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Business Approval Office

Remove the "negates speed drops for paralysis" and "negates attack drops for burns" from those first two C-class ribbons. Remove the rest duration-reduction from the Chesto Ribbon. Sorry, I'm going to say no to both S-class ribbons.
 
The Ribbon Store

We sell many different kinds of ribbons here, blue silky ones, red rough ones, and even rainbow coloured glass ones (We are still trying to figure out why we decided glass was such a good idea). All of these ribbons are fairly unique, however. Why? They provide certain bonuses.

All of these ribbons count as Body Modifcations, as they are articles of Clothing that - due to unique properties of the inks and materials used to make the ribbons - modify the Pokemon's epigenome.

A Pokemon is assigned up to Two ribbon slots, but due to their varying effects, this may be limited one. To help you make your decision, they are separated into five classes.

D Class Ribbons have simple effects. They take up one ribbon slot, and are fairly cheap.

C Class Ribbons have slightly better effects. They take up one ribbon slot, like D Class Ribbons. They are cheap.

B Class Ribbons are fairly decent, and take up two ribbon slots. They cost a little more money.

A Class Ribbons are quite useful. They take up two Ribbon slots. They are a bit pricey.

S Class Ribbons are the best ribbons out there. They also take up two Ribbon Slots. Due to their usefulness, however, they are very pricey. Also, they can only be given to a fully evolved Pokemon. UNDER REVISION

The ribbons and effects are as follows:

D Class Ribbons:

-Pink Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Speed. Does not work if the Pokemon is Paralysed.

-Red Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Attack. Does not work if the Pokemon is Burned.

-Yellow Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Defense. Does not work if the Pokemon is Poisoned or Severely Poisoned.

-Blue Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Special Attack. Does not work if the Pokemon is partially or fully Frozen.

-Green Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Special Defense. Does not work if the Pokemon is Asleep.


C Class Ribbons:

-Shiny Pink Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Speed.

-Shiny Red Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Attack.

-Shiny Yellow Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Defense.

-Shiny Blue Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Special Attack.

-Shiny Green Ribbon: The Pokemon, when afflicted with a status condition, gets +1 Special Defense.


B Class Ribbons:

-Cheri Ribbon: The Pokemon has a 30% chance of shedding Paralysis at the end of each round.

-Rawst Ribbon: The Pokemon has a 30% chance of shedding Burns at the end of each round.

-Pecha Ribbon: The Pokemon has a 30% chance of shedding Poison or Severe Poison at the end of each round.

-Aspear Ribbon: The Pokemon has a 30% chance of Thawing at the end of each round. Also, they are 5% less likely to be frozen.

-Chesto Ribbon: The Pokemon has a 30% chance of Waking up at the end of each round. Does not work if the Pokemon fell asleep due to using Rest.

A Class Ribbons:

-Garnet Ribbon: The Pokemon gets +2 Speed if their HP goes below 40%.

-Ruby Ribbon: The Pokemon gets +2 Attack if their HP goes below 40%.

-Topaz Ribbon: The Pokemon gets +2 Defense if their HP goes below 40%.

-Sapphire Ribbon: The Pokemon gets +2 Special Attack if their HP goes below 40%.

-Emerald Ribbon: The Pokemon gets +2 Special Defense if their HP goes below 40%.


S Class Ribbons:

-Rainbow Ribbon: This Pokemon, at the cost of an extra 2% Energy for every attack used, gets a permanent +1 boost to all stats.

-Healing Ribbon: This Pokemon, at the cost of 5% energy every time it is activated, automatically heals from Paralysis, Burns, Poison, Severe Poison, Partial Freezing, Full Freezing, and Sleep not induced by Rest. The ribbon is Activated if the Pokemon would be afflicted with a Status Condition due to bad luck or other reasons.



Costs:

D Class - $2
C Class - $4
B Class - $5
A Class - $10
S Class - $20


I still want to leave the possibility for the S Ribbons so that I can revise them and eventually have them

Would, for the Rainbow Ribbon, a +2 Stat boost to a random stat, at the cost of starting off with only 95% Energy at the start of the battle, work?
 
Icalasari

Make it 90%, and it's okay.

Overheads are $0/$2 for B and C/$4/$12 should S-class get reimplemented

Overall business price $25.
 
