mareep, he was a very curious Mareep. One day, Jaune was playing in a big forest near his home. He climbed up a tree to try and get some pretty flowers, but he fell. As he was falling, Jaune freaked and tried to summon up a cushion to , well, cushion his fall. What he got was electric shield. It made a shield that faintly glowed with electricity, and made a dome about a foot wide and a foot tall. Jaune was shocked by what he had been able to do, so for the next few weeks he vigorously practiced this by having his mother, although reluctant, try to use Tackle on Jaune. He was hit a few times, thought it was soft hits, but he managed to make it more powerful. Unfortunately, when he realized this, he accidentally paralyzed his mom. Thankfully, it wasn't permanent.
Type: Electric / Stat: Special/Accuracy: 100%/ Target: Self / Energy: 9% / Duration: 2 actions
Effects: Jaune spends one action preparing the shield, and on the following action lets it loose. It makes a shield that faintly glows with electricity, and makes a dome about a foot wide and a foot tall. Any enemy who touches the shield is affected as if it were hit by Thunder. They are thrown back by the force of the shield. So, the attack fails. 20% chance of paralyzing the opponent. Projectiles can pass through, although they are weakened, how much is decided by the referee. Ground-types can dig under the shield and attack like that. Also, the ground-types are thrown back, but not as far, and no damage to them. Normally, they are thrown back 3 feet. Ground-types are thrown back 1 1/2 feet.
Usage Gap: Once per battle

So is Jaune approved?
 
Re: Pokémon Registration Office

[Nenya] dratini (f)
ability: shed skin
sig. attr: some natural gift body mod
sig. move: Altered Gift
Nenya's Natural Gift has the curious property of mutability; the best-known instance of this is her ability to change its type at will. She is capable, however, of arbitrarily altering its effect, with appropriate deliberation on the nature of that effect, and accumulating a bit of alterable energy.
A new favorite of hers is a move, modelled off the Giga Drain, which siphons off some of the opponent's life force by attaching it to containers formed of the mutable energy released by her Natural Gift; and which manifests in a form quite similar to her usual Natural Gift, so as to be indistinguishable under normal circumstances.
Type: Varies, same as Natural Gift / Physical / Damage: 7% / Accuracy: Perfect / Energy: 5% / Target: One / Class: Projectile/Healing (indirect) / Instantaneous
Effects: Works as Natural Gift except where noted. The user can be commanded to attack either energy or health with this attack and will restore half as much of either as is drained from the opponent. Seems to be Natural Gift to opponents' conditionals unless under the effects of Foresight or similar.
Usage Restriction: Only usable immediately after a real Natural Gift.

it makes sense in the same way that life force makes sense! (it doesn't.) now the trouble is in nerfing it all around the board in ways I can add back on evolution! (and yes, I do insist on having some sort of quirky usage restriction.)

I can't approve move mods, obviously, but might I suggest holding off on this until you know which changes Negrek is going to make to natural gift in the next update? She has said at least once that it's probably going to end up more like the ingame version, so for all you know that's also going to change the way the original attribute works.

evolving my nidoran!

Nidoranf
Gwenfair <Poison Point> (f)

experience:II

|
|
V

Nidorina
Gwenfair <Poison Point> (f)

Approved.

[Jaune] Mareep [M]
Ability: Static
Bank link.
Signature Move: Electric Shield
When Jaune was just a small Mareep, he was a very curious Mareep. One day, Jaune was playing in a big forest near his home. He climbed up a tree to try and get some pretty flowers, but he fell. As he was falling, Jaune freaked and tried to summon up a cushion to , well, cushion his fall. What he got was electric shield. It made a shield that faintly glowed with electricity, and made a dome about a foot wide and a foot tall. Jaune was shocked by what he had been able to do, so for the next few weeks he vigorously practiced this by having his mother, although reluctant, try to use Tackle on Jaune. He was hit a few times, thought it was soft hits, but he managed to make it more powerful. Unfortunately, when he realized this, he accidentally paralyzed his mom. Thankfully, it wasn't permanent.
Type: Electric / Stat: Special/Accuracy: 100%/ Target: Self / Energy: 9% / Duration: 2 actions
Effects: Jaune spends one action preparing the shield, and on the following action lets it loose. It makes a shield that faintly glows with electricity, and makes a dome about a foot wide and a foot tall. Any enemy who touches the shield is affected as if it were hit by Thunder. They are thrown back by the force of the shield. So, the attack fails. 20% chance of paralyzing the opponent. Projectiles can pass through, although they are weakened, how much is decided by the referee. Ground-types can dig under the shield and attack like that. Also, the ground-types are thrown back, but not as far, and no damage to them. Normally, they are thrown back 3 feet. Ground-types are thrown back 1 1/2 feet.
Usage Gap: Once per battle

So is Jaune approved?

