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Pokémon Registration Office

Re: Pokémon Registration Office

curare1.gif

[Curare Wurari] Croagunk [♀]
Anticipation

Signature Attribute: Poison Dart Gourd

A while back, Blastoise was exploring a rather dank, tropical forest far to the south and east of Asber; it was here that he was given his odd bulbasaur by the Byrusian people of the area as well as where he got one of the rather dapper-looking potted plants that hangs in his berry shop. To help avoid the many poisonous plants of the forest, Blastoise brought along his new croagunk. While passing through yet another topless village, an excitable witch doctor (who was apparently a man despite physical evidence to the contrary) grabbed the frog pokémon and slapped a large gourd on her back. The apparently living plant wrapped its woody vines around the croagunk and held on tight, much to her and her trainer's dismay. Those feelings abated, however, when the boy and his frog were informed of the plant's special poison's properties. (It's also an antiaphrodisiac, if Blastoise got the translation right) The gourd is filled with poisonous sap, which, when Curare dips her hand into it at the start of a battle, mixes with her own natural poisons to create an terrifyingly effective toxic substance.

Effects: The greenish-purple secretion that coats Curare Wurari's hands causes all poisoning inflicted by Curare's physical attacks to also have the effects of light paralysis until the poisoning ends. However, an unexpected side effect is that a pokémon thus affected cannot be further paralyzed until the poison is removed, as the intense numbness caused by the poison prevents any other sort of muscle paralysis from occurring. All moves that have a chance of poisoning get a 10% boost to said chance, due to the potentness of Curare's toxins. Curare must always spend the first action she spends on the field after being sent out applying the poison sap to her hands; she must do every time she is sent out, but due to the practiced ease with which she does so it always happens before any other pokémon can attack her.

celeste1.gif

[Celeste] Chimchar [♀]

Signature Attribute: Celestial Goddess

Celeste, as her name implies, was birthed and raised in Sinnoh's spiritual center, Celestic Town. At a young age, she was selected by human sages and their psychic-type pokémon, who seemed to think that she was the reincarnation of a great Arcanine from a thousand years ago or something, who had ridden across the regions and banished all of the ekans from Hoenn or something. This may or may not be true, who really knows, but it does seem that Celeste, or 'the Celestial Goddess' as the sages called her, does has some rather extraordinary talents. For instance, by focusing her body and mind, she is able to enter a mystical state and unlock a move thought only to be available to the gods themselves.

Effects: When Celeste raises her Attack and Special Attack to a minimum of +3 each, she gains access to the move Sacred Fire. When in this state, she is unable to use any other attacking Fire-type moves, and any attempt to do so causes 5% damage to herself and turns the move into a Sacred Fire at 75% accuracy. It is impossible for anyone to prevent the use of such 'forced' Sacred Fires, however, whether through Imprison, Disable, or other moves or abilities. If either her Attack or Special Attack are lowered to +2 or less, she leaves the state until they are both raised back up. Leaving the state causes her 3% typeless damage as the holy energy is pulled back inside of her all at once.


Signature Move: Fire Chi Infusion

Having been raised in a small monastery, and being a latent Fighting-type, Celeste immediately took an interest in the martial training that took place there. At the urging of some sages and in spite of some others, she began training in the style unique to the Celestic monks, jumping leaps and bounds ahead of her human classmates and even pulling ahead of some of the pure Fighting-types there. After witnessing a golduck utilize a stunning Soak-Petal Dance combo, Celeste put her mind to replicating the attack. Using the chi-based philosophies she had learned and mixing them with the intensely-strong Fire-type energy within herself, Celeste eventually succeeded after a few explosions.

By throwing a simple jab or kick her opponent's way, and covering it with so much Fire-type energy that you can't see her hand underneath it, Celeste can send an infusion of her own chi up the paths through which elemental energy flows in her opponent's body. Although the opponent's natural typing will win out eventually, this temporarily overrides basically everything involving non-Fire-type energy for several actions at a time. However, the invading Fire energy is no match for its polar opposite, Water, so the secondary effects of the attack do not work on pokémon of that typing.

Type: Normal / Stat: Physical / Damage: 3% / Accuracy: 100% of hitting, 80% chance of the effects / Target: Single / Energy: 9% / Duration: Two Rounds / Usage Gap: 4 Rounds

Effects: All moves used by the affected pokémon will be considered to be of the Fire type, as will the pokémon itself. They gain the immunity to burning that all Fire-types possess, although burns that already exist will be unaffected. Any Water-types will be completely unaffected, and use of the move Soak on an affected individual will immediately end the effects. The ability Color Change and the moves Camouflage and Type Reflect will cancel it out as well; however, the moves in the Conversion family and Transform will not.

I'm sure Celeste will be problematic, especially since I'm sure I've missed something that could mess with the sig move there.
 
Re: Pokémon Registration Office


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


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

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

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

[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%.
Approved

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
Backstories involving the legendaries or other forms of divine intervention are heavily frowned upon. You should redo this so it is not so well described as an "incredibly random chain of events" and with less deus ex machina.

