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Business Approval Office

Negrek

busy dizzy lazy
Staff member
Although the League provides most of the infrastructure necessary to keep the game going, trainers are welcome to open up their own businesses to help out their fellow players--or just to entertain their fondest get-rich-quick schemes. Whatever the motivation, a business' services and structure must be submitted to the approvers in the Business Approval Office before any getting rich quick can be done.

Business Approval Office

In this thread, you may pitch your idea for a new business to bring to the ASB. It can be anything you think players might find useful--a business that temporarily loans out pokémon for others' use, for example, or a business that offers a particular body or movepool modification. Write up your business proposal and post it in this thread, being sure to include the following:

1. Description of Services: Just what exactly is it that your business offers? The majority of your effort should go into this section: if the business approvers don't understand how your business operates, it's definitely not going to get approved. If your business specializes in teaching certain attacks to pokémon, illuminate the criteria that determine what pokémon can learn what attacks. Make sure to include such details as how long it takes to perform your service--that is, how much time, if any, a trainer must wait to pick up what they ordered.

2. Price List: How much you want people to pay for your various services. The business approvers may ask for you to alter this if they feel things are under- or overpriced.

Common reasons for rejecting a business proposal include the fact that it overlaps with a business already in existence, that the effects it provides are too powerful or unfairly advantage a subset of ASBers in one way or another, or that the proposal shows a poor degree of planning or is unclear about how the business is to run.

Once your business is approved, you will be given a list of overheads for the prices you determined, as well as an overall dollar value for the business idea. This amount represents the start-up cost for the business, with the more complex businesses offering a wider range or more expensive services needing more to get off the ground. Once you pay this amount, you can create your business' thread and invite in customers. However, you don't have to start the business up yourself. Instead, you can indicate that you wish to sell the rights to the business for anyone who wants it to start up. In such a case, it will be added to the "Businesses for Sale" list in the post below, and you will receive the start-up cost yourself should anyone choose to open it up.

Collecting Profits

You may collect profits from your business at any time. Simply post in the Bank with a list of all the purchases for which you're collecting the profits, split up as follows:

Purchase (with link) / Price / Overhead / Profit

You may collect on any number of purchases in a single post, provided you include the correct documentation for all of them; then simply add up your total profit and add it to your bank balance to complete the transaction.

A good or service's overhead refers to the costs to the business owner to provide the item or service; for example, the cost of transportation and materials would account for some of the overhead. Therefore, your profit on any given item or service is equal to its price minus its overhead. Overheads are in place in order to keep business prices from being too low to make acquiring the item or service sufficiently difficult while at the same time not allowing business owners to make a grossly disproportionate amount of money unless they offer something extremely popular.

Forfeiting a Business

Any trainer may own only ONE business at a time, so if you want to start a new one you'll need to first give up any of those that you already have. If you choose to give up a business, simply make a post in this thread stating that you want to sell it. Your thread will then be closed and a price put on the business before it is added to the "Businesses for Sale" list in the post below.

Business Approvers

KMew
Kusarigamaitachi
Negrek​
 
Last edited:
Okay, I'm going to give this idea a shot.

Blaziking's Evolution Service

This "shop" is for the trainers that have a high amount of Pokemon that they wish to evolve. Blaziking's Evolution Service, for a varying price, will take in the Pokemon that are needed to be evolved and will train and evolve them for the trainer. The Trainer must determine what stage to evolve that Pokemon to, for example, whether the trainer wants to have their Trapinch to a Vibrava or a Flygon. The trainer must pay by how many experience points they wish to have their Pokemon receive, and how many stages they wish their Pokemon to evolve. Blaziking's Evolution Services will take in 4 Pokemon at a time and 1 Pokemon from a trainer at a time. The average wait for the training to finish is roughly two weeks.