Blastoise's Technology-Based Battle-Enhancement Shop
Off a side alley, a shining, metal-and-glass building stands, with a sign proclaiming how technology can help you during battles. Here at BT-BB-ES, we offer a variety of technological ways to help your Pokemon in a fight.

Reaction-Enhancing Muscle-Attatchments: We will place small, highly advanced pods on your Pokemon's arms/legs/whatever it uses to move itself around. The R-EM-A's increase your Pokemon's speed and evasiveness +1. Sadly, and for obvious reasons, Pokemon such as Magnemite or Voltorb cannot have R-EM-A's, due to the fact that they have no muscualar systems to speak of. Price: $10 for the first pair of limbs, $5 for each subsequent pair/Wait Time: 3 days.

Camoflauge-Enhancing Surface-Attatchment: An enviroment-specific microchip attatched to your Pokemon's body surface, which sends up a hologram around your Pokemon, decreasing the opponent's accuracy in a certain weather condition. You may only have one C-ES-A per Pokemon. When ordering, please specify which enviroment you want the C-ES-A to work in, or I will choose it for you. Price: $6/ Wait Time: 2 days.

Gravity-Resisting Band-Attatchment: A ring that is placed around a hovering Pokemon, which lessens the pull of gravity on the Pokemon and allows it to float, at will, two more feet into the air than usual. The G-RB-A comes in a variety of colors and sizes, allowing it to fit and blend in with any hovering Pokemon. Price: $12/Wait time: 11/2 days.

Special-Enhancing Head-Attatchment: A triangle-shaped blue attatchment placed on the head that opens the mental pathways and reduces the amount of energy used on Special attacks by 5%. Price: $10/ Wait Time: 3 days

Physical-Enhancing Head-Attatchment: A square-shaped red attatchment placed on the head that opens the mental pathways and reduces the amount of energy used on Physical attacks by 5%. Price: $10/ Wait Time: 3 days

Also, would it be possible to add more items to my shop later, at a fee?
 
There's only one spot for a body modification on a pokémon, so people wouldn't be able to buy more than one set of R-EM-A's under most circumstances. The G-RB-A works only on inherently hovering pokémon, correct?

The energy-reducing attachments reduce energy cost by far too much; 1% is pretty much the max there, now that energy costs are already lower than they have been in the past.

Edit: Oh, and as for adding stuff, there's no fee for that, but I'd recommend that you open with plenty of services to attract the largest number of customers.
 
Last edited:
Ok:

Blastoise's Technology-Based Battle-Enhancement Shop
Off a side alley, a shining, metal-and-glass building stands, with a sign proclaiming how technology can help you during battles. Here at BT-BB-ES, we offer a variety of technological ways to help your Pokemon in a fight.

Reaction-Enhancing Muscle-Attachments: We will place small, highly advanced pods on your Pokemon's arms/legs/whatever it uses to move itself around. The R-EM-A's increase your Pokemon's speed and evasiveness +1. Sadly, and for obvious reasons, Pokemon such as Magnemite or Voltorb cannot have R-EM-A's, due to the fact that they have no muscular systems to speak of. Price: $10 for the first pair of limbs, $5 for each subsequent pair/Wait Time: 3 days.

Camouflage-Enhancing Surface-Attachment: An environment-specific microchip attached to your Pokemon's body surface, which sends up a hologram around your Pokemon, decreasing the opponent's accuracy in a certain weather condition. You may only have one C-ES-A per Pokemon. When ordering, please specify which environment you want the C-ES-A to work in, or I will choose it for you. Price: $6/ Wait Time: 2 days.

Gravity-Resisting Band-Attachment: A ring that is placed around a hovering Pokemon, which lessens the pull of gravity on the Pokemon and allows it to float, at will, two more feet into the air than usual. The G-RB-A comes in a variety of colors and sizes, allowing it to fit and blend in with any hovering Pokemon. Price: $12/Wait time: 11/2 days.