Minerals do not conduct electricity. (What is it with attacks randomly mentioning things that don't actually conduct energy recently?)

It's the flavor that's the problem here; the effects are okay.

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
Leaf blade seems... really random, given all the actually claw-based attacks out there. The selection of moves lost for Vesper also makes a lot less thematic sense than the ones you chose for the "normal" form.

curare1.gif

[Curare Wurari] Croagunk [♀]
Anticipation

Signature Attribute: Poison Dart Gourd

A while back, Blastoise was exploring a rather dank, tropical forest far to the south and east of Asber; it was here that he was given his odd bulbasaur by the Byrusian people of the area as well as where he got one of the rather dapper-looking potted plants that hangs in his berry shop. To help avoid the many poisonous plants of the forest, Blastoise brought along his new croagunk. While passing through yet another topless village, an excitable witch doctor (who was apparently a man despite physical evidence to the contrary) grabbed the frog pokémon and slapped a large gourd on her back. The apparently living plant wrapped its woody vines around the croagunk and held on tight, much to her and her trainer's dismay. Those feelings abated, however, when the boy and his frog were informed of the plant's special poison's properties. (It's also an antiaphrodisiac, if Blastoise got the translation right) The gourd is filled with poisonous sap, which, when Curare dips her hand into it at the start of a battle, mixes with her own natural poisons to create an terrifyingly effective toxic substance.

Effects: The greenish-purple secretion that coats Curare Wurari's hands causes all poisoning inflicted by Curare's physical attacks to also have the effects of light paralysis until the poisoning ends. However, an unexpected side effect is that a pokémon thus affected cannot be further paralyzed until the poison is removed, as the intense numbness caused by the poison prevents any other sort of muscle paralysis from occurring. All moves that have a chance of poisoning get a 10% boost to said chance, due to the potentness of Curare's toxins. Curare must always spend the first action she spends on the field after being sent out applying the poison sap to her hands; she must do every time she is sent out, but due to the practiced ease with which she does so it always happens before any other pokémon can attack her.

celeste1.gif

[Celeste] Chimchar [♀]

Signature Attribute: Celestial Goddess

Celeste, as her name implies, was birthed and raised in Sinnoh's spiritual center, Celestic Town. At a young age, she was selected by human sages and their psychic-type pokémon, who seemed to think that she was the reincarnation of a great Arcanine from a thousand years ago or something, who had ridden across the regions and banished all of the ekans from Hoenn or something. This may or may not be true, who really knows, but it does seem that Celeste, or 'the Celestial Goddess' as the sages called her, does has some rather extraordinary talents. For instance, by focusing her body and mind, she is able to enter a mystical state and unlock a move thought only to be available to the gods themselves.

Effects: When Celeste raises her Attack and Special Attack to a minimum of +3 each, she gains access to the move Sacred Fire. When in this state, she is unable to use any other attacking Fire-type moves, and any attempt to do so causes 5% damage to herself and turns the move into a Sacred Fire at 75% accuracy. It is impossible for anyone to prevent the use of such 'forced' Sacred Fires, however, whether through Imprison, Disable, or other moves or abilities. If either her Attack or Special Attack are lowered to +2 or less, she leaves the state until they are both raised back up. Leaving the state causes her 3% typeless damage as the holy energy is pulled back inside of her all at once.


Signature Move: Fire Chi Infusion

Having been raised in a small monastery, and being a latent Fighting-type, Celeste immediately took an interest in the martial training that took place there. At the urging of some sages and in spite of some others, she began training in the style unique to the Celestic monks, jumping leaps and bounds ahead of her human classmates and even pulling ahead of some of the pure Fighting-types there. After witnessing a golduck utilize a stunning Soak-Petal Dance combo, Celeste put her mind to replicating the attack. Using the chi-based philosophies she had learned and mixing them with the intensely-strong Fire-type energy within herself, Celeste eventually succeeded after a few explosions.

By throwing a simple jab or kick her opponent's way, and covering it with so much Fire-type energy that you can't see her hand underneath it, Celeste can send an infusion of her own chi up the paths through which elemental energy flows in her opponent's body. Although the opponent's natural typing will win out eventually, this temporarily overrides basically everything involving non-Fire-type energy for several actions at a time. However, the invading Fire energy is no match for its polar opposite, Water, so the secondary effects of the attack do not work on pokémon of that typing.

Type: Normal / Stat: Physical / Damage: 3% / Accuracy: 100% of hitting, 80% chance of the effects / Target: Single / Energy: 9% / Duration: Two Rounds / Usage Gap: 4 Rounds

Effects: All moves used by the affected pokémon will be considered to be of the Fire type, as will the pokémon itself. They gain the immunity to burning that all Fire-types possess, although burns that already exist will be unaffected. Any Water-types will be completely unaffected, and use of the move Soak on an affected individual will immediately end the effects. The ability Color Change and the moves Camouflage and Type Reflect will cancel it out as well; however, the moves in the Conversion family and Transform will not.

I'm sure Celeste will be problematic, especially since I'm sure I've missed something that could mess with the sig move there.
Poison Dart Gourd - Approved

Celestial Goddess - Approved

Fire Chi Infusion - Too powerful; wait for evolution.