Pokemon not accepted: All fully evolved Pokemon, all Pokemon that evolve by trade or stones, Beldum, Burmy, Cascoon, Caterpie, Combee, Kakuna, Magikarp, Metapod, Silcoon, Weedle, Wurmple

Price List:
$5 for 1 exp needed
$10 for 2 exp needed
$15 for 3 exp needed
$20 for 4 exp needed
$25 for 5 exp needed
$30 for 6 exp and more needed

$5 fee for evolving a Pokemon up two stages (i.e., Cyndaquil to Typhlosion)
$3 fee for psuedo - legendaries
$5 return for exceeding the waiting period of 2-3 weeks

Form for Service Request:
Forum Name:
Pokemon for Evolving:
Pokemon to Evolve to:
Experience needed:
Total: $$$
Maximum waiting time (If you are on a rigid schedule):

If the form is accepted, I will respond by posting the approximate waiting time.
 
Shadowstar's Evolution Playhouse

Description of Services: Shadowstar's Evolution Playhouse, or SEP for short, can raise your Pokemon and/or evolve them for $1 a week. If the Pokemon is a stone evolution, you must suppy the stone nessesary for evolution. If the pokemon is a link trade evolution, we can't do it, sorry for any inconvenience. We evolve pokemon to their next stage only, no skipping stages. Maximum Pokemon that can be evolved at a time is three, so maximum waiting time is one week.
Price List:
Basic to stage one evolution-$1
Stage one to stage two-$2
Stone evolution-$3

Form:
Pokemon to be raised:
Stone evolution?:
Total money disclosed:
Username:(this is to keep track of who's Pokemon is who's)

Accepted?
 
KMew's Breeding Center
Caring and loving Pokemon Everywhere


You open the door, finding yourself in a ranch-like home. The home is very nice and welcoming. You almost feel like you live there. Taking a quick glance around, you've noticed that there are many pictures of Pokemon around the living room. You hear a door open, then it closes.

"Ah, hello. How may I help you today?" greets the voice of KMew. "We offer many services, such as breeding, training, and happiness rasing. So, what do you want?"

You've stumbled into KMew's Breeding Center, one of the finest facilities at ASB central. We offer many services to you, the trainer. While our main service is breeding, we also will train your Pokemon with our Battle Simulator, located in the basement. While not as good as real experience, it is still an effective method to earn experience.

We can take up to two of your Pokemon at a time. If you would like a detailed list of what we do, refer to the paper over there.

---

S E R V I C E S
Breeding
Of course, the main service that our facilities offer to you is to breed your Pokemon. To breed, you must give us a female Pokemon and a male Pokemon of the same egg group. The egg will hatch to be whatever species the female Pokemon in its first stage, or its baby stage. You can request otherwise and make it so that the egg hatches to be the male, but this will cost a few dollars more.

While your Pokemon are in our care, they can NOT be used in battle. Once we give them back to you, they will be moved to your PC, not your active squad. The egg does not need to be in your active squad to hatch, however, this makes it hatch faster. Of course, it cannot be used in battle, but being around the battle and excitement makes it hatch a lot quicker. There is no telling what the gender is going to be, but the ability will be randomly decided from whatever abilities it can learn. But again, if you would like a certain gender or ability, you may ask us. But it costs extra.

Price to Breed

Base Price: $10
Species as Dad: $2 extra
Certain Ability: $2 extra
Certain Gender: $2 extra
Maximum price: $16

Hatching
In order for your egg to hatch, it must be in your PC for 6 battles, or in your Active Squad for 3. I will need proof of each battle, and you must state in your first post that your egg is in your active squad. The battle must be finished in order for it to count. Once you show me the proof, the egg will hatch. I will let you know that it has hatched.

---
Battling
We also have a battle simulator in our basement. You must select a Pokemon to train, and then we will select you an opponent. Now, you may keep on fighting until you either lose all of your energy or all of your health, or you gain 2 experience points. The simulator just simulates a normal field, there are no bonuses. The field does not do anything. However, OHKOs are banned, there are no Chills, and you cannot heal yourself. There are also no conditionals.

Most battles have a reffing, but our simulator automatically calculates damage and energy. So, while there is no description of the fight, you will see the effects and outcome of your fight.

Experience Scale
Of course, the main purpose of this simulator is to gain experience. However, your Pokemon only gains one experience per KO. It doesn't gain experience simply for being sent out. So, while this is not as effective as an actual battle, it goes a bit faster. You are cut off at 2 experience points.

Cost
To put your Pokemon in the simulator, it is $15. For each experience point it earns, it is another $2.

