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Pokémon Registration Office

Re: Pokémon Registration Office

Bah I thought it was 1.5, so I could get away with 1.3

[Mr. Wonderful] Male Spiritomb
Ability: Pressure
Signature Attribute: Trickery

Mr. Wonderful is a Ghost/Dark type Pokémon. Both of these types usually mean the Pokémon will be sly and use tricks. Mr. Wonderful is no different.

Ever since being rescued from 'That Damned Tower' as he puts it, he went back to using slyness and cunning to battle his foes. He has often used a few less than fair lies to get a foe to lower their guard. He will go to the ends of the earth as we know it to land a hit, and will go past any barriers that stand in his way. He spent all the time in That Damned Tower conferring with other prisoners in the Spirit Realm, which meant a few Spiritomb form a far off land(dream World) that possessed the Ability Infiltrator. This allows them to hit through barriers and screens. Mr. Wonderful was eager to learn how they harness it, and by doing such, gained it him self.


He learned how to harness his powers of being a ghost to fade through the average Reflect or two. That, and they only go a foot above their user. As a result, his attacks can go through them as well. But due to this, the effects of his other abilities are halved.

Effects: Mr. Wonderful gains Infiltrator in addition to Pressure, but Pressure's the number of time is reduced in return. It only activates on two of three actions preformed, randomized by the ref. His foe also starts with a +1 accuracy boost (this can be reset to 0), as he often leaves a few open spots to strike as he focuses mainly on offense.
 
Re: Pokémon Registration Office

The lost/gained moves look better, but the prankster drawback still doesn't make sense. The whole point of prankster is to boost a move's priority , unless you're fine with gaining an ability you can't use.

It's the equivalent of wearing a Lagging Tail, except this only activates with Prankster; Jet will move last within the +1 priority bracket whenever Prankster activates, but will still move ahead of the +0 bracket (kind of like adding a +.5 boost).



Murkrow
[Jet] Murkrow (M)
Signature Attribute: Jokes and Laughs

Jet loves a good laugh (or, rather, caw, but it's all the same to him). Countless times he's been caught firing Confuse Rays into crowds, causing disarray and chaos, or freezing people and Pokémon in place with a well-timed Mean Look.

Of course, most Pokémon are somewhat annoyed by Jet's antics, and actively seek revenge on him. Trouble is, Murkrow aren't exactly the fastest Pokémon, and he's been punished enough times to make an impresssion.

Now, Jet wasn't about to stand by and take the abuse. Having heard about faraway flocks of Murkrow with a special trait for blinding speed, he got an idea. And so, he started his journey to become just like those legendary Murkrow, and picked up a few skills in the process. At least, that's how he sees it.

Effects: Through practice, Jet has gained the ability Prankster; however, as his skills aren't quite as refined yet, all attacks boosted by the ability always move last within their priority bracket. He also loses Super Luck.

He's also picked up a few new pranks and lost some fodder, as detailed:

+ Switcheroo, Hypnosis, Magic Coat, Telekinesis, Encore, Nasty Plot
- Payback, Round, Brave Bird, Swift, Curse, Pursuit, Night Shade, Twister, Assurance, Air Cutter, Retaliate, Aerial Ace, Natural Gift
 
Re: Pokémon Registration Office

[Puff] drifloon (f) <Unburden>
Body modification: Aberrant Probabilities

Whether Puff is sane or not, it is difficult to argue that she is wrong in her belief that the random numbers can be influenced by burnt offerings -- and not only in the impossible-to-disprove sense, but in the has-measurable-effect-on-reality sense. This seems to unsettle everyone who likes to think the universe is reasonable -- but eh, who cares about them? Clearly, the only useful way to deal with strange phenomena is to exploit them in any way imaginable.

Puff does not believe in simple chance; if something improbably terrible occurs, she claims random number gods are displeased or something to that effect, and improbably good occurrences happen because a random number god is happy. Or something like that; really, Puff's claims defy mathematical treatment and tend to sound more like the ramblings of the insane (what a surprise!) than ... well, than anything reasonable. In fact, they sound rather similar to the view of a certain mafiaesque cult with a wide following, but those are pretty much all insane, too. (It's Asber, after all; you'd have trouble finding sanity anyway.)

The way Puff goes about it religiously doesn't hurt, either; upon finding unmoving bodies, she insists on chanting ... either some sort of a prayer, or an invocation of a cosmic horror, it's hard to tell the difference, about immolating offerings to random number gods -- probably eldritch abominations. The bodies tend to then disintegrate into clouds of quite real fire, which really doesn't reassure anyone of their sanity.

What follows is ... well, think of some improbable, but theoretically possible things -- say, one-in-a-million chances. They will crop up some nine times out of ten. Nothing will happens which is qualitatively impossible, but a bunch of improbabilities can still really ruin your day. The aberration seems connected to Puff's chanting, seeing as things tend to remain fairly normal when Puff simply hasn't been chanting. It would probably help to just shut Puff up, but that might be likely to turn into "WHY AM I BEING HIT BY ALL THE LIGHTNING". It's hard to tell, with random numbers.

Effects: If Puff is conscious and able to use non-damaging attacks both when a pokémon faints and at the end of that round, then, starting from the beginning of the next round, Puff and any allies become abnormally "lucky" for one (more) round. While "lucky", any random numbers generated for accuracy, critical hits, or effects of moves used by or against the "lucky" pokémon are rolled twice, taking the better result
unacceptable
 
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Re: Pokémon Registration Office

HoGjq.png

[Pawblo] Meowth (male) <Technician>
Body Modification:
Kayt Manninagh

Pawblo is notably different from the Standard Meowth breed, with sleek black fur and large yellow eyes, as well as small white spots on his belly and chest. The most obvious difference, however, is his lack of the long, curled tail common in Meowths, instead having a short stub (or a 'nub' and his trainer refers to it). This is because he belongs of one of the many pedigree breeds of Meowth - the Manx. The breed is charming and social, and very vocal - Pawblo especially likes to make all kinds of sounds, from soft purrs to loud yowls. Manx Meowth move with a distinctly Buneary-like hop when on all fours, as the hind legs are longer than the front.

But the lack of a tail can make it rather hard to use a few moves that Meowth are commonly known to use, and as such most Manx Meowth make do by utilizing their impressive vocal ability, and Pawblo is no exception. As such, he is incapable of using Tail Whip and Iron Tail, but can use Hyper Voice.