Some recent evolutions for me; one update, one semi-new:

[Aximili] quagsire (M) <Water Absorb>
Body Modification: Perpetual Cheer
Aximili is a happy-go-lucky little quagsire, forever grinning and looking out for a bit of fun. Whether he is oblivious or simply incredibly laid-back, jeers simply slide off him and obnoxious characters only make him laugh. His own insults and posturing are similarly weak, and he can't seem to muster rage at all. Even in the heat of battle, Aximili keeps up his positive outlook on life, sometimes driving his opponents to distraction with his failure to respond to their provocations.
Effects: Aximili is unfailingly cheerful and upbeat, and he refuses to let others ruin his good mood. As a result, he is immune to the effects of taunt, torment, and swagger, as well as any other attacks that would cause him to become angry or depressed, his return attack is always at maximum power, and his enthusiasm causes his encore to affect its target for one action longer than it would otherwise. On the flip side, he is unable to use frustration, facade, or a swagger of his own.

[Lockjaw] steelix (F)
Ability: Sturdy
Signature Attribute: Rusty Rig

Most human-trained steelix are kept highly polished, their dazzling metal skin serving to distract and intimidate opponents in battle. Lockjaw, however, is a bit difficult to keep clean; he likes nothing more than to go barreling through the mud, tunneling through the earth, or simply lying out under the elements, and usually suffers the approach of cleaning implements with extreme ill humor. His metal skin is almost always a bit cloudy, therefore, and it is often specked with grime. The irregular ridges and crags of his body play host to a variety of bacteria, some more dangerous than others.

One particular strain, Clostridium phantasticum, is particularly nasty; when introduced to a creature's body--say, through an open wound--it excretes a toxin that rapidly spreads through the target's nervous system, interfering with signaling and causing the afflicted's muscles to lock up. The infection grows worse with time, eventually reducing a suffering pokémon to a state of near-immobility.

Effects: Whenever Lockjaw uses a physical contact attack against an opponent, it has a 20% chance of causing that opponent to become paralyzed in addition to all other effects. If Lockjaw uses a physical contact attack that has a chance at causing paralysis anyway, the chance that paralysis will occur is raised by 10% for that attack. Unlike normal paralysis, the affliction caused this way does not fade; rather, it worsens. Initially there is a 5% chance of becoming fully paralyzed, but this increases by 5% per round up to a maximum of 30%. It does not begin to fade upon reaching the maximum. Also, if an opponent has been paralyzed in this way and one of Lockjaw's attacks rolls this paralysis effect again, the severity of the opponent's paralysis is increased by 5%. This paralysis status is identical to the norm in every other way and can be removed using any technique that would remove ordinary paralysis.

Because Lockjaw is a particularly grimy steelix, he has lost the ability to make use of the shiny parts of his body in battle, thus making him incapable of using flash cannon.

If Lockjaw uses rock polish, the effects of this signature attribute are removed for the duration of the battle.
 
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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, ACCURACY) 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


meowmeowmeow meowmeow meowmeow meow
 
Re: Pokémon Registration Office

Leaf blade seems... really random, given all the actually claw-based attacks out there. The selection of moves lost for Vesper also makes a lot less thematic sense than the ones you chose for the "normal" form.

..Yeah, I guess now that I think about it. For Vesper I was thinking mostly light-based moves could be removed, and I think the rest were just random things I thought she could do without :V Let's try again.

[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, Shadow Claw
- Magnet Rise, Signal Beam, Charge Beam, Swift, Thunderbolt, Shock Wave
 
Re: Pokémon Registration Office

Baderp drp.

[Bruno]
unled1uq.png
(M)
Ability: Stench
Signature Attribute: Dark Goop

Bruno grew up, and was in fact built, from particularly dark, nasty and pungent sludge. It's often assumed the sludge he was formed from was created by some nuclear plant, probably, or an illegal organization doing some sort of back-alley testing. Either way, this has affected him a bit too much - he enjoys the bit of black humour, and a bit more. He's a bit... loopy. A bit crazy. A bit dark, shall we say. This is quite clear: Everything he touches seems to fade, covered up in shadow and his nasty stench. And he definitely enjoys it, the sickly effect he has on things, people and pokemon alike. Oh, boy does he enjoy it...

Effects: Every where he goes, instead of leaving just goo, a shadow is left as well. The shadow fades before the goo does (a few actions, usually 3, before a shadow fades), but it's more deadly; anyone who touches it has a 5% chance of flinching that action. As well, his Stench ability is boosted: any attacks that involve looking at him receive a 5% flinch chance. He is also turned into a poison/dark type, receiving all immunities, resistances and weaknesses that come with that. However, he still uses as much energy as any other grimer would using a dark-type move, because he is not proficient enough with the type yet; meaning no STAB boost. He also loses access to the following attacks: Dynamicpunch, Rest, and Imprison.
 
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, ACCURACY) 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


meowmeowmeow meowmeow meowmeow meow

Approved.
 