Special-Enhancing Head-Attachment: A triangle-shaped blue attachment placed on the head that opens the mental pathways and reduces the amount of energy used on Special attacks by 1%. Price: $7/ Wait Time: 3 days

Physical-Enhancing Head-Attachment: A square-shaped red attachment placed on the head that opens the mental pathways and reduces the amount of energy used on Physical attacks by 1%. Price: $7/ Wait Time: 3 days

Well, yes, people would only be able to buy one per Pokemon, but I like to think of the R-EM-A's as a set, but it would cost more depending on the number of legs a Pokemon would have. This is so that they could have a Shinx's legs all moving at the same speed. To outfit a Shinx, it would cost
$15, but a Tyrogue would only cost $10. You have to buy enough to fit all of a Pokemon's legs, and you can't buy any more than that. I also fail to see why a consensually hoverer couldn't have a G-RB-A, as long as they still had to use energy to hover. Also, would it be possible to add more items to my shop later, at a fee?
 
For the R-EM-A's, are the boosts cumulative or do they only increase evasiveness and speed by one level, regardless of how many pairs are equipped? I'd rather it not be possible for something like ariados to get +4 speed +4 evasion for each subsequent pair.

How much to the camouflage things reduce accuracy under whatever weather condition?

Fair enough on the hovering band things. Mostly I was just checking that you couldn't put them on things that wouldn't be able to hover in the first place.

Edit: Oh, and as for adding stuff, there's no fee for that, but I'd recommend that you open with plenty of services to attract the largest number of customers.
 
That's fine, then. Overheads $5 + $2 for each additional set of the R-EM-A's, $2 for the C-ES-A's, $7 for the G-RB-A's, and $3 for each of the rest. $20 to open.
 
Now that I have significant funds...

Grass King's Damage Influencing Centre

A medium sized building that has several windows, each displaying different Pokemon using attacks. The is a small sign on top, which reads: Grass King's Damage Influencing Centre. The sign also has a Miracle Seed on the left, and a Twistedspoon on the right of the text.

There are automatic doors on either side of the building. The building has two floors, the ground floor which sells Plates and 'Choice' items, and the upper floor, which sells the rest of the merchandise.

All items are stocked on several sets of shelves around each floor, and a small notice showing the items name, price, and giving a brief description of what the item does.

There is a large till, which rests on the back wall, in between the elevator and stairs.

---​

Draco Plate ($5/$2): A bloodred stone tablet infused with the power of dragons. Pokémon holding this item use 1% less energy to use damaging dragon-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Dread Plate ($5/$2): A dark blue stone tablet infused with the power of darkness. Pokémon holding this item use 1% less energy to use damaging dark-type attacks. That pokémon's Hidden Power attack becomes dark-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Earth Plate ($5/$2): A dusty brown stone tablet infused with the power of the earth. Pokémon holding this item use 1% less energy to use damaging ground-type attacks. That pokémon's Hidden Power attack becomes ground-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Fist Plate ($5/$2): An orange stone tablet infused with the power of fighting spirit. Pokémon holding this item use 1% less energy to use damaging fighting-type attacks. That pokémon's Hidden Power attack becomes fighting-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Flame Plate ($5/$2): A bright red stone tablet infused with the power of fire. Pokémon holding this item use 1% less energy to use damaging fire-type attacks. That pokémon's Hidden Power attack becomes fire-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Icicle Plate ($5/$2): A light blue stone tablet infused with the power of ice. Pokémon holding this item use 1% less energy to use damaging ice-type attacks. That pokémon's Hidden Power attack becomes ice-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Insect Plate ($5/$2): A bright green stone tablet infused with the power of the hive. Pokémon holding this item use 1% less energy to use damaging bug-type attacks. That pokémon's Hidden Power attack becomes bug-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Iron Plate ($5/$2): A slate gray stone tablet infused with the power of steel. Pokémon holding this item use 1% less energy to use damaging steel-type attacks. That pokémon's Hidden Power attack becomes steel-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Meadow Plate ($5/$2): A bold green tablet infused with the power of plantlife. Pokémon holding this item use 1% less energy to use damaging grass-type attacks. That pokémon's Hidden Power attack becomes grass-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Mind Plate ($5/$2): A pale pink stone tablet infused with the power of knowledge. Pokémon holding this item use 1% less energy to use damaging psychic-type attacks. That pokémon's Hidden Power attack becomes psychic-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Sky Plate ($5/$2): A bright blue stone tablet infused with the power of the heavens. Pokémon holding this item use 1% less energy to use damaging flying-type attacks. That pokémon's Hidden Power attack becomes flying-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Splash Plate ($5/$2): A bold blue stone tablet infused with the power of water. Pokémon holding this item use 1% less energy to use damaging water-type attacks. That pokémon's Hidden Power attack becomes water-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Spooky Plate ($5/$2): A dark gray stone tablet infused with the power of ghosts. Pokémon holding this item use 1% less energy to use damaging ghost-type attacks. That pokémon's Hidden Power attack becomes ghost-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Stone Plate ($5/$2): A dark brown stone tablet infused with the power of boulders. Pokémon holding this item use 1% less energy to use damaging rock-type attacks. That pokémon's Hidden Power attack becomes rock-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Toxic Plate ($5/$2): A dark purple stone tablet infused with the power of poisons. Pokémon holding this item use 1% less energy to use damaging poison-type attacks. That pokémon's Hidden Power attack becomes poison-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