Effects: Pawblo is tailless. He gains/loses the following moves:
- Tail Whip, Iron Tail
+ Hyper Voice
 
Re: Pokémon Registration Office

The Omskivar said:
[Tickle] Snubbull (F) <Intimidate>

Signature Attribute: To The Bitter End

Tickle is a no-nonsense Snubbull. While most of her species are surprisingly docile, she lives up to her fearsome appearance by intimidating the crap out of her foes and never backing down. She's taken many a Fighting attack in close quarters and dominated her foes despite them, selflessly hurled herself into the heat of battle to aid her teammates, and even dove into a freezing ravine in the middle of a Wisconsin river to rescue her trainer's Metapod after he accidentally dropped it off of a bridge (she's fine okay leave me alone). What's more, Tickle has become the team's own personal trainer as well as taskmaster, setting rigorous training regimes (much to the dismay of the Metapod who doesn't have arms goddang) and working them as hard as she can. Whether this is due to her apparent superiority complex considering the rest of the team or simply a way to keep herself busy, it's certainly increased her endurance by a long shot, and when coupled with her unwillingness to back down from any fight, Tickle has become a helluva force to be reckoned with.

Effect: When Tickle's health is depleted to 0%, she will not faint immediately, rather remain in play for one more round. During this round she is under the effects of Defeatist and Taunt, and still able to faint due to excessive use of energy. At the end of the round she will faint. The opponent receives EXP for rendering Tickle to 0% health regardless of whether or not they are subsequently knocked out by Tickle before the effects of To The Bitter End are over. Tickle will receive Knockout EXP if she defeats the enemy Pokemon under this effect.
I think it would take a lot more than sheer willpower for a Pokémon to be able to continue fighting when it's out of health. This is also pretty overpowered; getting to fight an extra round is a huge boost even with the drawbacks, especially if the battle is very close.

Skylark said:
[Static] Ampharos (M)
Static

Body Modification: Scented Wool
Static has a habit of sleeping in fields. Among the fields he sleeps in, he spends the most time sleeping in a particular field full of plants that have a strong scent. This sickeningly sweet smell is extremely potent, having the ability to hinder and mess with the thoughts of pokemon. A strong enough whiff may even lull a pokemon to sleep. Because Static spends so much time in this field, spores tend to cling to his fleece, causing him to smell like the field. Also, the scent doesn't have much of an effect on Static because of all the time he has spent in the field. Only a small amount clings to his wool, so the scent does not disperse very far.

Effects: Whenever a pokemon makes contact with Static or when Static makes contact with a pokemon, there is a chance for that pokemon to become confused or asleep. There is a 40% chance of moderate confusion and 40% chance of sleep. The effects of the scent only come in play when pokemon make contact with Static, and ally pokemon can also be affected. Only one status may be inflicted per instance of contact because any one status inflicted is distracting enough to negate the others. Because spores tend to cover his tail, light doesn't pass through as effectively. Due to this, his flash is less effective and has a 70% accuracy instead of the usual 100%.

When rolling for statuses, the chance for paralysis is rolled. Then, the chance for sleep is rolled. Finally, the chance for confusion is rolled. If the the pokemon affected by this ability already has the status that passed the check, that status is either prolonged or made more severe.
Kinda overpowered. I'd just keep the activation chance limited to the opponent making contact.

Kusarigamaitachi said:
[Caroline] GYARaDOS (F) Intimidate

just kidding this isn't anything related to anything

Signature attribute: Blood of the Dragon

Yours is the blood of the dragon, Caroline remembers the blind priestess saying, blue scales shimmering under the lamps in the Dragon's Den, the blood of the legends. Yours is the power over fire and lightning and ice and water. Yours is the fire that burns even flame. Yours are the scales that will turn any blade. This is your inheritance.

But - like all wild-born pokémon that find themselves in Asber - she was captured long before she could complete the final rite of evolution, and smuggled into the hands of a trainer who thought it might not evolve her at all.

At the time, her trainer sneered and named her Splash - that's all you're good for, it said, and merely laughed at her vow that one day even her splashes would defeat any opponent in one blow - but it relented, and one day, her blood sang with power. Her scales were dyed the blue of the water and the sky, and she grew larger and stronger than she'd ever dreamed.

And indeed, Caroline found that she could spit flames in orange and green, send electricity crackling through the air, freeze any opponent in its tracks, and send the water raging as she pleased. Even her fangs had the power to tear flesh and crush bone. For a time, she was content. But there was something off, she found, when she breathed the green fire. The very flames she was promised, the power of the dragon, did not respond to her call as naturally as the water did.

It was because she had been taken away from her rightful homeland, she knew, and though she could not leave her trainer, she fought for the right to make a pilgrimage. One day, finally, her wish was granted, and she travelled alongside another dragon like herself.

And, oh! It was as beautiful as she remembered. Her kin, scales flashing like flames under the water, unable to even fathom the power that ran in her blood. Many refused to even evolve, the poor things. And the priestess, more slender and graceful than Caroline had ever been, still preached of the dragons, blood of their blood. Young serpents curled up on rocks to listen.

But no magikarp. And, no longer as dull as she had once been, Caroline realised why the green fire was not truly hers.

It was blood she needed, she knew, the blood of the dragon, and with the fire that burns even flame and the sharp fangs the serpents before her didn't share, she took it.

And, surrounded by fire and blood, she was reborn.

Effects: Caroline's typing is water/dragon instead of water/flying.

Pathos said:
Lebos (Female Gyarados) <Intimidate>
Signature Attribute: Draconic Aspirations

Lebos used to be young, innocent, naive. Most magikarp are, so she can't be blamed. Also like most magikarp, she grew up in a pond with many other 'karp - Dragon's Den.

It was a lovely time. No predators, not even humans, to threaten their existence. Only the magikarp and yes, the dratini. And one Dragonair.

She had no name, but she was their leader: the high priestess, the prophet, knower-of-all. Legends told that before she came, Dragon's Den was rife with rampaging sharpedo, eating up all the little magikarp; that the humans would hunt whatever magikarp remained; that the waters were so filthy it was impossible to even swim away, you'd be trapped, waiting for your death. They told of how she purified the waters, rid them of the sharpedo and cast away the humans - all with the power of the Dragons.

Many stories were told about the Dragons, too. How they were at once terrifying and magnificent, brilliant and bold, larger-than-life and also small as the little dratini.

Every day, there would be mass, a time to listen to these stories and pray to the Dragons above. Dragonair would tell them about their forefathers, and how they sacrificed for their children today; and sometimes she'd slip in that one day, if they worked hard enough, the magikarp might become dragons, too.