---


Happiness
Happiness is simple. For every day that your Pokemon is with us, it counts as a battle. It takes six battles for your Pokemon to evolve by happiness. If you pay us $7, each day will count as one KO.

Cost
Per day per Pokemon: $2
Total for max happiness: $12
Extra $7: $7 (this causes one day to count as a knock-out, thus making it happy faster.)
Total for max happiness: $13



[[I know there are a few bugs here and there, but that's the shell I guess.]]


 
Breeding yes, battling and happiness evolution no. Overhead of $6 base on breeding, plus an extra $1 for each add-on purchased. Business price would be $20.
 
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:

Aspear Berry ($2): A yellow berry patterned with bright green rings. A pokémon holding this item may consume it to cure freezing.
Cheri Berry ($2): This tiny, bright red berry is very spicy. A pokémon holding this item may consume it to cure paralysis.
Chesto Berry ($2): This brown and blue berry is very tough and dry-tasting. A pokémon holding this item may consume it to awaken itself.
Pecha Berry ($2): This sweet pink berry is actually hollow. A pokémon holding this item may consume it to cure poison.
Persim Berry ($2): A pink berry whose coloration grows increasingly striking as it absorbs sunlight while growing. A pokémon holding this item may consume it to cure itself of confusion.
Rawst Berry ($2): A bright blue berry that is very bitter-tasting. A pokémon holding this item may consume it to cure a burn.

Babiri Berry ($3/$1): A scaly green berry used in traditional medicine. A pokémon holding this item may consume it to reduce the effectiveness steel-type attacks made against it by one stage for one round. (Thus, a 4x weakness to steel would become a 2x weakness to steel for one full round after a babiri berry was consumed.)
Charti Berry ($3/$1): This small yellow berry is often pickled due to its dry flavor. A pokémon holding this item may consume it to reduce the effectiveness rock-type attacks made against it by one stage for one round. (Thus, a 4x weakness to rock would become a 2x weakness to rock for one full round after a charti berry was consumed.)
Chilan Berry ($3/$1): A berry banded in different shades of yellow that can be converted into a whistle with a haunting sound. A pokémon holding this item may consume it to cut damage dealt to it by normal-type attacks in half for the duration of one round.
Chople Berry ($3/$1): This red berry is unusual in that it actually generates heat. A pokémon holding this item may consume it to reduce the effectiveness fighting-type attacks made against it by one stage for one round. (Thus, a 4x weakness to fighting would become a 2x weakness to fighting for one full round after a chople berry was consumed.)
Coba Berry ($3/$1): This bright blue berry is believed to be a hybrid made by crossing two distant species. A pokémon holding this item may consume it to reduce the effectiveness flying-type attacks made against it by one stage for one round. (Thus, a 4x weakness to flying would become a 2x weakness to flying for one full round after a coba berry was consumed.)
Colbur Berry ($3/$1): This pink berry is covered in tiny hooks that catch onto pokémon's fur or people's clothing to aid in dispersal. A pokémon holding this item may consume it to reduce the effectiveness dark-type attacks made against it by one stage for one round. (Thus, a 4x weakness to dark would become a 2x weakness to dark for one full round after a babiri berry was consumed.)
Haban Berry ($3/$1): This plump red berry can be used to make a delicious jam. A pokémon holding this item may consume it to reduce the effectiveness dragon-type attacks made against it by one stage for one round. (Thus, a 4x weakness to dragon would become a 2x weakness to dragon for one full round after a haban berry was consumed.)
Kasib Berry ($3/$1): This pink berry's fluted shape makes it look like a flower. It is sometimes dried and used as a good luck charm. A pokémon holding this item may consume it to reduce the effectiveness ghost-type attacks made against it by one stage for one round. (Thus, a 4x weakness to ghost would become a 2x weakness to ghost for one full round after a kasib berry was consumed.)
Kebia Berry ($3/$1): Although a bright green on the outside, this berry has a black pulp. A pokémon holding this item may consume it to reduce the effectiveness poison-type attacks made against it by one stage for one round. (Thus, a 4x weakness to poison would become a 2x weakness to poison for one full round after a kebia berry was consumed.)
Occa Berry ($3/$1): This smooth red berry is painfully spicy. A pokémon holding this item may consume it to reduce the effectiveness fire-type attacks made against it by one stage for one round. (Thus, a 4x weakness to fire would become a 2x weakness to fire for one full round after a occa berry was consumed.)
Passho Berry ($3/$1): This blue berry is filled with hundreds of tiny air pockets that allow it to float in water. A pokémon holding this item may consume it to reduce the effectiveness water-type attacks made against it by one stage for one round. (Thus, a 4x weakness to water would become a 2x weakness to water for one full round after a passho berry was consumed.)
Payapa Berry ($3/$1): This magenta berry is shaped much like an eggplant. A pokémon holding this item may consume it to reduce the effectiveness psychic-type attacks made against it by one stage for one round. (Thus, a 4x weakness to psychic would become a 2x weakness to psychic for one full round after a payapa berry was consumed.)
Rindo Berry ($3/$1): Although healthful, this knobbly green berry is notoriously unappetizing. A pokémon holding this item may consume it to reduce the effectiveness grass-type attacks made against it by one stage for one round. (Thus, a 4x weakness to grass would become a 2x weakness to grass for one full round after a rindo berry was consumed.)
Shuca Berry ($3/$1): This plump yellow berry's sweetness is underscored by a spicy bite. A pokémon holding this item may consume it to reduce the effectiveness ground-type attacks made against it by one stage for one round. (Thus, a 4x weakness to ground would become a 2x weakness to ground for one full round after a shuca berry was consumed.)
Tanga Berry ($3/$1): This green, lobed berry grows on a bush that is pollinated by insect pokémon. A pokémon holding this item may consume it to reduce the effectiveness bug-type attacks made against it by one stage for one round. (Thus, a 4x weakness to bug would become a 2x weakness to bug for one full round after a tanga berry was consumed.)
Wacan Berry ($3/$1): This bizarre blue and yellow berry comes from a plant that draws extra energy from lightning strikes. A pokémon holding this item may consume it to reduce the effectiveness electric-type attacks made against it by one stage for one round. (Thus, a 4x weakness to electricity would become a 2x weakness to electricity for one full round after a wacan berry was consumed.)
Yache Berry ($3/$1): This blue-speckled berry is best eaten chilled. A pokémon holding this item may consume it to reduce the effectiveness ice-type attacks made against it by one stage for one round. (Thus, a 4x weakness to ice would become a 2x weakness to ice for one full round after a yache berry was consumed.)