Re: Pokémon Registration Office

Right, so I'd appreciate this getting looked over relatively quickly (I understand that may take a while), as I would like to hand this over to Glace.

----------

Solosis
Xellari (Male)
Ability: Magic Guard
Signature Attribute: Psychic Rage

As a very tiny Solosis, Xellari was abandoned by his parents, who had theories of survival of the fittest--Xellari was weak, and his parents thought that if he wouldn't survive anyway, why stay and nurse him? After their departure, a small and frightened Xellari was left behind heartbroken, lonely, and full of rage. Alone in the heart of a deep wood, Xellari felt a bit of a trivial need--the need for amusement and leisure, something that he had never possessed since birth. He discovered his psychic abilities, and enjoyed creating sparks of rainbow light and watching them like a small child would to fireworks. Over the long period of time that Xellari's power has strengthened much more rapidly than an average Solosis. One time, after creating a particularly detailed and striking display, a group of young Deerling pranced to Xellari, as they were investigating the origin of the wonderful attraction. The group of Deerling and Xellari became friends, and were almost like family. However, while displaying his abilities to a Deerling, the Deerling got too close to the light, and was killed by the sheer energy, being but a fawn. Crestfallen, Xellari promised himself he'd never, ever use this ability again, lest he harm another. Once Xellari was much older, he encountered a very large enemy. A Boldore. Unsure what to do, Xellari utilized his long locked away energy, though he purposefully chose to lessen the attack, not wanting to seriously harm the Boldore. A spark flashed, and all Xellari could see was a Boldore running away and a small child by the name of Psychtini running torward him, intrigued by the flash. Psychtini took him in briefly, before deciding to give him to a good friend. After the experience with the Boldore, Xellari has learned to tweak his extensive power so that it doesn't kill any Pokémon.

Psychic type/120 base power/100% accuracy/Base energy cost is 8%/Everyone on the battlefield is targeted/

Effect: Xellari will think of his past wistfully, and in an attack of nostalgia will recreate the lights that he used on the Boldore; a flash of beautiful, but blinding rainbow light that has harmful properties.
Usage Gap: Once per battle.
 
Re: Pokémon Registration Office

I thought they were the same.

Aren't there only body mods and sig moves/attributes? If you're sure, though, I'll change it.
 
Re: Pokémon Registration Office

Right, so I'd appreciate this getting looked over relatively quickly (I understand that may take a while), as I would like to hand this over to Glace.

----------

Solosis
Xellari (Male)
Ability: Magic Guard
Signature Attribute: Psychic Rage

As a very tiny Solosis, Xellari was abandoned by his parents, who had theories of survival of the fittest--Xellari was weak, and his parents thought that if he wouldn't survive anyway, why stay and nurse him? After their departure, a small and frightened Xellari was left behind heartbroken, lonely, and full of rage. Alone in the heart of a deep wood, Xellari felt a bit of a trivial need--the need for amusement and leisure, something that he had never possessed since birth. He discovered his psychic abilities, and enjoyed creating sparks of rainbow light and watching them like a small child would to fireworks. Over the long period of time that Xellari's power has strengthened much more rapidly than an average Solosis. One time, after creating a particularly detailed and striking display, a group of young Deerling pranced to Xellari, as they were investigating the origin of the wonderful attraction. The group of Deerling and Xellari became friends, and were almost like family. However, while displaying his abilities to a Deerling, the Deerling got too close to the light, and was killed by the sheer energy, being but a fawn. Crestfallen, Xellari promised himself he'd never, ever use this ability again, lest he harm another. Once Xellari was much older, he encountered a very large enemy. A Boldore. Unsure what to do, Xellari utilized his long locked away energy, though he purposefully chose to lessen the attack, not wanting to seriously harm the Boldore. A spark flashed, and all Xellari could see was a Boldore running away and a small child by the name of Psychtini running torward him, intrigued by the flash. Psychtini took him in briefly, before deciding to give him to a good friend. After the experience with the Boldore, Xellari has learned to tweak his extensive power so that it doesn't kill any Pokémon.

Psychic type/120 base power/100% accuracy/Base energy cost is 8%/Everyone on the battlefield is targeted/

Effect: Xellari will think of his past wistfully, and in an attack of nostalgia will recreate the lights that he used on the Boldore; a flash of beautiful, but blinding rainbow light that has harmful properties.
Usage Gap: Once per battle.

This is a signature move, not a signature attribute. Anyway, this is far too powerful for a first stage Pokemon. Make it single-target, and either lower the accuracy by around 20%, or lower the damage by around 2%.

The backstory is fairly sparse and a bit contradictory as well - didn't Xellari swear never to use this power again? Perhaps you could say he'll only use it when it great danger (less than 25% health, let's say), in which case you won't need to lower the accuracy nor the damage, though it should still only be one-target. As for the backstory, I could let it slide, I suppose, but they aren't my strong suit so it'd be nice if another approver came along to review it. :P

Edit: Ninja'd. Anyway, a body mod and a signature attribute are pretty much the same thing. It's a modification that is always active, or active under certain circumstances. This includes type changes, movepool changes, etc. Signature moves are moves of your own creation, without an in-game counterpart, and must take at least one action to use.
 