Most magikarp of course were too dim to focus on that, but those that did - a small group - were invited to the inner circle. Here the best stories were told. Stories of wars, between great beasts and even greater beasts; and stories, of course, of how the magikarp would become dragons.

They led a structured life, doing everything Dragonair commanded, in order to reach their goal. Mass every day; eat only certain foods; don't swim with certain fish; sleep at certain hours; and of course, the ritual killings.

For the main part of being a dragon is the bloodshed. And the main way to learn how to shed blood is to shed blood. Of course, it wasn't purely for them - it was a a ritual killing, sacrifice to the Dragons. Each week, a magikarp would have to be snuck away for their Dragonair leader, and ruthlessly killed before her. She'd thank them for their wisdom and release them, and they'd never see their magikarp brother or sister again.

But the knowledge! They gained so much knowledge! The ways of the Dragon were infinite and it seemed impossible to learn it all, and Dragonair was only too keen to share. No one thought to question her; not after years of no one ever, in fact, dragonifying.

It all changed, predictably, when a certain human came for Lebos; the magikarp was caught and trained traditionally, by being stuck in a pokeball with an exp share until evolution. Only then did the gyarados's true nature become apparent.

Not the bloodthirst, nor the religious doctrine, but the natural tendencies towards the Dragon element. As of yet it was still hindered somewhat - not fully realized - but Lebos was definitely different.

Upon Lebos's continued pushing, her trainer finally conceded to returning to Dragon's Den - her childhood home. It was then her true Dragon feelings began to awaken.

Looking back at where she once was - so small, so weak, and all her siblings reflecting that back at her, swimming their circular lives in their tiny pond, praying to their almighty to give them a fraction of some power, power that she now possessed in truckloads. She stared down at them, dismayed and awed; it was beautiful. She was beautiful.

But something was unfinished. She could feel it, she wasn't there yet, she wasn't Dragon. An emptiness in her, something that needed to be filled, what was it - there.

Dragonair. Preaching, mass, so predictable, the old girl. And she was old, Lebos could see that now, she was frail and weak, not the terrifying Dragon from the stories she'd heard as a tiny magikarp. She was near her end. Yes... Lebos grinned.

It was a ritual killing, a sacrifice to the Dragons - after all, it was a necessary measure for Lebos. One Dragon to make another.

Effects: Lebos is a water/dragon type rather than a water/flying type.
Eh, I'm not sure. The back-stories look fine, but water/dragon is a pretty awesome type combination, so you might need a drawback. I'll leave these two up to Negrek to judge.

Pathos said:
Castiel (male Togekiss) <Serene Grace>
Signature Attribute: Serene Metronome

When he was young, Castiel was focused - like many others who learn the move - on his random-chance, sometimes-explodey, always-fun metronome. He spent hours a day, days a week, weeks a year perfecting it, learning how to cast it just the right way, and even remember moves he'd called from it, if for a short amount of time. With age and practice comes perfection, of course, and Castiel happens to think he's perfected his metronome.

After all his practice, he's figured out how the attack works. He can manipulate it such that he can call forth certain attacks - and of course, remember how to use it afterwards.

Effects: Castiel can choose, when using Metronome, to have the attack it randomizes be Special, Physical or Other. He can also remember one move from each class, meaning up to three moves, and each time he calls a new move from the same class it replaces the former (i.e., he calls forth a Special move, remembers it, then calls another one, replacing the former Special move, but he still has the Physical and Other moves). If he doesn't replace the move he's learned, it will be forgotten 5 rounds after he's first learned it, unless he knows it naturally.
Approved.

Mr Fancy Pants said:
[Pharaoh] Rasqueon (M)
Ability: Anger Point
Signature Attribute: King of the Sands

Before being bought by Lord of the Fireflies and given to Metallica Fanboy, Pharaoh was owned by another trainer, and was then not nicknamed. This trainer was completely unprepared to deal with the species' infuriating greed, and ultimately abandoned the Rasqueon in the middle of a desert -- with no bodies of water in sight for him to claim.

Thankfully, somebody else heard this story second-hand later and mobilized the authorities. Pharaoh was rescued in his predicament just in time. While he may have survived, however, he didn't come out unscathed: gone mad from the absence of a lake or river to call his own, he began to see the vast sands all around him as his domain, as a great sea under his control. Now, he believes himself the rightful lord of any amount of sand he comes across.

Effects: Pharaoh has Sand Force as an ability instead of Anger Point. He does not suffer off-type penalties when using Ground-type moves (he still does not receive STAB from them either). While he still has a weakness to Ground, the effectiveness modifier is x1.25 instead of x1.5. Additionally, he loses a few moves and gains others, as detailed below:

- Rain Dance, Block, Surf
+ Sand-Attack, Sand Tomb, Earth Power

[Scarlet Queen] Ekans (F)
Ability: Shed Skin
Signature Attribute: Friend of Jack

Scarlet Queen's unusual coloration, borne of genetic happenstance, comes with a downside -- its pigment stems from a sac that normal Ekans use to produce poison. Unable to use most typical survival strategies of her kind, she would not have lasted long, had the PRO not taken her from the wild while she was still very young. She learned to fend off with what she had -- while she could not poison like Ekans usually can, her opponents would still be expecting her to. Her prowess lies in deception, and she engaged enemies psychologically.

Effects: Scarlet Queen is Dark-type instead of Poison-type. She has Intimidate instead of Shed Skin (this is only necessary until she evolves). Relying heavily on intimidation for fighting, she puts an additional flair into her fear-striking attacks; as such, whenever she uses any of Leer, Glare, Scary Face, Torment or Coil, the target(s) (or, in case of Coil, all opponents) have their Attack and Special Attack reduced by 1- for five actions. This effect does not stack when multiple of the moves are used, and it cannot take place immediately after a previous such effect ends -- the effect gap is of six actions. Additionally, she loses some moves and learns others, as detailed below:

- Poison Sting, Poison Tail, Poison Fang, Poison Jab, Venoshock
+ Snarl, Assurance, Foul Play, Taunt
Pharaoh - Approved.
Scarlet Queen - I'd have the moves decrease one attack stat or the other for now, and you can improve it when she evolves.

Wouldn't Heat Wave be the equivalent of Blizzard.
Yes, but you're also gaining a powerful move in ice beam.

It's the equivalent of wearing a Lagging Tail, except this only activates with Prankster; Jet will move last within the +1 priority bracket whenever Prankster activates, but will still move ahead of the +0 bracket (kind of like adding a +.5 boost).