Apicot Berry ($4/$2): A half-blue, half-green lobed berry. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its special defense.
Ganlon Berry ($4/$2): A berry made of alternating blue and orange segments. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its defense.
Leppa Berry ($4/$2): A small red and yellow berry that is packed with flavor. A pokémon holding this item may consume it to regain 10% energy.
Liechi Berry ($4/$2): A round red and yellow berry. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its attack.
Oran Berry ($4/$2): A plump blue berry that is packed with flavor. A pokémon holding this item may consume it to regain 5% health.
Petaya Berry ($4/$2): A large, scaly orange berry. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its special attack.
Salac Berry ($4/$2): A heart-shaped green berry covered in nubs. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its speed.

Enigma Berry ($5/$2): A bizarre black berry with white question mark patterns on its sides. A pokémon holding this item may, when struck by a super-effective attack, consume it to regain health equal to half the damage dealt by that attack.
Lansat Berry ($5/$2): A bright red, spiky berry that supposedly brings great joy upon being held. A pokémon holding this item may, when it falls below 33% health, consume it to raise the base critical hit rate of all its damaging attacks by two stages.
Starf Berry ($5/$2): A large, tapering green berry that is rumored to contain incredible power. A pokémon holding this item may, when it falls below 33% health, consume it to gain a +2 boost to a random one of its stats.