Re: Pokémon Registration Office

Taking that into account.

----------


Xellari (Male)
Ability: Magic Guard
Signature Move: Psychic Rage

As a very tiny Solosis, Xellari was abandoned by his parents, who had theories of survival of the fittest--Xellari was weak, and his parents thought that if he wouldn't survive anyway, why stay and nurse him? After their departure, a small and frightened Xellari was left behind heartbroken, lonely, and full of rage. Alone in the heart of a deep wood, Xellari felt a bit of a trivial need--the need for amusement and leisure, something that he had never possessed since birth. He discovered his psychic abilities, and enjoyed creating sparks of rainbow light and watching them like a small child would to fireworks. Over the long period of time that Xellari's power has strengthened much more rapidly than an average Solosis. One time, after creating a particularly detailed and striking display, a group of young Deerling pranced to Xellari, as they were investigating the origin of the wonderful attraction. The group of Deerling and Xellari became friends, and were almost like family. However, while displaying his abilities to a Deerling, the Deerling got too close to the light, and was killed by the sheer energy, being but a fawn. Crestfallen, Xellari promised himself he'd never, ever use this ability again, lest he harm another. Once Xellari was much older, he encountered a very large enemy. A Boldore. Unsure what to do, Xellari utilized his long locked away energy, though he purposefully chose to lessen the attack, not wanting to seriously harm the Boldore. A spark flashed, and all Xellari could see was a Boldore running away and a small child by the name of Psychtini running torward him, intrigued by the flash. Psychtini took him in briefly, before deciding to give him to a good friend. After the experience with the Boldore, Xellari has learned to tweak his extensive power so that it doesn't kill any Pokémon.

Psychic type/100 base power/100% accuracy/Base energy cost is 8%/One Pokémon on the battlefield is targeted/

Effect: Xellari will think of his past wistfully, and in an attack of nostalgia will recreate the lights that he used on the Boldore; a flash of beautiful, but blinding rainbow light that has harmful properties. If commanded to use it when not in a critical stage (which is at or below 20% health), he will refuse to use it.
Usage Gap: Once per battle.
 
Re: Pokémon Registration Office

Taking that into account.

----------


Xellari (Male)
Ability: Magic Guard
Signature Move: Psychic Rage

As a very tiny Solosis, Xellari was abandoned by his parents, who had theories of survival of the fittest--Xellari was weak, and his parents thought that if he wouldn't survive anyway, why stay and nurse him? After their departure, a small and frightened Xellari was left behind heartbroken, lonely, and full of rage. Alone in the heart of a deep wood, Xellari felt a bit of a trivial need--the need for amusement and leisure, something that he had never possessed since birth. He discovered his psychic abilities, and enjoyed creating sparks of rainbow light and watching them like a small child would to fireworks. Over the long period of time that Xellari's power has strengthened much more rapidly than an average Solosis. One time, after creating a particularly detailed and striking display, a group of young Deerling pranced to Xellari, as they were investigating the origin of the wonderful attraction. The group of Deerling and Xellari became friends, and were almost like family. However, while displaying his abilities to a Deerling, the Deerling got too close to the light, and was killed by the sheer energy, being but a fawn. Crestfallen, Xellari promised himself he'd never, ever use this ability again, lest he harm another. Once Xellari was much older, he encountered a very large enemy. A Boldore. Unsure what to do, Xellari utilized his long locked away energy, though he purposefully chose to lessen the attack, not wanting to seriously harm the Boldore. A spark flashed, and all Xellari could see was a Boldore running away and a small child by the name of Psychtini running torward him, intrigued by the flash. Psychtini took him in briefly, before deciding to give him to a good friend. After the experience with the Boldore, Xellari has learned to tweak his extensive power so that it doesn't kill any Pokémon.

Psychic type/100 base power/100% accuracy/Base energy cost is 8%/One Pokémon on the battlefield is targeted/

Effect: Xellari will think of his past wistfully, and in an attack of nostalgia will recreate the lights that he used on the Boldore; a flash of beautiful, but blinding rainbow light that has harmful properties. If commanded to use it when not in a critical stage (which is at or below 20% health), he will refuse to use it.
Usage Gap: Once per battle.

Sorry, I forgot one thing. You should say that the attack deals special damage (at least I assume it is). And if you add something about how Xellari had to fend for himself, etc. etc. add some other things that'd cause his psychic powers to be so devastating, the backstory should be fine.
 
Re: Pokémon Registration Office

Taking that into account.