Murkrow
[Jet] Murkrow (M)
Signature Attribute: Jokes and Laughs

Jet loves a good laugh (or, rather, caw, but it's all the same to him). Countless times he's been caught firing Confuse Rays into crowds, causing disarray and chaos, or freezing people and Pokémon in place with a well-timed Mean Look.

Of course, most Pokémon are somewhat annoyed by Jet's antics, and actively seek revenge on him. Trouble is, Murkrow aren't exactly the fastest Pokémon, and he's been punished enough times to make an impresssion.

Now, Jet wasn't about to stand by and take the abuse. Having heard about faraway flocks of Murkrow with a special trait for blinding speed, he got an idea. And so, he started his journey to become just like those legendary Murkrow, and picked up a few skills in the process. At least, that's how he sees it.

Effects: Through practice, Jet has gained the ability Prankster; however, as his skills aren't quite as refined yet, all attacks boosted by the ability always move last within their priority bracket. He also loses Super Luck.

He's also picked up a few new pranks and lost some fodder, as detailed:

+ Switcheroo, Hypnosis, Magic Coat, Telekinesis, Encore, Nasty Plot
- Payback, Round, Brave Bird, Swift, Curse, Pursuit, Night Shade, Twister, Assurance, Air Cutter, Retaliate, Aerial Ace, Natural Gift
Ah right, gotcha. Approved.

HoGjq.png

[Pawblo] Meowth (male) <Technician>
Body Modification:
Kayt Manninagh

Pawblo is notably different from the Standard Meowth breed, with sleek black fur and large yellow eyes, as well as small white spots on his belly and chest. The most obvious difference, however, is his lack of the long, curled tail common in Meowths, instead having a short stub (or a 'nub' and his trainer refers to it). This is because he belongs of one of the many pedigree breeds of Meowth - the Manx. The breed is charming and social, and very vocal - Pawblo especially likes to make all kinds of sounds, from soft purrs to loud yowls. Manx Meowth move with a distinctly Buneary-like hop when on all fours, as the hind legs are longer than the front.

But the lack of a tail can make it rather hard to use a few moves that Meowth are commonly known to use, and as such most Manx Meowth make do by utilizing their impressive vocal ability, and Pawblo is no exception. As such, he is incapable of using Tail Whip and Iron Tail, but can use Hyper Voice.

Effects: Pawblo is tailless. He gains/loses the following moves:
- Tail Whip, Iron Tail
+ Hyper Voice
Approved.
________________

Aaaaand, one for me:

[Gamzee] Mime Jr. (M) <Filter>

Signature Move: HONK

Gamzee is a cheery and carefree soul, and he’s also a fan of all things clownish. He spends a lot of his free time trying to perfect his clown act, which involves unicycle riding, pie throwing, terrible rapping and lots of honking.

Though his teammates and trainer find this endearing for the most part, they find the constant honking much less cute. Gamzee isn’t exactly very tidy, and he tends to leave his plentiful collection of bicycle horns strewn everywhere. Sometimes he steps on them and scares the shit out of himself. Eventually, his teammates got completely fed up of the noisy rubbish lying everywhere, and forcefully confiscated all of Gamzee’s beloved horns.

Naturally, Gamzee was devastated, but not discouraged. Through some psychic manipulation, the sneaky clown quickly found a way around the ban on honking. He managed to focus his mind altering abilities to create holographic images that took the form of bicycle horns strewn all around him. The horns were still mere illusions however, and similar to double team clones, they would fade out of existence once struck.

Through more trial and error, Gamzee managed to enhance the illusion to include sound, and stepping on the horns caused the “victim” to hear a resounding HONK to echo in their head, one that only they could hear. Needless to say, the effect was pretty startling, and Gamzee quickly found a way to use his newfound trick in battle.

Type: Psychic / Energy: 6% / Duration: One action
Effects: Gamzee takes a moment to focus his psychic abilities, then surrounds himself with illusionary bicycle horns. The default amount is three horns, and this increases by one for each +2 special attack boost Gamzee currently has, capping at five horns. While the horns are strewn about, the opponent has a 20% chance to step on one and flinch when they attempt to attack Gamzee or his ally with a contact move. The horn disappears once stepped on. If Gamzee is surrounded by 3+ horns, he can choose to dispel them all at once, which unleashes a damaging sound-wave equivalent to a hyper voice. They can be removed by rapid spin, and the illusion is also dispelled by foresight and odour sleuth. Levitating and flying Pokémon are unaffected. The horns disappear when Gamzee faints. This is also considered a sound based move.
Usage Gap: Two rounds after all the horns fade.
 
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Re: Pokémon Registration Office

phodeim1.gif

[Phobos and Deimos] Kabuto [M]
Swift Swim

Signature Attribute: Conjoined Twins

Phobos and Deimos are two ancient kabuto that were found rather closely packed together in a fossil dig at Mount Moon, in Kanto, by Blastoise Fortooate. They were brought to and revived by an Asberian scientist who shall remain nameless, but there were... complications in the process. It seemed that the fossilization of the two corrupted some of the (generally very resilient) pokémon DNA that made up their bodies' structures, combining them in an irrevocable way. Although they were easily physically removed from each other with the help of a bonesaw, the 'twin' kabuto have a mental connection that absolutely refuses to be broken. As a result, the two abhor being away from each other for any length of time, and they have even managed to squeeze into the same poké ball rather than be separated. And although they're seeing a pokémon psychiatrist twice a week to work out their psychological issues, this also affects how they battle; they work in tandem, Phobos strategizing from the top of his partner's shell and Deimos doing the legwork. They fire attacks at the same time, although such attacks are at nearly half power individually for confusing psychological reasons, and they even share items' effects when they have one.

Effects: Phobos and Deimos are referred to with plural pronouns. All attacks, items, abilities, and other sundries consider them as a single target. They are considered to have a base speed of 45, a weight of 50.8 lbs. (23 kg), and share a normal level of Health and Energy (100% of each) between them as well as any status effects or boosts.
The pair begins battle with a +1 to attack and special attack that acts as their baseline level for those stats (Stat-clearing attacks would return those stats to +1 rather than 0), due to having the attacking power of two weak kabuto behind every attack. Their stats still cannot exceed +/-6.
Phobos has the ability Battle Armor and Deimos has Swift Swim, so they are considered to have both abilities for the purposes of battle.
To send out Phobos and Deimos in battle, Blastoise Fortooate must own an additional kabuto in his PC at that time. Only unnicknamed, male kabuto that have no experience and have never entered battle before can be used for this purpose.
 