Custap Berry ($7/$3): A huge red berry that is rarely seen. A pokémon holding this item may, when it falls below 33% health, consume it to move first within its priority bracket on its next action.
Jaboca Berry ($7/$3): A berry made up of several small, yellow fruits that burst when mishandled. A pokémon holding this item may, when struck by a foe's physical attack, consume it to deal to that opponent half as much damage as it suffered from the attack.
Lum Berry ($7/$3): This small green berry grows slowly but is highly nutritious. A pokémon holding this item may consume it to cure any status conditions from which it is currently suffering.
Micle Berry ($7/$3): A smooth green berry that has the curious property of making food eaten with it seem sweet. A pokémon holding this item may, when it falls below 33% health, consume it to make the next attack it makes against the opponent unmissable.
Rowap Berry ($7/$3): A bright blue, vaguely top-shaped berry that is rarely seen. A pokémon holding this item may, when struck by a foe's special attack, consume it to deal to that opponent half as much damage as it suffered from the attack.
Sitrus Berry ($7/$3): This red-speckled yellow berry is a relative of the oran berry. A pokémon holding this item may consume it to regain 10% health.

Damage-influencing held items:

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 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.
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 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.
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 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.
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 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.
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 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.
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 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.
Stone Plate ($5/$2): A dark brown stone tablet infused with the power of dragons. Pokémon holding this item use 1% less energy to use damaging rock-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.
Toxic Plate ($5/$2): A dark purple stone tablet infused with the power of dragons. Pokémon holding this item use 1% less energy to use damaging poison-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.
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 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.
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.

Miscellaneous Held Items:

Big Root ($5/$2): A gnarled, dried-up old root from an unknown plant. In the presence of some energy fields it will pulse with a faint green aura, as though trying to leech off the energy being gathered. When a pokémon holding this item uses a draining attack against the opponent, it regains health equal to 75% the damage dealt rather than 50%.
Destiny Knot ($5/$2): An ordinary-looking ball of bright red thread. If the pokémon holding this item becomes attracted, the pokémon that used attract on it will become likewise infatuated.
Focus Band ($5/$2): A red sash decorated with a flame motif that imbues the pokémon wearing it with diehard courage and determination. If a pokémon holding this item would faint, there is a 10% chance that it will instead hold on with either 1% health or 1% energy. This item cannot prevent fainting from conditions such as poison or sandstorm, only damage or energy loss caused by direct attack.
Iron Ball ($5/$2): An incredibly heavy chunk of iron ground down into a smooth, shiny sphere. A pokémon holding this item has its base speed cut in half. If a flying or levitating pokémon holds this item, they will be brought to earth and therefore susceptible to ground-type attacks and arena hazards such as spikes.
Lagging Tail ($5/$2): An extremely heavy chain of rocks that is tremendously cumbersome. A pokémon holding this item always moves last within its priority bracket, regardless of speed.
Lax Incense ($5/$2): A heavy, cloying incense that makes pokémon unused to its scent lethargic. All attacks made against a pokémon holding this item have their accuracy reduced by 5%.
Mental Herb ($5/$2): A bitter-tasting, light blue leaf that brings a pokémon back to itself with a shock when chewed. A pokémon may consume this item to cure itself of infatuation.
Quick Claw ($5/$2): A light, sharp claw that can, on occasion, prod even the laziest of pokémon into a startling display of speed. There is a 10% chance that the holder of this item will move first within its priority bracket, regardless of speed.
Shed Shell ($5/$2): The discarded carapace of an unknown bug pokémon that is easy to wriggle out of. A pokémon holding this item can escape from entrapping moves, such as rock tomb, sand tomb, and mean look, once without difficulty.
Smoke Ball ($5/$2): A compound of smoke-generating chemicals contained within a thin membrane that is easily pierced. Once per battle, a pokémon holding this item may use it to create an effect identical to smokescreen. The use of this item does not cost an action.
Sticky Barb ($5/$2): Metal burrs that cling to the skin of any pokémon that brushes against them, digging in painfully. The pokémon holding this item takes 1% damage per action, but if an opponent makes a contact attack against it, that opponent takes 3% in recoil damage and acquires Sticky Barb as a hold item if they are not already holding something.
White Herb ($5/$2): The leaf of a white herb. Its strong, minty taste can distract a pokémon from adversity when it is chewed. When a pokémon's stats fall, it may consume this item to negate the drop. This item cannot restore status after an attack that completely resets a pokémon's statistics, such as haze or heart swap, however.