----------


Xellari (Male)
Ability: Magic Guard
Signature Move: Psychic Rage

As a very tiny Solosis, Xellari was abandoned by his parents, who had theories of survival of the fittest--Xellari was weak, and his parents thought that if he wouldn't survive anyway, why stay and nurse him? After their departure, a small and frightened Xellari was left behind heartbroken, lonely, and full of rage. Alone in the heart of a deep wood, Xellari felt a bit of a trivial need--the need for amusement and leisure, something that he had never possessed since birth. He discovered his psychic abilities, and enjoyed creating sparks of rainbow light and watching them like a small child would to fireworks. Over the long period of time of fending off other wild Pokémon that tried to attack Xellari paired with the leisurely exercise of creating psyhic sparks, Xellari's power has strengthened much more rapidly than an average Solosis. One time, after creating a particularly detailed and striking display, a group of young Deerling pranced to Xellari, as they were investigating the origin of the wonderful attraction. The group of Deerling and Xellari became friends, and were almost like family. However, while displaying his abilities to a Deerling, the Deerling got too close to the light, and was killed by the sheer energy, being but a fawn. Crestfallen, Xellari promised himself he'd never, ever use this ability again, lest he harm another. Once Xellari was much older, he encountered a very large enemy. A Boldore. Unsure what to do, Xellari utilized his long locked away energy, though he purposefully chose to lessen the attack, not wanting to seriously harm the Boldore. A spark flashed, and all Xellari could see was a Boldore running away and a small child by the name of Psychtini running torward him, intrigued by the flash. Psychtini took him in briefly, before deciding to give him to a good friend. After the experience with the Boldore, Xellari has learned to tweak his extensive power so that it doesn't kill any Pokémon.

Psychic typed special attack/100 base power/100% accuracy/Base energy cost is 8%/One Pokémon on the battlefield is targeted/

Effect: Xellari will think of his past wistfully, and in an attack of nostalgia will recreate the lights that he used on the Boldore; a flash of beautiful, but blinding rainbow light that has harmful properties. If commanded to use it when not in a critical stage (which is at or below 20% health), he will refuse to use it.
Usage Gap: Once per battle.
 
Re: Pokémon Registration Office

Taking that into account.

----------


Xellari (Male)
Ability: Magic Guard
Signature Move: Psychic Rage

As a very tiny Solosis, Xellari was abandoned by his parents, who had theories of survival of the fittest--Xellari was weak, and his parents thought that if he wouldn't survive anyway, why stay and nurse him? After their departure, a small and frightened Xellari was left behind heartbroken, lonely, and full of rage. Alone in the heart of a deep wood, Xellari felt a bit of a trivial need--the need for amusement and leisure, something that he had never possessed since birth. He discovered his psychic abilities, and enjoyed creating sparks of rainbow light and watching them like a small child would to fireworks. Over the long period of time of fending off other wild Pokémon that tried to attack Xellari paired with the leisurely exercise of creating psyhic sparks, Xellari's power has strengthened much more rapidly than an average Solosis. One time, after creating a particularly detailed and striking display, a group of young Deerling pranced to Xellari, as they were investigating the origin of the wonderful attraction. The group of Deerling and Xellari became friends, and were almost like family. However, while displaying his abilities to a Deerling, the Deerling got too close to the light, and was killed by the sheer energy, being but a fawn. Crestfallen, Xellari promised himself he'd never, ever use this ability again, lest he harm another. Once Xellari was much older, he encountered a very large enemy. A Boldore. Unsure what to do, Xellari utilized his long locked away energy, though he purposefully chose to lessen the attack, not wanting to seriously harm the Boldore. A spark flashed, and all Xellari could see was a Boldore running away and a small child by the name of Psychtini running torward him, intrigued by the flash. Psychtini took him in briefly, before deciding to give him to a good friend. After the experience with the Boldore, Xellari has learned to tweak his extensive power so that it doesn't kill any Pokémon.

Psychic typed special attack/100 base power/100% accuracy/Base energy cost is 8%/One Pokémon on the battlefield is targeted/

Effect: Xellari will think of his past wistfully, and in an attack of nostalgia will recreate the lights that he used on the Boldore; a flash of beautiful, but blinding rainbow light that has harmful properties. If commanded to use it when not in a critical stage (which is at or below 20% health), he will refuse to use it.
Usage Gap: Once per battle.

Alright then. Approved.
 
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Re: Pokémon Registration Office

@Mewtini: I'm not an approver, but the way you formatted the power/accuracy/ect. thing is a bit awkward and confusing. Could you please put it in the standard format?
 
Re: Pokémon Registration Office

@Mewtini: I'm not an approver, but the way you formatted the power/accuracy/ect. thing is a bit awkward and confusing. Could you please put it in the standard format?

It's just a bit more verbose than most. :P All the necessary information is there: psychic type, special damage, base power, accuracy, and target.
 
Re: Pokémon Registration Office

electric_solosis_by_lordofthefireflies-d4bh9ve.gif

Nemo – male
<Magic Guard>

Signature Attribute: I Hold the Thunder

Nemo’s original owner was a man of great mystery – a legendary captain who sailed through storms and wars between the metallic walls of his submarine ship, the Nautilus. The contemporaneous pirate had found the abandoned egg on a cold shore, not far from a rocky beach renowned for being the nest of countless Tynamos (Guess what had happened). Anyways, he decided to take it with him, along with his squad of aquatic Pokémon. From the beginning, the Solosis seemed to be weaker than others – a large gash at the surface of its egg had disturbed its growth as an embryo, and left him with a weakened gel coating.

