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Pokémon Registration Office

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Re: Pokémon Registration Office

THANK YOU EVERYONE
ICH BIN EIN BERLINER

[Berlin] Larvitar (M) <Guts>

buy it use it break it fix it trash it change it melt-upgrade it

[Daft Punk] Tyrogue (M) <Guts>

Approved.


[Solitaire] Slowpoke (M) <Own Tempo>
now if only I remembered what I wanted to call this thing ._.

ALSO finally trying out a sig move that will never be acceptable for my koffing

[Jenkem] Koffing (M)
Ability: Levitate

Signature Move: Psychedelic Smog

As everyone knows, Koffing are just sentient balloons of a varied cocktail of foul-smelling toxic and/or explosive gasses, and their weapon of choice is blasting these gasses at their foes. The particular variety of chemicals floating around in Jenkem's body are somewhat different from the usual, however; one day while experimenting with his arsenal of vapours, Jenkem stumbled upon a particular mixture that had rather interesting results. First of all, it smelt really bad, like months-old rotting sewage. Jenkem couldn't notice this himself, of course, but the opponent he was testing it on was clearly affected, paralysed by retching, gagging and coughing. Then, after a few lungfuls, the real effects of the cloud surfaced; it seemed to have profound mental effects on his target, causing it to hallucinate, act erratically, and attack entities that didn't exist. Jenkem noted this as a powerful psychological weapon for his future battles, but unfortunately a few drawbacks surfaced as well. Not all Pokémon minded the overpowering stench, and some weren't affected at all. Secondly the large amounts of gas ejected from his body make Jenkem shrink, making him much more susceptible to harm until he is able to regenerate the gas lost in the attack.

Type: Poison / Stat: Special / Accuracy: 100% / Target: all enemies and allies / Energy: 7% / Duration: 5 actions
Effects: Jenkem spends one action preparing the right mixture of chemicals for his attack. Then, on the next action he will forcefully blast all the gas from his body into an immense, thick, brownish-yellow cloud that covers the entire battlefield. Any Pokémon that smells this gas will be immediately disarmed by its overpowering stench and forced to ignore their commands in a fit of coughing and retching, or to hold their breath to avoid inhaling the stench. (Stunky, Skuntank, Grimer and Muk are unaffected by the smell.) On the action after that, the Pokémon will begin to hallucinate, giving them moderate confusion and instating a Double-Team like state, where any Pokémon which declares an attack other than Jenkem has a 15% chance of targeting a hallucination instead. Successfully hitting the intended target will not remove this state as with ordinary Double Team, and it will only be alleviated once the gas cloud is removed. The gas cannot permeate water, so any Pokémon that is underwater and stays there for the duration of this move's effect will be unaffected. After four actions, the gas cloud will dissipate and all affected Pokémon will return to normal. Pokémon sent out while the cloud is still in place, if vulnerable to it, will have the effects activated on them at this time, ending whenever the cloud disappears. The amount of gas expelled causes Jenkem's body to shrink, which grants him +1 evasion but increases the damage of any successful attack upon him by 4% on the first action of Psychedelic Smog's effect, 3% on the second action and so forth as he gradually reinflates. Finally, all Koffing and Weezing are immune to these fumes, as are Pokémon with no obvious respiratory systems (most Steel-types, Porygon line etc.)
Usage Gap: once per battle.

inb4overpowered/you-can't-get-other-pokémon-high-what-is-wrong-with-you
 
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Re: Pokémon Registration Office

It is? That's strange....

[Thin Air] Gastly (Male)
Ability: Levitate
Price: $10

[Crush] Zangoose (Male)
Ability: Immunity
Price: $15

[Shelly] Shellos (Female)
Ability: Sticky Hold
Price: $10

Link
 
Re: Pokémon Registration Office

Approved.


[Solitaire] Slowpoke (M) <Own Tempo>
now if only I remembered what I wanted to call this thing ._.