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Re: Pokémon Registration Office

[Static] Ampharos (M)
Static

Body Modification: Scented Wool
Static has a habit of sleeping in fields. Among the fields he sleeps in, he spends the most time sleeping in a particular field full of plants that have a strong scent. This sickeningly sweet smell is extremely potent, having the ability to hinder and mess with the thoughts of pokemon. A strong enough whiff may even lull a pokemon to sleep. Because Static spends so much time in this field, spores tend to cling to his fleece, causing him to smell like the field. Also, the scent doesn't have much of an effect on Static because of all the time he has spent in the field. Only a small amount clings to his wool, so the scent does not disperse very far.

Effects: Whenever a pokemon makes contact with Static, there is a chance for that pokemon to become confused or asleep. There is a 40% chance of moderate confusion and 40% chance of sleep. The effects of the scent only come in play when pokemon make contact with Static, and ally pokemon can also be affected. Only one status may be inflicted per instance of contact because any one status inflicted is distracting enough to negate the others. Because spores tend to cover his tail, light doesn't pass through as effectively. Due to this, his flash is less effective and has a 70% accuracy instead of the usual 100%.

When rolling for statuses, the chance for paralysis is rolled. Then, the chance for sleep is rolled. Finally, the chance for confusion is rolled. If the the pokemon affected by this ability already has the status that passed the check, that status is either prolonged or made more severe.
 
Re: Pokémon Registration Office

Let's try this again.

Starly
[Shiva] Starly (F)
Signature Attribute: Your Final Fantasy

During the time she was an egg, she was kept in a fridged ice cave as a offering to the "Great Ice Avian" Articuno. Encased in ice from the low temperature, instead of being suspended in pre-life, her undeveloped body changed to match the environment around her. To the shock of the pokemon that tended the alter to Articuno, her egg hatched upon the offering ice slab. Believed to be a chosen one by the "Great Ice Avian" she was slated her role as a form of Priestess to Articuno, believed to have beem given a part of the Legend's power as shown by her blue and white colouring rather than the usual plumage of a Starly

Type Change: Normal/Flying --> Ice/Flying

Moves gained and Lost:

+Hail, Mist, Ice Beam, Icicle Spear, Ice Shard
-Sunny Day, Heat Wave, Sand Attack, Take Down, Fury Attack, Quick Attack​
 
Re: Pokémon Registration Office

[Scarlet Queen] Ekans (F)
Ability: Shed Skin
Signature Attribute: Friend of Jack

Scarlet Queen's unusual coloration, borne of genetic happenstance, comes with a downside -- its pigment stems from a sac that normal Ekans use to produce poison. Unable to use most typical survival strategies of her kind, she would not have lasted long, had the PRO not taken her from the wild while she was still very young. She learned to fend off with what she had -- while she could not poison like Ekans usually can, her opponents would still be expecting her to. Her prowess lies in deception, and she engaged enemies psychologically.

Effects: Scarlet Queen is Dark-type instead of Poison-type. She has Intimidate instead of Shed Skin (this is only necessary until she evolves). Relying heavily on intimidation for fighting, she puts an additional flair into her fear-striking attacks; as such, whenever she uses any of Leer, Glare, Scary Face, Torment or Coil, the target(s) (or, in case of Coil, all opponents) have their Attack reduced by 1- for five actions. This effect does not stack when multiple of the moves are used, and it cannot take place immediately after a previous such effect ends -- the effect gap is of six actions. Additionally, she loses some moves and learns others, as detailed below:

- Poison Sting, Poison Tail, Poison Fang, Poison Jab, Venoshock
+ Snarl, Assurance, Foul Play, Taunt
 
Re: Pokémon Registration Office

[Jomeo] Beedrill (M)

Signature Attribute: God Save the Queen

Jomeo is a Beedrill (in case that weren't obvious), and as a Pokemon accustomed to the hustle and bustle on an enormous hive, he was once part of a hive mind, even as a small fuzzy Weedle. As with all hive-minded Pokemon, once domesticated, his mind rearranged some things to better make sense of his new accomodations: The Omskivar was now his Queen, and his Task was to Battle; fortunately, he had been a Drone to begin with, and not a wimpy Harvester, so there was no real replacement needed there; every Pokemon was an Enemy unless otherwise specified by the Queen, and The Omskivar could be trusted to know what was an Enemy and what wasn't. It took a week or so, but with the quick evolution coupled with his fast insect thought patterns, Jomeo adjusted to this mindset and lived a somewhat normal life for a Beedrill, despite capture and domestication.

Until She came.

There was chaos in the streets; three legendaries, gods in their own rights, were rampaging throughout the town, and The Omskivar had been called upon as part of a citywide task force. Whirlpool, a consort of The Omskivar's, had entrusted him with a weapon; a Vespiquen, one of biological warfare by means of Drone Combee. The Omskivar had taken her outside one day to examine and observe her, and as she appeared from her Pokeball, Jomeo's mind reverted to its base thought patterns in an instant (or maybe less!):

Queen. Protect Queen. Task. Task is Protect Queen. Task is Kill Enemy. Kill Enemy Protect Queen.

He burst out of his Pokeball, and The Omskivar had to wrestle him to the ground (taking a few Twineedles and Poison Stings that really fucking hurt okay) for fear of his life. With a small amount of mental coaching by his Ralts (and some entirely necessary restraint by most of his other Pokemon), The Omskivar was able to recorrect Jomeo's brainwaves, and explain to him what was happening, but it was too late. While Jomeo was more civilized and was able to keep up with his Battling Task, the core Order was irrevocably dedicated to his Queen: Buzzcomb the Vespiquen. You see, Beedrill will serve their own kind as their Queen without a second thought, but there is something in the instincts of them all to flock to the nearest Vespiquen if they can find one. Some have speculated that it lies with the Vespiquen, and her natural command over male Anthophilae, though female Beedrill have been known to gravitate towards Vespiquen as well. This may be due to the abundance of food or mates that comes with a hive of Combee and Beedrill; in any case, Jomeo never stood a chance. He pledged himself to Buzzcomb formally the first opportunity he got, and he has never willingly left her side.

When he learned that she was to fight three legendary Pokemon, he was shocked. He begged her not to go, to let him go in her place; a Drone was expendable, but the Queen must live! She would hear none of it. Valiant though he was, it was the Queen's ultimate Task to Defend the Hive, even if it meant Death. As she flew courageously into battle, Jomeo could do nothing but watch from a distance as, to his horror, she disappeared into the mouth of a dragon that reeked of Death. The moment he lost sight of her, Jomeo was convinced he had lost her.