Nevertheless, Nemo was a fearless sailor aboard the Nautilus, just like every other of the Captain’s Pokémon. Since the ship was heavily dependant over electronical circuits, Nemo learned to manipulate weak currents with his psychic powers, transporting them over short distances as though they were copper threads. He managed to master that technique, and became very good at fixing minor circuiting problems.

One day, though, a particularly violent thunderstorm shook the iron ship and completely disrupted its electrical systems – and none of the crew could fix them, all of them being water-types. Nemo, as cold-blooded as ever, crossed the line. He did what he felt right for the crew, and decided to sacrifice himself for the crew. Before the Captain could stop him, he was atop the ship and using his psychic powers to drag the energy to him and into the ship, hopefully restoring the system before it sank into the abyss below. At that moment, a lightning of the most extraordinary kind struck the sea, a thunderbolt seemingly thrown by Zeus himself. Undeniably, Nemo, acting like a living lightning rod, absorbed the formidable burst of energy, and through a clever use of telekinetic gates, brought it to the ship’s electrical systems. The Nautilus was saved, but Nemo nearly passed out under the unbearable power of the lightning. It had left him weakened, burned, sparking – and weirdest of all, his entire body had turned into an electrical yellow.

While nobody knows what exactly had happened during that moment, theories from the Captain include the fact that Nemo still had a great deal of stem cells in his gel, and they acted exactly acted as they should’ve – copying their nearest cellular components, in this case electrified cells. Maybe it comes from the Solosis’ possible Eelektross genes heritage, or even his inner ability to manipulate electricity. This shall forever remain a secret. Nevertheless, that event left him with an altered cellular structure and a now natural affinity with electricity. And when the Captain left Nemo to Lord of the Fireflies, afraid a live at sea was too dangerous for such a young Pokémon, the trainer got to experience the Solosis’ remarkable powers.

Nemo is considered to be part Electric-type, but as he didn’t effectively master the element yet, he doesn’t get STAB from electric-type attacks. He constantly glows in a bright yellow, and opponents tend to adapt to this intense light, and it easily reveals Nemo’s true emplacement. Additionally, his time spent on the Nautilus prevented him from practicing certain attacks due to lack of material. Finally, the gash in his egg left him with a weakened gel coating, and so he suffers from a permanent one-stage reduction in defense. On the other hand, his new nature granted him access to new moves previously unknown to most Solosis, as well as a quite interesting new cellular weapon – electricity-producing cells.

Effects: Nemo is yellow and part electric-type, minus STAB. Since he constantly radiates light, attacks using light to distract the opponent (Flash and Confuse Ray) as well as Double Team will fail. Additionally, he can’t use the moves Rock Tomb, Rock Slide and Rollout. Finally, he has a permanent -1 in defense. On the other hand, he gains access to the moves Charge Beam, Thunderbolt and Spark, and foes using contact moves on Nemo will take 2% electric-type damage as recoil.


-----


Better? And oooh "Yellow Submarine" played while I was writing this
 
Re: Pokémon Registration Office

And um, I think I'll create a treat for my own Pokémon...

-----

Vulpix
Blazetail (F)
Ability: Flash Fire
Body Mod: Flame of Thunder
Blazetail and her parents lived in a bizarre place: in a lab dedicated to splicing Pokemon. At the time of Blazetail's birth, her parents had both been worrying about the day that their abusive owner, Dr. Wellington, would use them in an experiment and splice them. The family lived in constant fear, and the newly born Blazetail had succumbed to much of the pressure, frequently breaking out into cold sweats -- or, because she was a fire type, a flash of embers and a small flame. Once, while Blaze was silently walking around a beaker of gasoline (goodness knows what awful usage that beaker had), she heard the Doctor and broke out into a flare. As the worry intensified, the flame grew; it touched the chlorine, and...

BANG.

Blazetail's parents, despite being Fire types, were seriously hurt; the mother and doctor were instantly killed, the father was mutilated beyond belief, and as he crawled out of the blast with three legs gruesomely amputated and only half a face covered in flesh and fur, Blazetail was forced to end his life with an extra blast as she fled into the woods, bursting into screams and cries. Now finally free but miserable and lonely, Blazetail wandered around in the woods. After eating a bushel of pecha berries and drinking from a puddle of water, Blazetail felt more nourished than she ever had, but that had no compare to her hatred of the man who had held her and her family in such a miserable way. When she first came across another human being, she felt a surge of hatred and burnt the human's hand. Not long after, a team of Officer Jennys (I guess they were actually competent) showed up with electrical guns, and repeatedly shot the Vulpix with the powerful currents. Blazetail was sent into spasms and unconsciousness, and when she woke up as found herself in a cage, positioned in front of a team of people scrutinizing her. Desperately wanting to get out, she felt herself flare again, but instead of fire, a small beam of electricity escaped from her fur; the scientists in the team recalled that the electrical guns had only been used on humans. Upon further inspection, the electricity of the guns had actually merged with her body, due to the complex build of a Vulpix's skin's cellular properties. Blazetail had become one with the electricity, which had somewhat taken over her fire type cells.