ALSO finally trying out a sig move that will never be acceptable for my koffing

[Jenkem] Koffing (M)
Ability: Levitate

Signature Move: Psychedelic Smog

As everyone knows, Koffing are just sentient balloons of a varied cocktail of foul-smelling toxic and/or explosive gasses, and their weapon of choice is blasting these gasses at their foes. The particular variety of chemicals floating around in Jenkem's body are somewhat different from the usual, however; one day while experimenting with his arsenal of vapours, Jenkem stumbled upon a particular mixture that had rather interesting results. First of all, it smelt really bad, like months-old rotting sewage. Jenkem couldn't notice this himself, of course, but the opponent he was testing it on was clearly affected, paralysed by retching, gagging and coughing. Then, after a few lungfuls, the real effects of the cloud surfaced; it seemed to have profound mental effects on his target, causing it to hallucinate, act erratically, and attack entities that didn't exist. Jenkem noted this as a powerful psychological weapon for his future battles, but unfortunately a few drawbacks surfaced as well. Not all Pokémon minded the overpowering stench, and some weren't affected at all. Secondly the large amounts of gas ejected from his body make Jenkem shrink, making him much more susceptible to harm until he is able to regenerate the gas lost in the attack.

Type: Poison / Stat: Special / Accuracy: 100% / Target: all enemies and allies / Energy: 7% / Duration: 5 actions
Effects: Jenkem spends one action preparing the right mixture of chemicals for his attack. Then, on the next action he will forcefully blast all the gas from his body into an immense, thick, brownish-yellow cloud that covers the entire battlefield. Any Pokémon that smells this gas will be immediately disarmed by its overpowering stench and forced to ignore their commands in a fit of coughing and retching, or to hold their breath to avoid inhaling the stench. (Stunky, Skuntank, Grimer and Muk are unaffected by the smell.) On the action after that, the Pokémon will begin to hallucinate, giving them moderate confusion and instating a Double-Team like state, where any Pokémon which declares an attack other than Jenkem has a 15% chance of targeting a hallucination instead. Successfully hitting the intended target will not remove this state as with ordinary Double Team, and it will only be alleviated once the gas cloud is removed. The gas cannot permeate water, so any Pokémon that is underwater and stays there for the duration of this move's effect will be unaffected. After four actions, the gas cloud will dissipate and all affected Pokémon will return to normal. Pokémon sent out while the cloud is still in place, if vulnerable to it, will have the effects activated on them at this time, ending whenever the cloud disappears. The amount of gas expelled causes Jenkem's body to shrink, which grants him +1 evasion but increases the damage of any successful attack upon him by 4% on the first action of Psychedelic Smog's effect, 3% on the second action and so forth as he gradually reinflates. Finally, all Koffing and Weezing are immune to these fumes, as are Pokémon with no obvious respiratory systems (most Steel-types, Porygon line etc.)
Usage Gap: once per battle.

inb4overpowered/you-can't-get-other-pokémon-high-what-is-wrong-with-you

The Slowpoke is approved.

Unfortunately, the move is not. Put a note in the effects that the +1 evasion disappears once he's reinflated. Also, making the opponent's move fail entirely is a no-no - instead, perhaps the gas disrupts their concentration and damage from attacks is reduced by half, chill regains less energy, moves requiring intense concentration like Focus Punch or Calm Mind are interrupted, etc.

[Harpy] Spraylet (F)
Ability: Torrent

link

Approved.

It is? That's strange....

[Thin Air] Gastly (Male)
Ability: Levitate
Price: $10

[Crush] Zangoose (Male)
Ability: Immunity
Price: $15

[Shelly] Shellos (Female)
Ability: Sticky Hold
Price: $10

Link

Looks fine now. Approved.

[Mikadzuki] Tsuki (F) <Levitate> @Dawn Stone

I'm full moon crazy. (semi-obscure music ftw?)

[Break Kitty] Shinx (F) <Intimidate>

I can't think of any lyrics for this.

Approved.

candygram for mongo

[Bass] Munchlax (M) <Pickup>

And approved.
 