Beedrill are not prone to remorse or even mourning, but Jomeo entered a days-long period of grief after this. Perhaps he thought he had Failed his Task, or he had wanted to Mate with Buzzcomb. One thing mattered to him, and that was the Death of his Queen. The Omskivar was unable to find him for weeks, and after receiving Buzzcomb from the Asber Pokemon Center Emergency Ward, he looked everywhere for his Beedrill. Finally, Buzzcomb herself flew into the forest to search; after a week, she returned with his limp form, in a sleep so deep he seemed dead.

Back to the Emergency Ward it was for The Omskivar, where they laid Jomeo out on a stretcher and pumped him with nutrients; he had apparently been starving himself, and how dare The Omskivar allow this? Giratina or no Giratina there was no excuse for this and he should be ashamed of himself. Hours went by, and while his heart rate returned to the normal submachine-gun, Jomeo showed no signs of waking up. He had lost the will to Live, after his Queen had Died. Finally, Buzzcomb realized this, and, after releasing a small cloud of Sweet Scent, managed to rouse Jomeo back into consciousness. He nearly leapt out of his stretcher, and needed to be subdued again, but eventually managed to stay still long enough for Buzzcomb to hover reassuringly over him and formally acknowledge his loyalty to his Queen. As a mark of her gratitude, she tapped him on each shoulder with her right claw, and knighted him Sir Jomeo, the Ever-Loyal. Jomeo buzzed weakly with excitement and vowed that he would never again allow his Queen to be so harmed, and he will (and does!) do anything and everything to keep this promise.

Effects: God Save the Queen will only come into effect if Jomeo and Buzzcomb are both in their Trainer's Active Squad in the battle.

The first time in any battle that Buzzcomb falls under 25% health, Jomeo will pop out of his Pokeball for the next round and attack the opponent with his stingers to defend his Queen. Each action, an attack is chosen at random from the following attacks: ~Twineedle, X-Scissor, Poison Jab, Poison Sting, Fury Attack, Aerial Ace, Pin Missile, Cut, Knock Off~ and used at the opponent. Acting out of instinct, rather than experience, Jomeo can be treated as a basic-stage Pokemon with 0 EXP for the purposes of damage calculation. If there are multiple opponents, the target for each attack will be chosen at random. If Jomeo is called upon in a battle in this manner, and his Trainer has yet to choose one or more of their Pokemon for a match, Jomeo secures his position as one of those Pokemon and must appear again in the battle. Jomeo can be attacked while on the field defending Buzzcomb, but he will not feel the effects (status or otherwise) of the attacks until he is sent out himself in the battle, if at all. To clarify: Jomeo will appear at the beginning of the round after Buzzcomb falls to 25% health or below, and will remain for the full three actions of the round until his Trainer manages to recall him. Also, during this time he is to be referred to as Sir Jomeo the Ever-Loyal, or simply Sir Jomeo.

I hope this passes I hope this passes I hope this passes

Resubmitting this purdy purdy please
 
Re: Pokémon Registration Office

Was missed

[Mr. Wonderful] Male Spiritomb
Ability: Pressure
Signature Attribute: Trickery

Mr. Wonderful is a Ghost/Dark type Pokémon. Both of these types usually mean the Pokémon will be sly and use tricks. Mr. Wonderful is no different.

Ever since being rescued from 'That Damned Tower' as he puts it, he went back to using slyness and cunning to battle his foes. He has often used a few less than fair lies to get a foe to lower their guard. He will go to the ends of the earth as we know it to land a hit, and will go past any barriers that stand in his way. He spent all the time in That Damned Tower conferring with other prisoners in the Spirit Realm, which meant a few Spiritomb form a far off land(dream World) that possessed the Ability Infiltrator. This allows them to hit through barriers and screens. Mr. Wonderful was eager to learn how they harness it, and by doing such, gained it him self.


He learned how to harness his powers of being a ghost to fade through the average Reflect or two. That, and they only go a foot above their user. As a result, his attacks can go through them as well. But due to this, the effects of his other abilities are halved.

Effects: Mr. Wonderful gains Infiltrator in addition to Pressure, but Pressure's the number of time is reduced in return. It only activates on two of three actions preformed, randomized by the ref. His foe also starts with a +1 accuracy boost (this can be reset to 0), as he often leaves a few open spots to strike as he focuses mainly on offense.
 
Re: Pokémon Registration Office

Once more, then! And on the new one... well. I should probably toss out bad ideas rather than letting them ferment into a something.

---

[Tuft] Accelgor (Male)
Ability: Hydration
Signature Attribute: Assimilation Plot

Like many bug-types, Tuft puts a lot of faith in the swarm. He firmly believes that two pokemon at half power, or even at a fourth of their power, are far better than one at full power. Together a team can accomplish great things, no matter who they're facing, as long as they have strength in numbers; two heads are better than one after all. This was the central philosophy of all insects, and his pride elevated it to the highest status; in his opinion it really was.

Bugs were the best, of course. And why? They shared their wisdom, had immense amounts of creativity, and even were humble about their being better than everyone.

That tends to be the case when you're at the bottom of the food chain and have been snacked on for millennia.

The main thing that caused this magnificence was the hive mind. The hive mind gave courage, it gave duty, it gave power, it made things become simple, it consumed, it conquered. It was truly the most efficient way to go about quashing enemies, and even better; there could be no resistance, nor confusion. There was only the Queen, the Queen's subjects, and the Queen's foes.

After consulting with a few other insects and converting others to his sinister cult, he crafted a plan; make everyone a single Swarm, with or without himself as the Hive Queen. However, there was a problem; Tuft didn't really know how to go about this. He knew he had some psychic powers, but he didn't know quite how to use them; not yet. The best he had was the move guard split, which accounted a good deal of bonding--but only with one pokemon. He needed help with this, sadly, and if he had to cavort with the enemy (any not of the bug type, and all not affiliated with a Swarm), he had best do it thoroughly with a type that knew its place--the psychics.

Slowly but surely winning Rael's favor, and all the psychics or near-psychics on Mai's team, Tuft reached out, and with tutoring began to understand. All he needed was just the slightest bit more refinement, a touch of understanding; for that he went to one of the closest telekinetic he could call a member of a Swarm.