Again, can't approve the move, so you're still going to have to wait on that. It would help if you'd updated the bank link so that it actually points to this post instead of one you made some time ago; however, Jaune's approval has been skipped over so many times that I'll let it slide for now. The mareep itself is approved.
 
Re: Pokémon Registration Office

My Hennic desires a sigthing O:

[Pankaja] Hennic (M)
Ability:
Serene Grace
Received: Here

Signature Attribute: Sign of the Scorpion

All Hennic gain dark brown henna markings shortly after birth; most are mostly similar with a few changed, but sometimes, a young one will gain a marking which is radically different. Pankaja is one such young one, his henna marking much different from those in his litter.

Pankaja bears the sign of a Scorpion on his back, the head facing his tail, and the scorpion's tail curling around his neck, the stinger on his forehead. The Scorpion in henna marks represents protection against evil, and protection against stings. The marks of a Hennic give their power; as such Pankaja has some...unique abilities.

Effects: All Dark, Ghost, and Poison attacks do 3% less damage to Pankaja, and the attacker takes 2% untyped damage as recoil. The Pokemon who knocks Pankaja out is also mildly poisoned by the scorpion mark as revenge.
 
Re: Pokémon Registration Office

[Jaune] Mareep [M]
Ability: Static
Bank link.
Signature Move: Electric Shield
When Jaune was just a small Mareep, he was a very curious Mareep. One day, Jaune was playing in a big forest near his home. He climbed up a tree to try and get some pretty flowers, but he fell. As he was falling, Jaune freaked and tried to summon up a cushion to , well, cushion his fall. What he got was electric shield. It made a shield that faintly glowed with electricity, and made a dome about a foot wide and a foot tall. Jaune was shocked by what he had been able to do, so for the next few weeks he vigorously practiced this by having his mother, although reluctant, try to use Tackle on Jaune. He was hit a few times, thought it was soft hits, but he managed to make it more powerful. Unfortunately, when he realized this, he accidentally paralyzed his mom. Thankfully, it wasn't permanent.
Type: Electric / Stat: Special/Accuracy: 100%/ Target: Self / Energy: 9% / Duration: 2 actions
Effects: Jaune spends one action preparing the shield, and on the following action lets it loose. It makes a shield that faintly glows with electricity, and makes a dome about a foot wide and a foot tall. Any enemy who touches the shield is affected as if it were hit by Thunder. They are thrown back by the force of the shield. So, the attack fails. 20% chance of paralyzing the opponent. Projectiles can pass through, although they are weakened, how much is decided by the referee. Ground-types can dig under the shield and attack like that. Also, the ground-types are thrown back, but not as far, and no damage to them. Normally, they are thrown back 3 feet. Ground-types are thrown back 1 1/2 feet.
Usage Gap: Once per battle

So is Jaune approved?

Seems to have addressed all the concerns now, so I'll say approved.

My Hennic desires a sigthing O:

[Pankaja] Hennic (M)
Ability:
Serene Grace
Received: Here

Signature Attribute: Sign of the Scorpion

All Hennic gain dark brown henna markings shortly after birth; most are mostly similar with a few changed, but sometimes, a young one will gain a marking which is radically different. Pankaja is one such young one, his henna marking much different from those in his litter.

Pankaja bears the sign of a Scorpion on his back, the head facing his tail, and the scorpion's tail curling around his neck, the stinger on his forehead. The Scorpion in henna marks represents protection against evil, and protection against stings. The marks of a Hennic give their power; as such Pankaja has some...unique abilities.