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Re: Pokémon Registration Office

The Slowpoke is approved.

Unfortunately, the move is not. Put a note in the effects that the +1 evasion disappears once he's reinflated. Also, making the opponent's move fail entirely is a no-no - instead, perhaps the gas disrupts their concentration and damage from attacks is reduced by half, chill regains less energy, moves requiring intense concentration like Focus Punch or Calm Mind are interrupted, etc.

[Jenkem] Koffing (M)
Ability: Levitate

Signature Move: Psychedelic Smog

As everyone knows, Koffing are just sentient balloons of a varied cocktail of foul-smelling toxic and/or explosive gasses, and their weapon of choice is blasting these gasses at their foes. The particular variety of chemicals floating around in Jenkem's body are somewhat different from the usual, however; one day while experimenting with his arsenal of vapours, Jenkem stumbled upon a particular mixture that had rather interesting results. First of all, it smelt really bad, like months-old rotting sewage. Jenkem couldn't notice this himself, of course, but the opponent he was testing it on was clearly affected, paralysed by retching, gagging and coughing and rendered barely able to fight. Then, after a few lungfuls, the real effects of the cloud surfaced; it seemed to have profound mental effects on his target, causing it to hallucinate, act erratically, and attack entities that didn't exist. Jenkem noted this as a powerful psychological weapon for his future battles, but unfortunately a few drawbacks surfaced as well. Not all Pokémon minded the overpowering stench, and some weren't affected at all. Secondly the large amounts of gas ejected from his body make Jenkem shrink, making him much more susceptible to harm until he is able to regenerate the gas lost in the attack.

Type: Poison / Stat: Special / Accuracy: 100% / Target: all enemies and allies / Energy: 7% / Duration: 5 actions
Effects: Jenkem spends one action preparing the right mixture of chemicals for his attack. Then, on the next action he will forcefully blast all the gas from his body into an immense, thick, brownish-yellow cloud that covers the entire battlefield. Any Pokémon that smells this gas will be immediately disarmed by its overpowering stench and have serious trouble concentrating, causing attacks to deal half as much damage and making attacks like Calm Mind, Focus Punch, Chill etc. impossible. (Stunky, Skuntank, Grimer and Muk are unaffected by the smell.) On the action after that, the Pokémon will begin to hallucinate, giving them moderate confusion and instating a Double-Team like state, where any Pokémon which declares an attack other than Jenkem has a 15% chance of targeting a hallucination instead. Successfully hitting the intended target will not remove this state as with ordinary Double Team, and it will only be alleviated once the gas cloud is removed. The gas cannot permeate water, so any Pokémon that is underwater and stays there for the duration of this move's effect will be unaffected. After four actions, the gas cloud will dissipate and all affected Pokémon will return to normal. Pokémon sent out while the cloud is still in place, if vulnerable to it, will have the effects activated on them at this time, ending whenever the cloud disappears. The amount of gas expelled causes Jenkem's body to shrink, which grants him +1 evasion but increases the damage of any successful attack upon him by 4% on the first action of Psychedelic Smog's effect, 3% on the second action and so forth as he gradually reinflates. When he regains his usual size the evasion boost wers off. Finally, all Koffing and Weezing are immune to these fumes, as are Pokémon with no obvious respiratory systems (most Steel-types, Porygon line etc.)
Usage Gap: once per battle.


Edited in everything. I can has stoner Koffing nao
 
Re: Pokémon Registration Office

Because it must be done.

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

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

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

The man never managed to finish his research, but the horde of Shuppet was intrigued by it. The day a need for battling arose, they put whatever they learned to practice, perfecting the secrets to altering the "odds". Random Number God was particularly intrigued by these, and obssessively practiced the techniques until he could alter every move he knew. Still, it was tiresome and difficult to do it. So, the Ghost-type decided that, whenever faced with a real battle, he would not make use of his knowledge unless he deemed it necessary.