Effects: Blazetail gains access to the moves Thunderbolt, Thundershock, Charge, Charge Beam, Shock Wave, ThunderPunch, and Spark, with no STAB. She may use them at the cost of 3% extra energy, as she still has not mastered the Electric element. All fire type moves she uses is treated as a Fire/Electric move.
--------

uuuuuugh ansurdity absurdity
 
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Re: Pokémon Registration Office

Just saying that Chlorine does not react violently with anything in the atmosphere exothermically, and that it is inflammable.
 
Re: Pokémon Registration Office

[Sloth] Slakoth (M) Truant
Signature Attribute: Too Much Effort

Whenever Sloth's trainer complains that he is so fucking lazy, listeners just smile and nod, because, well, he's a slakoth. Slakoth are practically synonymous with lazy. It's like complaining that the sky is up or water is wet. And when his trainer would claim no, no, you don't understand, he's the laziest slakoth ever, he won't even move without constant supervision, they would still be unsympathetic.

Really, fellow trainers would say, if you didn't want a lazy pokémon, why did you get a slakoth?

Research and experimentation, to the regret of slakoth everywhere, have shown that they aren't completely useless; all that energy they save is being saved up for when they do have to move, and they are often more powerful than they usually would be.

So it stands to reason that a slakoth lazier than most would have even more potential saved up, right?

No, some trainers insisted, that is not logic. And Sloth would agree. Unfortunately, his trainer didn't see things that way.

One day, while Sloth was being forced to help dig an underground complex that would supposedly one day rival Lacuna Labs, he found himself attacked - and, while he could normally pick off the weak pokémon that he came across, these ones were different. Powerful, maybe even trained. He faced the likes of charizard, aerodactyl, dragonite, gallade, and steelix, and while he was content to put in less than 100% effort at first, being quite used to injury, it didn't take long before he realised he could actually die. And survival instinct kicked in. And possibly some illegal "vitamins" his trainer would never admit to administering.

There's a lot of power in the slakoth line, and all it took was applying this correctly, in one powerful burst against the ground. His opponents hadn't even registered he'd moved when he crashed into the wall behind the charizard, shattering the rock. But his opponents seemed suitably afraid by his full show of power, and they retreated, leaving him to loaf around in peace.

Though tired and annoyed, he was mostly pleased with himself for avoiding unnecessary unpleasantness, until he heard a triumphant cry: "I knew it!"

Effects: Sloth is extremely fast when he wants to be; in fact, he's one of the fastest pokémon in his team. The problem is, of course, making him want to be fast. Normally, doing so is just too much effort.

Sloth won't be motivated to get serious until he starts to realise he is seriously in trouble, so he only puts in too much effort when his health reaches 25%.

He will grumble about how he hates getting serious, but from then on, physical contact attacks will nearly always go first. Such moves will effectively have +0.5 priority, that is, he can beat out normal attacks any time, but moves with a full +1 priority will move before him. There is a price to such speedy movement, though, especially since his brain is as slow as ever: his accuracy is only 0.9x its usual value for any attacks boosted by this ability.


And an evolution upgrade, too.

[Lust] Weavile (F) Pressure

Signature Move: Ultimate Lance

If there's any way Lust rises above and beyond her fellow deadly sins in battle, it's her lust for blood and combat. Maybe there's something better than slicing her claws through an enemy's flesh and watching the delicious, bright-red liquid flow out and staining her claws with her favourite colour, but she has yet to find it. So, while she loves the hunt, slicing branches out of the way as she follows the scent-trail of fear, there's nothing more irritating than lashing out with her claws, only to fail to pierce skin.

Naturally, everything would be solved if she could just slice through anything without effort. So, in a ritual involving blood, guts, virgin sacrifices, an eclipse, and a pact with a demon, Lust obtained the ability to concentrate her bloodlust into claws that pierce a fleeing target. When Lust uses her Ultimate Lance, black claws shoot out to whatever length she desires, and she can use them to stab a distant opponent.

Type: Dark ~ Base Power: 9% ~ Stat: Physical ~ Energy: 5% ~ Accuracy: 100% ~ Target: Single

Effects: If used to attack, the Ultimate Lance will ignore any of the target's attempt to increase the target's ability to resist damage, whether it's increasing defence, armour, an ability, type resistances, substitutes, or mystical shields like barrier or reflect or protect. She may not be able to shatter shields with her claws, but why should she want to? Nothing exists that can stop her attack. The Ultimate Lance pierces all. Even if an ally tried to take the blow for Lust's victim, her claws would just pierce both.

However, she quite sadly can't do anything against her opponents dodging her attack, like with detect or her hitting the wrong double team clone. And every single opponent seems to come to the same annoying conclusion. Whenever a pokémon is hit by her Ultimate Lance, it will become increasingly determined to dodge the next strike. Thus, every time a victim is struck by this attack, its evasion will increase by one level.

The Ultimate Lance is also considered a ranged attack; power will not decrease over distance, but accuracy conceivably might.

Usage Gap: 9 actions
 
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