Effects: All Dark, Ghost, and Poison attacks do 3% less damage to Pankaja, and the attacker takes 2% untyped damage as recoil. The Pokemon who knocks Pankaja out is also mildly poisoned by the scorpion mark as revenge.

This needs a drawback. 3% seems a lot of damage to reduce three different types by without any trade-off, especially with 2% recoil. Plus there's no such thing as different degrees of poisoning in ASB iirc, unless you meant just normal poisoning as opposed to that caused by Toxic.

Mudkip
[Muddy]
Male
Torrent

Wailmer
Water Veil
Male


Horsea
Female
Sniper

Lotad
Female
Rain Dish

Shellder
Male
Shell Armour

45$ - 45$ = 0$

*Sigh* broke again.

Approved.


Anyway, time to give my Slowpoke a sig attribute~

[L'espirit D'escalier] Slowpoke (M)
Ability: Own Tempo
Signature Attribute: Presque Vu
It may not be saying very much for a Slowpoke, but L'espirit is not too bright. As well as being slow and dim-witted like his fellows, he's chronically forgetful. Worse still his memory lapses always seem to come at the most inconvenient time- for example, an attack he's about to use being blasted from his memory just minutes before he uses it. He knows he has that attack; he can remember its effects, its type, even its base damage but he simply cannot think what it is or how he uses it. L'espirit simply can't let it go; how could something so simple vanish from his memory in an instant? This niggles at him for up to hours until finally it pops back into his head, long after it was actually useful. Regardless, he will be delighted to have overcome his amnesic episode, and start throwing his newly-remembered move around with much more gusto... until his memory crashes again. Poor L'espirit.

Effects: whenever L'espirit uses a damaging attack, there is a 10% chance he will suddenly have a memory lapse some time before the attack, causing him to forget the attack completely for 3-5 actions. During this time he will be distracted as he tries fervently to recall the attack he has forgotten, increasing the accuracy, flinch chance (where applicable) and critical hit ratio of attacks against him by 5%. After that time has elapsed, the attack will return to his movepool, his foes' boosts will vanish and he will immediately override any commands and use the forgotten attack, if possible, with 1.25x base power. The power boost will remain until Presque Vu is activated on a different attack. L'espirit may not forget another attack while Presque Vu is already in effect, nor may he forget the same attack twice in a row.


Oh, and a King's Rock please.
 
Re: Pokémon Registration Office

Plus there's no such thing as different degrees of poisoning in ASB iirc, unless you meant just normal poisoning as opposed to that caused by Toxic.

Erm, yes there are (at least with most refs), just as there are different degrees/severities for any other status condition. For example, I would have mild poisoning do about 2%/round, while moderate would be 3%/round, so on and so forth.


Anyway, time to give my Slowpoke a sig attribute~

[L'espirit D'escalier] Slowpoke (M)
Ability: Own Tempo
Signature Attribute: Presque Vu
It may not be saying very much for a Slowpoke, but L'espirit is not too bright. As well as being slow and dim-witted like his fellows, he's chronically forgetful. Worse still his memory lapses always seem to come at the most inconvenient time- for example, an attack he's about to use being blasted from his memory just minutes before he uses it. He knows he has that attack; he can remember its effects, its type, even its base damage but he simply cannot think what it is or how he uses it. L'espirit simply can't let it go; how could something so simple vanish from his memory in an instant? This niggles at him for up to hours until finally it pops back into his head, long after it was actually useful. Regardless, he will be delighted to have overcome his amnesic episode, and start throwing his newly-remembered move around with much more gusto... until his memory crashes again. Poor L'espirit.

Effects: whenever L'espirit uses a damaging attack, there is a 10% chance he will suddenly have a memory lapse some time before the attack, causing him to forget the attack completely for 3-5 actions. During this time he will be distracted as he tries fervently to recall the attack he has forgotten, increasing the accuracy, flinch chance (where applicable) and critical hit ratio of attacks against him by 5%. After that time has elapsed, the attack will return to his movepool, his foes' boosts will vanish and he will immediately override any commands and use the forgotten attack, if possible, with 1.25x base power. The power boost will remain until Presque Vu is activated on a different attack. L'espirit may not forget another attack while Presque Vu is already in effect, nor may he forget the same attack twice in a row.


Oh, and a King's Rock please.
I think this should be okay. Approved.
 
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