Type: Psychic / Accuracy: 100% / Target: Self / Energy: 10% / Duration: 1 action to perform; effects lasts for the remainder of the match

Random Number God spends a turn brainstorming his learnings, a difficult task that takes a toll on him, decreasing all of his stats by 1-, except Special Attack and Special Defense, which will drop by 2-. These reductions will happen regardless of whatever could stop them (e.g. Haze being in effect), but can be nulified later (e.g. Haze being used or renewed). All moves used by Random Number God after this one will have x1.5 times the chance of activating any secondary effects, as well as boosting critical hit domain by one. Any time Random Number God uses a move that he has not used since the usage of Chance Manipulation and that is affected by it, he will move last within the priority bracket, in order to remember clearly the "odd"-boosting procedure.

Usage Gap: Once per match.
 
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Re: Pokémon Registration Office

Going for a Signature Attribute. let's hope this works.

[Night Angel]Sneasel(f)
ability:Inner Focus
Signature Attribute: Ghostly Entity

While Night Angel was a young Sneasel she lived near a system of caves, with a deep lake in the middle. The elders had always said that somewhere in that lake was very mischievous Spiritomb, and for that reason all Sneasel were kept away from that lake. Night Angel was playing by the lake one day with some other Sneasel. Night Angel tripped and fell into the lake disturbing the keystone of the Spiriomb. Angry that its rest was disturbed, it possessed Night Angel and then used its psychic powers to control Night Angel like a puppet. Emerging from the water Night Angel begins to attack her friends with murderous intent. the other Sneasel go running back to the elders. Upon her arrival Night Angel is attacked for attacking another Sneasel outside of a blood feud. Eventually so much damage is inflicted to her that the keystone is knocked away from her, and with it the Spiritomb. Regaining control of herself Night Angel begins to tell what happened before she falls unconscious and then dies. The Spiritomb then feeling guilt for killing Night Angel; asked the elders if it could bind the spirit of Night Angel to her own body. after seven days of calling stabilizing binding and recovery Night Angel was alive again. Later, still having a severe lack of judgement Night Angel decides to mess with a Machoke. After ignoring her for far beyond the limits of any Pokemon. The Machoke rushes at her and tries to shut her up with a punch. Night Angel braces herself but even then the punch connects and sends her flying into a tree. The Machoke comes in for the knockout punch but upon delivering the punch it finds that it hit the tree and that his punch went right through Night Angel. From the moment she was brought back to life Night Angel's body was becoming more ghost-like and gaseous. Since that day Night Angel has trained her ghostly powers until she can phase if she is calm and relaxed.

Effects: Night Angel gains the ability to Phase. Due to the fact that she is not a full ghost phasing costs 5% more energy than usual. And while phased has a 10% chance per action of losing control of her self and snapping back to her normal solid form. Taking 3% damage for her lack of control. If her focus is broken (due to loud noises and direct hits ) Night Angel will snap back taking the 3% damage; but also being moderately confused or paralyzed (50-50 chance).
 
Re: Pokémon Registration Office

[Tail Twister] Aipom (Female)
That's a $25, for starters.

[Gas] Stunky (Female)

Gasp! A female Stunky?! She'll add on an extra $7.

[Katrina] Spearow (Female)

Yes, her name is off Hurricane Katrina. Here comes a heavy $5...

[Glacier] Spheal (Female)

And to top it off, another $5.

Coming up to a $42.

Bank link
 
Re: Pokémon Registration Office

Going for a Signature Attribute. let's hope this works.