Reuniclus gained power from others, and it only stood to reason that he could do the same. The girl he sought out taught him her secrets, some with trial-and-error, some concepts melded purely into his mind. After careful practice, Tuft eventually shared thoughts with the wild pokemon; in days, he released his hand from hers to do the same. He had taken a step foward, if a small one; once he returned to a slightly confused Mai, he realized that with the linking force of pokeballs things were much simpler. The hardest part of the journey had been the first step; now, if only Mai's team were a bit larger...

Effects: Immediately after being sent into battle, Tuft forces himself into the consciousness of all allies and performs a sort of Mental Fusion; this manifests itself as conditional limits becoming for the team instead of for the pokemon. For example, in a double battle, this means that if Tuft's ally only has two conditionals in an action, he can use the extra mindpower to comprehend four--this works in reverse and if Tuft has no conditionals his ally can comprehend five. This works with all teammates (so a valid number of conditional commands could be four, five, two, and one in a battle with four pokemon per side), but despite the support of the swarm a pokemon still has limits; no pokemon can obtain over five valid conditionals. Tuft, being the centerpiece of the hive mind, can only obtain four conditionals with this and will only pass over one extra conditional at maximum. This effect can only happen once per round, on any chosen action.

In a single battle, this connection to the hive shows itself as gaining the ability swarm in addition to hydration.

After becoming so dependent on this synchronization of minds Tuft has lost confidence in his ability to attack on his own. Therefore, he starts out the battle with -2 attack and special attack; these act as normal stat reductions and can be gotten rid of through the effects of haze, psych up, etc.

---


[Tuft] Accelgor (Male)
Ability: Hydration
Signature Move: The Man In Gauze

What any Swarm or Hive needed to ensure victory was a Queen. This was a known and understood fact for all bugs. The smallest combee and the most massive parasect, and even a sleeping volcarona took wisdom from one leader.

Genesect.

Genesect was the figurehead of the bug type kingdom, no matter what anyone said; Genesect was a highlight of what co-dependence could bring. Truly an insect, embodying the Bugs before the Hive, Genesect was once just a regular predator. To be feared by the prey, yes, like all killers; but it was mortal. Genesect could be killed and did die, as all bugs did.

But Team Plasma came along, hundreds of years in the future, and elevated the insect to the Insect of all ages. It was a god, because it knew the power of the Swarm before it perished. Now it led the Swarm, giving itself up temporarily to aid its underlings while the machine worked. It is of Tuft's belief that Genesect once had a name when it was mortal, that it was previously known as something other than the warning it gives out now.

He believes it was "Ramses". But with Genesect's current status, it deserved a more appropriate title to be called as millions sing its praise.

Bug / Special / 13% / 100% / Multiple / 8% / One action

Tuft bursts into song, hailing Genesect and its greatness while summoning obnoxious music to play in the background. This affects all enemies (team members... have gotten used to this pseudo-religious ridiculousness), and has a 30% chance to either make the foe flinch or lower their special defense by one level. The song is horrible.

Eight actions


---

[Link] Shroomish (M)
Ability: Poison Heal
Signature Attribute: Hookshot

Link, while normally being an ordinary (overly courageous) shroomish, has separated himself from his kin by one main trait; a large knack for adventuring. While he hasn't been able to defeat an angry emboar Ganonpig and save a prissy kirlia Princess Zelda along with all of Hoenn Asber Hyrule from peril yet, he's proven his worth with skill a for combat that came from years of practice.

When he was just a little sprout out of an egg, he left the "weak" part of Petalburg Woods Kokiri Forest to beat up on enemies and grow strong. (In the beginning he had also made an attempt to save the life of a resident torterra the Great Deku Tree, but that failed and he doesn't like to talk about it. Link doesn't talk much.) He had left the forest full of dreams, and his adventure began when he spoke with the aforementioned psychic. Zelda had warned him of Ganon's vile intentions, and fearing the worst Link had done as she bid; he went to the most intimidating dungeon first. Death Mountain was aptly named, but with burns and cuts he escaped. The next thing he knew, he had breezed through a wishcash's belly and was locked in combat with a dictator and a demi-god. Having gained a bit of power himself, Link took on the challenge; he set out to free temples from darkness and even himself. It was to be expected that Link would acquire some sweet loot that way.

His favorite item happens to be a hookshot, which luckily for him was able to be used in the more casual Asberian battles.

Effects: Link holds a hookshot, a tool which can be used to grab objects and pull them towards him or to take him towards them. If it lands on a strong but reasonably penetrable surface (such as wood or most kinds of metal), it sticks and Link is pulled towards it. If it hits a medium-sized object (<30 pounds) or even a small foe, it can grab it and bring it to Link. If a foe is hit with the hookshot, it can injure them, inflicting 3% typeless damage.

Because Link already utilizes his hookshot by default, he cannot use any other item, unless his hookshot is put aside. If Link is sent out holding another item, his hookshot will be placed somewhere inside the arena--if another pokemon picks it up, they can use it just like Link would.

It takes 2% energy to use the hookshot. Using the hookshot does not take an action.
 
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Re: Pokémon Registration Office

Travis (Male Tauros) <Anger Point>
Signature attribute: Anger Management

There's a saying - you mess with the bull, you get the horns. Travis takes this saying to heart. He is a being of pure rage; honest, distilled anger, the kind that takes only a tease to make him reach boiling point. He's always just there - just about ready to blow - but he's so good at holding himself back, after years of being just there, that it takes something truly threatening to push him over the edge.

The thing is, once he's there, he's gone. You just can't pull him back. He's worked so hard on controlling his temper, for so long, that it works just too well; something that pushes him to rage has to be severe enough that he just can't look back. Because his rage is eternal, even while he keeps it withheld, there is no point where he will think enough is enough.

Effects: At the start of any battle, Travis's rage-fueled moves (thrash, frustration, payback, outrage, etc.) will be reduced by 2% power after all other calculations. After his Anger Point is hit, however, his ability will be changed to Hyper Cutter and all rage-induced moves gain a 2% power boost after all other calculations; also, frustration is always at maximum power.
 
Re: Pokémon Registration Office

No, the activation chances were fine, I just meant that it needed a bit of rewording to make its effects clear. Something like this:

Effects: Each round, there is a 10% chance of Katrina's curse causing any part of the arena to hurt her and her teamates, (ex. The ground giving way, or a tree branch falling on her.) doing 5% damage. There is also a 15% chance that the same will happen to her opponents, also dealing 5% damage. The ability Super Luck is canceled.