Zap Plate ($5/$2): A golden stone tablet infused with the power of electricity. Pokémon holding this item use 1% less energy to use damaging electric-type attacks. That pokémon's Hidden Power attack becomes electric-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.

---​

Black Belt ($7/$3): A mark of martial prowess that empowers the wearer's fighting-type attacks. Pokémon holding this item deal 2% more damage with fighting-type attacks after all other modifiers are applied.

Blackglasses ($7/$3): Stylish shades that empower the wearer's dark-type attacks. Pokémon holding this item deal 2% more damage with dark-type attacks after all other modifiers are applied.

Charcoal ($7/$3): A crumbly piece of carbonized wood that empowers the holder's fire-type attacks. Pokémon holding this item deal 2% more damage with fire-type attacks after all other modifiers are applied.

Dragon Fang ($7/$3): The snapped-off tip of some ancient dragon's tooth that empowers the holder's dragon-type attacks. Pokémon holding this item deal 2% more damage with dragon-type attacks after all other modifiers are applied.

Hard Stone ($7/$3): An incredibly tough chunk of rock that empowers the holder's rock-type attacks. Pokémon holding this item deal 2% more damage with rock-type attacks after all other modifiers are applied.

Magnet ($7/$3): A powerful magnet that empowers the holder's electric-type attacks. Pokémon holding this item deal 2% more damage with electric-type attacks after all other modifiers are applied.

Miracle Seed ($7/$3): A large seed packed with dormant grass-type energy. Pokémon holding this item deal 2% more damage with grass-type attacks after all other modifiers are applied.

Mystic Water ($7/$3): A small vial of water purified by Suicune that empowers the holder's water-type attacks. Pokémon holding this item deal 2% more damage with water-type attacks after all other modifiers are applied.

Nevermeltice ($7/$3): A chilly shard of ice rumored to have been chipped from the body of Regice. Pokémon holding this item deal 2% more damage with ice-type attacks after all other modifiers are applied.

Poison Barb ($7/$3): A tiny stinger smeared with a potent toxin that empowers the wearer's poison-type attacks. Pokémon holding this item deal 2% more damage with poison-type attacks after all other modifiers are applied.

Sharp Beak ($7/$3): A long, thin beak that empowers the holder's flying-type attacks. Pokémon holding this item deal 2% more damage with flying-type attacks after all other modifiers are applied.

Silk Scarf ($7/$3): A wide, gauzy white scarf made out of silk that empowers the wearer's normal-type attacks. Pokémon holding this item deal 2% more damage with normal-type attacks after all other modifiers are applied.

Silverpowder ($7/$3): A coarse, glittering powder made from ground-up insect carapaces. Pokémon holding this item deal 2% more damage with bug-type attacks after all other modifiers are applied.

Soft Sand ($7/$3): A bag of fine sand that empowers the holder's ground-type attacks. Pokémon holding this item deal 2% more damage with ground-type attacks after all other modifiers are applied.

Spell Tag ($7/$3): A thin slip of paper inscribed with an awful curse that empowers the holder's ghost-type attacks. Pokémon holding this item deal 2% more damage with ghost-type attacks after all other modifiers are applied.

Twistedspoon ($7/$3): spoon twisted in on itself with raw psychic power that empowers the holder's psychic abilities. Pokémon holding this item deal 2% more damage with psychic-type attacks after all other modifiers are applied.

---​

Expert Belt ($10/$6): A thin black sash that provides pokémon a boost in cofidence and concentration when worn. When a pokémon holding this item scores a supereffective hit, it deals 2% more damage with that attack (after all other bonuses have been computed).