[Night Angel]Sneasel(f)
ability:Inner Focus
Signature Attribute: Ghostly Entity

While Night Angel was a young Sneasel she lived near a system of caves, with a deep lake in the middle. The elders had always said that somewhere in that lake was very mischievous Spiritomb, and for that reason all Sneasel were kept away from that lake. Night Angel was playing by the lake one day with some other Sneasel. Night Angel tripped and fell into the lake disturbing the keystone of the Spiriomb. Angry that its rest was disturbed, it possessed Night Angel and then used its psychic powers to control Night Angel like a puppet. Emerging from the water Night Angel begins to attack her friends with murderous intent. the other Sneasel go running back to the elders. Upon her arrival Night Angel is attacked for attacking another Sneasel outside of a blood feud. Eventually so much damage is inflicted to her that the keystone is knocked away from her, and with it the Spiritomb. Regaining control of herself Night Angel begins to tell what happened before she falls unconscious and then dies. The Spiritomb then feeling guilt for killing Night Angel; asked the elders if it could bind the spirit of Night Angel to her own body. after seven days of calling stabilizing binding and recovery Night Angel was alive again. Later, still having a severe lack of judgement Night Angel decides to mess with a Machoke. After ignoring her for far beyond the limits of any Pokemon. The Machoke rushes at her and tries to shut her up with a punch. Night Angel braces herself but even then the punch connects and sends her flying into a tree. The Machoke comes in for the knockout punch but upon delivering the punch it finds that it hit the tree and that his punch went right through Night Angel. From the moment she was brought back to life Night Angel's body was becoming more ghost-like and gaseous. Since that day Night Angel has trained her ghostly powers until she can phase if she is calm and relaxed.

Effects: Night Angel gains the ability to Phase. Due to the fact that she is not a full ghost phasing costs 5% more energy than usual. And while phased has a 10% chance per action of losing control of her self and snapping back to her normal solid form. Taking 3% damage for her lack of control. If her focus is broken (due to loud noises and direct hits ) Night Angel will snap back taking the 3% damage; but also being moderately confused or paralyzed (50-50 chance).

I... I really don't know how plausible that description is. I'm not sure a spiritomb would have the ability to bring something back from the dead, or give it the ability to phase. I'm not sure phasing is something you can really give to most non-ghost pokémon with an attribute.

The effects section also needs clarification. For one, are you saying that confusion or paralysis will break her concentration, or are you saying that when she snaps back she will be confused or paralyzed (and if so, is it a 50% chance that she'll be one or the other--a 25% chance for either one to happen, basically--or is it a 50% chance that she'll be confused and a 50% chance that she'll be paralyzed)? More careful proofreading would probably help make that easier to understand.


Please don't quote anything you're actually trying to get approved; when the approver quotes your post in turn, your quote gets lost.

Anyway, your bank link needs to link to the most recent post you've made (i.e. in this case the one I quoted); right now it links to the previous post.

[Feirno] Vulpix (M)

Link

Approved.

[Burnt Cookies] Cyndaquil [M]
<Blaze>

Yay.

Approved.
 
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Re: Pokémon Registration Office

[Jenkem] Koffing (M)
Ability: Levitate

Signature Move: Psychedelic Smog

As everyone knows, Koffing are just sentient balloons of a varied cocktail of foul-smelling toxic and/or explosive gasses, and their weapon of choice is blasting these gasses at their foes. The particular variety of chemicals floating around in Jenkem's body are somewhat different from the usual, however; one day while experimenting with his arsenal of vapours, Jenkem stumbled upon a particular mixture that had rather interesting results. First of all, it smelt really bad, like months-old rotting sewage. Jenkem couldn't notice this himself, of course, but the opponent he was testing it on was clearly affected, paralysed by retching, gagging and coughing and rendered barely able to fight. Then, after a few lungfuls, the real effects of the cloud surfaced; it seemed to have profound mental effects on his target, causing it to hallucinate, act erratically, and attack entities that didn't exist. Jenkem noted this as a powerful psychological weapon for his future battles, but unfortunately a few drawbacks surfaced as well. Not all Pokémon minded the overpowering stench, and some weren't affected at all. Secondly the large amounts of gas ejected from his body make Jenkem shrink, making him much more susceptible to harm until he is able to regenerate the gas lost in the attack.