Oh, okay. I'll just edit this into my old thing now:

Katrina (Female Absol)
Ability: Pressure
Signature Attribute: Accident Prone

Now, everyone knows the old story about Absols. How they were said to bring disasters, and how they were considered to be bad luck. That story has been disproved for quite some time, but Katrina tends to be rather... unfortunate. When she was young, she had dated a rather handsom Frillish. (Don't ask.) But when Katrina broke up with him, he got so mad that he laid a curse on her. The curse caused Katrina to have severely bad luck, and it tends to spread to those around her. She was an outcast to pokemon and people for quite some time, until a young trainer finally found her. He trained her to battle, and since then the Absol learned to use her own misfortune to her advantage. When her bad luck spreads to other pokemon- opponent or ally- the battle always seems to turn to her favor. Also, Katrina has gained slight control over the curse, so it hits her opponents a little more than usual. But that doesnt mean she doesnt get hit by it. It can hurt her as much as her opponent if she's not careful.

Effects: After Katrina is sent out to battle, the curse takes into play immidiately. However, it takes one round for it to hit the other pokemon, whether enemy or ally. Each round, there is a 10% chance of Katrina's curse causing any part of the arena to hurt her and her teamates, (ex. The ground giving way, or a tree branch falling on her.) doing 5% damage. There is also a 15% chance that the same will happen to her opponents, also dealing 5% damage. The ability Super Luck is canceled.
 
Re: Pokémon Registration Office

Syler (Male Golbat) <Inner Focus>
Signature Attribute: Power Parasite
For most of his life, Syler has lived as no one. This was made terrifyingly clear to him by his mother, day after day; he was nothing at all. Nothing special about him, whichever way you looked at it. He couldn't face one more day like that; he would do anything to change it. Anything, quite literally, including taking what makes others special and using it for himself.

One thing he could do: leech off others. He could analyze what made them work, and then steal it. This had the perhaps unfortunate side effect of damaging his victims, but no one ever got anywhere without breaking a few brains, did they?

Effects: When Syler uses his signature move Brain Food, he can steal his target's ability. This effectively removes the ability from the target pokemon and adds it to his own current ability. If he's already used this to give himself an extra ability, he can still do so again if there is the chance to do so; if there is not, he can instead snatch attacks with each use of Brain Food, effectively disabling the snatched attack from the target pokemon for the remainder of the battle and giving the snatched attack to himself. Abilities will always be snatched first-priority above attacks if a pokemon still has one, but Syler can choose not to take it. This does not affect abilities granted to pokemon via items such as electirizer, magmarizer, etc.

Signature Move: Brain Food
Some monsters eat brains just for brains' sake. Syler is different. He needs them - not the taste, no, he needs what they contain. The energy, the knowledge; he can't live without it. To do so would mean being... without it - being him, powerless, alone. He has no choice.

That's not to say he doesn't enjoy it.

All brains are appealing, but some are more than others. When one strikes his fancy, he'll wrap his giant maw around the pokemon's skull, slicing into their minds and draining knowledge and energy from within. The pokemon will be left with a slice mark around their skull, looking quite like it could have been hacked off if Syler tried hard enough.

Dark / Physical / 10% / 100% / Single / 7% / One action
Effects: Drains energy/health (specified) equal to half the damage dealt, rounded down. If blood gets in the target's eyes, it may lower accuracy at ref's discretion.
Usage Gap: 6 rounds
 
Re: Pokémon Registration Office

Man, I should have came here earlier!

[Kurow] Poochyena (M)
Ability: Run Away (LOL, I made a mistake, but it's no big deal)
Atribute: Wild Heart
Signature Attack: Dark Descend
A few years ago, in the darkest parts of the world, a dark pack existed. It was the largest group of individual land pokemon the world has ever seen. It was consisted of rogue pokemon, rejected by the world and had no other future. The leader of this pack was a ferocious Mightyena simply named the White Fang. He was the largest Mightyena that has ever lived, and was the king of the wild. He fought like a demon, and was strangely graceful. Some say he was the descendant of the legendary Blue-eyed Beast, a god in Mightyena form that was sent from the stars to free the world from darkness.

One day, however, White Fang had lead the pack into a village. As the villagers screamed in horror as chaos ensued, White Fang clashed with another Mightyena, Terra, and lost. In the middle of the fighting, White Fang howled and the pack left the village without hesitation. Terra disappeared, and the villagers assumed that the pack kidnapped her. They did not know that White Fang settled down with her, and begun a family. About 1 year later, the heir of the pack, Kurow, was born.

Kurow was a gentle spirit who did not like to kill, even when he had to feed. Most important of all, his eyes are pure blue, something that was noted to be the second Blue-eyed Beast. His father had at last decided that the pack was finished, and that it should disappear. However, that night, a being shrouded in darkness killed White Fang. Kurow witnessed this and chased the figure. As he chased him, the being threw a lighting bolt and the forest caught on fire, scaring the entire pack, who where waiting for an order from White Fang.

But there was no order

Kurow cornered the shadowy figure, who slashed Kurow's face to get away. Alone, confused, and tired, he fell into a mighty river and was set adrift. . .

Effect of Wild Heart: Simple; in a pinch it increases his signature move power by 1.5
Effect of Dark Descent: Kurow gathers all of the darkness in his small heart, and slams the opponent with an evil aura. One day, its true power will awaken.

It can only be used once in a battle, it costs an entire round to use, and the move Howl will increase it's power by 1.5 %. It has a possibility of 50% to lower the opponents defense by 1 stage.

It's level of power depends on his HP. Every 10 HP off, it gains an additional 10 damage.

Power: Varies;MIN. of 10 damage at full health, MAX at 100 damage when at 1 HP
Accuracy:90%, Energy 10%, Single target

Also, it should be noted that his left eye has a scar on it from the slash, meaning that his left eye has slightly poorer eyesight than his right.

[Solar] Larvesta (M)
Ability: Flame Body
Signature Attribute: Burning Soul
Signature Attack: Phoenix Lotus

When Kurow woke up, he found himself next to Solar. After a quick battle which ended in a draw, they decided to travel together, in which Kurow said that they will start a pack together and remake the great pack that once was.

Attribute: Burning Soul
Effect: If he uses a fire move right after using one before, it increases in power by 2% NOTE:This does not stack.

Move: Phoenix Lotus
Effect: Causes a burn to the Enemy. If the enemy already has a burn, then this attack doubles in power

Power 40, Accuracy 95, Single, Energy 6%

Description: Solar makes a large cloud of embers that look like flower petals. They explode in a small explosion upon contact.
 
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