Life Orb ($10/$6): A glowing purple orb that infuses a pokémon with frenetic energy when it attacks, even as it eats away at their stamina. All this pokémon's damaging attacks do 3% more damage (after all other bonuses are computed) but cause recoil damage of 1% and cost 1% more energy to use.

Metronome ($10/$6): A tool used by musicians to keep in time, it helps a pokémon fall more easily into the rhythm of repetitive attacks. For each consecutive action devoted to the same move, that move's base power is increased by ten. The bonus from this item's effect may not do more than double a move's base power.

Muscle Band ($10/$6): A yellow headband that encourages a pokémon to fight with more determination. All this pokémon's phsyical attacks deal 2% more damage (after all other bonuses have been computed).

Wise Glasses ($10/$6): A pair of thick glasses that focus a pokémon's special strength--not to mention make it look smarter! All the special attacks used by a pokémon holding this item cause 2% more damage (after all other bonuses have been applied).

---​

Choice Band ($13/$8): A blue and white bandana with a red pattern at its center that adds extra power to the physical attacks of a pokémon who isn't distracted by unnecessary choices. The base power of all physical attacks this pokémon makes is multiplied by 1.5. However, it will ignore any conditional orders it is given, and it may only make one damaging attack per round. For example, a pokémon holding this item could follow "Thunderpunch ~ Snatch ~ Thunderpunch," but if commanded to perform "Thunderpunch ~ Shadow Punch ~ Thunderpunch," the second action would fail.

Choice Scarf ($13/$8): A thick blue scarf that lends extra agility to a pokémon who isn't distracted by unnecessary choices. The holder of this item has its base speed multiplied by 1.5. However, it will ignore any conditional orders, and it may use only one damaging attack per round. For example, a pokémon holding this item could follow "Thunderpunch ~ Snatch ~ Thunderpunch," but if commanded to perform "Thunderpunch ~ Shadow Punch ~ Thunderpunch," the second action would fail.

Choice Specs ($13/$8): Star-shaped glasses that adds extra power to the special attacks of a pokémon who isn't distracted by unnecessary choices. The base power of all special attacks a pokémon holding this itme makes is multiplied by 1.5. However, it will ignore any conditional orders, and it may use only one damaging attack per round. For example, a pokémon holding this item could follow "Thunderbolt ~ Snatch ~ Thunderbolt," but if commanded to perform "Thunderbolt ~ Shadow Ball ~ Thunderbolt," the second action would fail.

---

Purchase ----- Price ----- Overhead ----- Profit​

I had to change some of the descriptions, mainly the plates, as they read the wrong type.
 
Depends. If it's just like, "Pay X dollars, get Y pokémon," then no. If it's a little more uncertain than that, or a little more work than that, then it might go through.
 
Would it be possible to have joint ownership of a buisness, where 2 people own the buisness and collect profits, etc. if both people contributed to the idea? or something?
 
Kratos Aurion

All modifications to pokemon have to be approved.

Blastoise428


The items lists are done, which means that I need three shops to sell them. You can come up with your own intro and shop name and so forth, but the list of items is already done up with overheads. Also, each business costs $15 to start up, as it's subsidized by the League. Prices are in the format price/overhead where an overhead is present. I'd also suggest you proofread these before finalizing your shop, because I sure haven't.

First of all, here's that freaking berry business people have been dying to run for ages:
 
You stop in front of an out-of-place-looking building, with green-tinted windows and ivy hanging on the brick walls. There's a sign out front, with the words;
.....................................................................the official ASB League......................................................................................
~Garden Path Berry Shoppe~
........................................ Owned and operated by Blastoise....................................

You steop inside, curious, and look around. Finding no one in the small shop, you are about to leave when you see a sign hanging on the inside of the door that says, "Out on roof. Customers go up." You shrug and walk up a staircase, opening a door at the top and seeing that you're inside a beautiful greenhouse, filled with berry bushes of all different shapes and sizes. You glance around and spot a young man kneeling over a bush, pouring water on it. He straightens and turns to see you. He walks over and holds out his hand, and says, "Hello, I'm Blastoise. Would you like some berries?"

Here at the Berry Shoppe, we sell all sorts of berries.
<really big premade item list>
 
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