Type: Poison / Stat: Special / Accuracy: 100% / Target: all enemies and allies / Energy: 7% / Duration: 5 actions
Effects: Jenkem spends one action preparing the right mixture of chemicals for his attack. Then, on the next action he will forcefully blast all the gas from his body into an immense, thick, brownish-yellow cloud that covers the entire battlefield. Any Pokémon that smells this gas will be immediately disarmed by its overpowering stench and have serious trouble concentrating, causing attacks to deal half as much damage and making attacks like Calm Mind, Focus Punch, Chill etc. impossible. (Stunky, Skuntank, Grimer and Muk are unaffected by the smell.) On the action after that, the Pokémon will begin to hallucinate, giving them moderate confusion and instating a Double-Team like state, where any Pokémon which declares an attack other than Jenkem has a 15% chance of targeting a hallucination instead. Successfully hitting the intended target will not remove this state as with ordinary Double Team, and it will only be alleviated once the gas cloud is removed. The gas cannot permeate water, so any Pokémon that is underwater and stays there for the duration of this move's effect will be unaffected. After four actions, the gas cloud will dissipate and all affected Pokémon will return to normal. Pokémon sent out while the cloud is still in place, if vulnerable to it, will have the effects activated on them at this time, ending whenever the cloud disappears. The amount of gas expelled causes Jenkem's body to shrink, which grants him +1 evasion but increases the damage of any successful attack upon him by 4% on the first action of Psychedelic Smog's effect, 3% on the second action and so forth as he gradually reinflates. When he regains his usual size the evasion boost wers off. Finally, all Koffing and Weezing are immune to these fumes, as are Pokémon with no obvious respiratory systems (most Steel-types, Porygon line etc.)
Usage Gap: once per battle.


Edited in everything. I can has stoner Koffing nao
Your attack description should contain some actual indication of how the attack is performed, what it looks like, and so on. The first one or two sentences of your effects section would probably work. Other than that it's fine.

Because it must be done.

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

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

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

The man never managed to finish his research, but the horde of Shuppet was intrigued by it. The day a need for battling arose, they put whatever they learned to practice, perfecting the secrets to altering the "odds". Random Number God was particularly intrigued by these, and obssessively practiced the techniques until he could alter every move he knew. Still, it was tiresome and difficult to do it. So, the Ghost-type decided that, whenever faced with a real battle, he would not make use of his knowledge unless he deemed it necessary.

Type: Psychic / Accuracy: 100% / Target: Self / Energy: 10% / Duration: 1 action to perform; effects lasts for the remainder of the match

Random Number God spends a turn brainstorming his learnings, a difficult task that takes a toll on him, decreasing all of his stats by 1-, except Special Attack and Special Defense, which will drop by 2-. These reductions will happen regardless of whatever could stop them (e.g. Haze being in effect), but can be nulified later (e.g. Haze being used or renewed). All moves used by Random Number God after this one will have x1.5 times the chance of activating any secondary effects, as well as boosting critical hit domain by one. Any time Random Number God uses a move that he has not used since the usage of Chance Manipulation and that is affected by it, he will move last within the priority bracket, in order to remember clearly the "odd"-boosting procedure.

Usage Gap: Once per match.
This should be a signature attribute rather than a move. Other than that it's fine, save that the stat drops should be permanent (although you don't have to make them quite so severe).
 
Re: Pokémon Registration Office

I think I might be being too hopeful with these stat reductions, but, it's better to get a few rejections than get it approved with more stat reducing than necessary.

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

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

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

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

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

[Jenkem] Koffing (M)
Ability: Levitate

Signature Move: Psychedelic Smog

As everyone knows, Koffing are just sentient balloons of a varied cocktail of foul-smelling toxic and/or explosive gasses, and their weapon of choice is blasting these gasses at their foes. The particular variety of chemicals floating around in Jenkem's body are somewhat different from the usual, however; one day while experimenting with his arsenal of vapours, Jenkem stumbled upon a particular mixture that had rather interesting results. First of all, it smelt really bad, like months-old rotting sewage. Jenkem couldn't notice this himself, of course, but the opponent he was testing it on was clearly affected, paralysed by retching, gagging and coughing and rendered barely able to fight. Then, after a few lungfuls, the real effects of the cloud surfaced; it seemed to have profound mental effects on his target, causing it to hallucinate, act erratically, and attack entities that didn't exist. From then on Jenkem used this technique to get him out of many tight spots, carefully mixing the chemicals inside him to just the right concentrations and then suddenly blasting them out of every vent on his body into an arena-consuming yellowy fog. Unfortunately a few drawbacks surfaced as well. Not all Pokémon minded the overpowering stench, and some weren't affected at all. Secondly the large amounts of gas ejected from his body make Jenkem shrink, making him much more susceptible to harm until he is able to regenerate the gas lost in the attack.

Type: Poison / Stat: Special / Accuracy: 100% / Target: all enemies and allies / Energy: 7% / Duration: 5 actions
Effects: Jenkem spends one action preparing the right mixture of chemicals for his attack. Then, on the next action he will forcefully blast all the gas from his body into an immense, thick, brownish-yellow cloud that covers the entire battlefield. Any Pokémon that smells this gas will be immediately disarmed by its overpowering stench and have serious trouble concentrating, causing attacks to deal half as much damage and making attacks like Calm Mind, Focus Punch, Chill etc. impossible. (Stunky, Skuntank, Grimer and Muk are unaffected by the smell.) On the action after that, the Pokémon will begin to hallucinate, giving them moderate confusion and instating a Double-Team like state, where any Pokémon which declares an attack other than Jenkem has a 15% chance of targeting a hallucination instead. Successfully hitting the intended target will not remove this state as with ordinary Double Team, and it will only be alleviated once the gas cloud is removed. The gas cannot permeate water, so any Pokémon that is underwater and stays there for the duration of this move's effect will be unaffected. After four actions, the gas cloud will dissipate and all affected Pokémon will return to normal. Pokémon sent out while the cloud is still in place, if vulnerable to it, will have the effects activated on them at this time, ending whenever the cloud disappears. The amount of gas expelled causes Jenkem's body to shrink, which grants him +1 evasion but increases the damage of any successful attack upon him by 4% on the first action of Psychedelic Smog's effect, 3% on the second action and so forth as he gradually reinflates. When he regains his usual size the evasion boost wers off. Finally, all Koffing and Weezing are immune to these fumes, as are Pokémon with no obvious respiratory systems (most Steel-types, Porygon line etc.)
Usage Gap: once per battle.



Somewhat worked in a description of how the attack is performed into the backstory section.
 
Re: Pokémon Registration Office

[Jenkem] Koffing (M)
Ability: Levitate

Signature Move: Psychedelic Smog

As everyone knows, Koffing are just sentient balloons of a varied cocktail of foul-smelling toxic and/or explosive gasses, and their weapon of choice is blasting these gasses at their foes. The particular variety of chemicals floating around in Jenkem's body are somewhat different from the usual, however; one day while experimenting with his arsenal of vapours, Jenkem stumbled upon a particular mixture that had rather interesting results. First of all, it smelt really bad, like months-old rotting sewage. Jenkem couldn't notice this himself, of course, but the opponent he was testing it on was clearly affected, paralysed by retching, gagging and coughing and rendered barely able to fight. Then, after a few lungfuls, the real effects of the cloud surfaced; it seemed to have profound mental effects on his target, causing it to hallucinate, act erratically, and attack entities that didn't exist. From then on Jenkem used this technique to get him out of many tight spots, carefully mixing the chemicals inside him to just the right concentrations and then suddenly blasting them out of every vent on his body into an arena-consuming yellowy fog. Unfortunately a few drawbacks surfaced as well. Not all Pokémon minded the overpowering stench, and some weren't affected at all. Secondly the large amounts of gas ejected from his body make Jenkem shrink, making him much more susceptible to harm until he is able to regenerate the gas lost in the attack.

Type: Poison / Stat: Special / Accuracy: 100% / Target: all enemies and allies / Energy: 7% / Duration: 5 actions
Effects: Jenkem spends one action preparing the right mixture of chemicals for his attack. Then, on the next action he will forcefully blast all the gas from his body into an immense, thick, brownish-yellow cloud that covers the entire battlefield. Any Pokémon that smells this gas will be immediately disarmed by its overpowering stench and have serious trouble concentrating, causing attacks to deal half as much damage and making attacks like Calm Mind, Focus Punch, Chill etc. impossible. (Stunky, Skuntank, Grimer and Muk are unaffected by the smell.) On the action after that, the Pokémon will begin to hallucinate, giving them moderate confusion and instating a Double-Team like state, where any Pokémon which declares an attack other than Jenkem has a 15% chance of targeting a hallucination instead. Successfully hitting the intended target will not remove this state as with ordinary Double Team, and it will only be alleviated once the gas cloud is removed. The gas cannot permeate water, so any Pokémon that is underwater and stays there for the duration of this move's effect will be unaffected. After four actions, the gas cloud will dissipate and all affected Pokémon will return to normal. Pokémon sent out while the cloud is still in place, if vulnerable to it, will have the effects activated on them at this time, ending whenever the cloud disappears. The amount of gas expelled causes Jenkem's body to shrink, which grants him +1 evasion but increases the damage of any successful attack upon him by 4% on the first action of Psychedelic Smog's effect, 3% on the second action and so forth as he gradually reinflates. When he regains his usual size the evasion boost wers off. Finally, all Koffing and Weezing are immune to these fumes, as are Pokémon with no obvious respiratory systems (most Steel-types, Porygon line etc.)
Usage Gap: once per battle.



Somewhat worked in a description of how the attack is performed into the backstory section.

Got a Gulpin.

[Gastrointestinal Distress] Gulpin (M) <Liquid Ooze>

Both are approved.
 
Re: Pokémon Registration Office

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Strigiformes (Male)
Ability:
Insomnia
Approval

Body Mod: Acrophobia
From hatching, Hoothoot are kept firmly in a nest which encloses them entirely, with only one opening to enter and exit. The young Hootlets are allowed to fly out as soon as they believe themselves ready, and if they're wrong the mother Noctowl is always at hand to catch them. Strigi's first flight didn't go quite so smoothly.
The second he looked out of that tiny hole, he felt a dizzying sensation sweeping up from his feet to the top of his head. Retreating into the safety of his nest, he shivered and shook until he felt able to ask what he had just experienced. His mother told him that it was known as 'fear of heights', and that all Hoothoot and Noctowl that suffered from it spent their days locked in their nests, unable to hunt and reliant on others.
Strigi wasn't going to let this happen to him. With his eyes firmly closed, he had his mother take him down to the ground. Determining that he was safe, he peeked out and saw a wide world, full of wonder and beauty. He vowed to learn to walk as well as - no, better than - any other Pokémon. And he practiced... and practiced... and practiced... he even used both legs. With all the practice, he found himself to be incredibly proficient at running and even able to achieve a short glide about half a metre above the ground for short periods of time, given a good run-up - that being not high enough to trigger his acrophobia. Later he was captured by the league.
Effects: Strigiformes is no longer a Consensually Flying Pokémon and loses his immunity to Ground-type moves, though keeping the Flying-type's other weaknesses and resistances.
On the upside, his constant practicing with running has left him fast, leaving him with an effective +2 modifier on speed as long as he is on the ground, which can be raised and lowered as normal but is reset to this by Haze and similar. He loses this boost when he is gliding, though immediately regains it upon landing.
Also, several moves are performed slightly differently as a result of his lack of flying, those being Steel Wing, Fly, Sky Attack, Wing Attack and any other attack he uses that the ref decides would involve him flying. He must use these by getting a nice long run-up and then gliding (and probably flapping his wings occasionally to stay airborne) to attack, so he uses slightly more energy for the run-up (decided by the referee) and it gains a priority of one lower than normal, since running up takes time.
Finally, should he already be gliding when a ground-based move (like Earthquake) is used, he will be immune to it as a normal Flying-type would; should he land during the attack he takes damage as normal.

So. Too overpowered? Too underpowered? Possibly better suited to my Swablu?
 
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