Brightpowder ($8/$4): Small flakes of a highly reflective material that can be scattered over a pokémon to dazzle opponents. All attacks made against a pokémon using this item have their accuracy reduced by 5%.
Focus Sash ($8/$4): A bright red sash that can mitigate an incredibly powerful attack enough for the wearer to survive. It only works once before crumbling to dust. If a pokémon holding this item would be knocked out by an attack that deals over 15% damage, it instead hangs on with 1% health.
Grip Claw ($8/$4): A wicked hook connected to an extensible, spring-like stem that can be wound around an opponent to immobilize them and make it even more difficult for them to escape from tough situations. Trapping attacks, such as whirlpool or sand tomb, used by a pokémon holding this item, last for a full round longer than usual (between five and eight actions total).
Light Ball ($8/$4): A glowing yellow orb that fizzes and crackles with electricity. When held by pikachu, it increases damage dealt by all attacks by 1% after all other modifiers have been applied. Volt tackle causes half the recoil damage so long as this item is held.
Lucky Punch ($8/$4): A spring-loaded punching fist that can be used to startle opponents, leaving them open for attack. When held by chansey, all attacks have a base critical hit domain two greater than normal.
Metalpowder ($8/$4): A fine, glittering purple powder that can be scattered over a ditto to greatly increase its viscosity and the hardness of its outer membrane. When held by ditto, reduces damage dealt to that pokémon by all attacks by 1%.
Power Herb ($8/$4): A bold red leaf that gives a short, incredible burst of energy when chewed. When a pokémon uses an attack that would ordinarily require catastrophic energy use (hyper beam, giga impact, frenzy plant, etc.), a pokémon may consume this item to use such an attack with only half the normal energy consumption.
Quickpowder ($8/$4): A fine, glittering blue powder that can be scattered over a ditto to greatly decrease its viscosity and allow it to perform faster transformations. When held by ditto, doubles the holder's base speed.
Scope Lens ($8/$4): A targeting aid that helps a pokémon zero in on its opponent's weak point. Attacks made by a pokémon holding this item start in a critical hit domain one higher than usual.
Shell Bell ($8/$4): A bell made out of a seashell that gives a soothing chime whenever its wearer makes an abrupt movement. Whenever a pokémon holding this item uses a physical contact attack, it receives 1/8th the damage dealt with that attack back as health.
Stick ($8/$4): A particularly fine leek that only the best farfetch'd warriors can wield. When held by farfetch'd, all that pokémon's attacks have a base critical hit domain two greater than normal.
Thick Club ($8/$4): An ancient, heavy bone polished by years of use as a weapon. Such clubs are passed down through the most powerful warrior lines of cubone and marowak. When held by cubone or marowak, all the holder's physical attacks deal 2% more damage after all other bonuses are applied.
Wide Lens ($8/$4): A durable magnifying glass that helps the pokémon holding it draw a bead on its opponent and see through illusions. The accuracy of moves used by a pokémon holding this item is increased by 10%.
Zoom Lens ($8/$4): A special targeting device that zooms in on a pokémon that comes within its range, helping the pokémon holding it to make attacks against that target. If the holder of this item moves after their target in an action, the accuracy of its next attack on that target is increased by 20%.

Black Sludge ($10/$6): An chunk of disgusting, half-congealed muck. If a poison-type pokémon holds this item, it will regain 1% health per action. If a steel-type pokémon or a pokémon with immunity holds this item, it will have no effect. Any other pokémon that holds this item will take 1% damage per action.
Damp Rock ($10/$6): A mysterious stone that is always covered in a thin slick of water, even in extremely dry conditions. Rain dance costs 2% less energy to use and lasts for a round longer than it ordinarily would.
Flame Orb ($10/$6): An orb that glows an angry red, searing hot to the touch. A pokémon holding this item will be inflicted with a burn at the end of each round. If it already has a burn (or is immune to burning), this item has no effect.
Heat Rock ($10/$6): A mysterious stone that is always warm to the touch, even in extremely cold environments. Sunny Day costs 2% less energy for a pokémon holding this to cast and lasts for a round longer than normal.
Icy Rock ($10/$6): A mysterious stone that is always painfully cold to the touch, even in extremely hot environments. Hail costs 2% less energy for a pokémon holding this item to perform and lasts for a round longer than normal.
Leftovers ($10/$6): A bag of snacks that a pokémon can nibble on in a spare moment. A pokémon holding this item recovers 1% health per action it is in battle.
Light Clay ($10/$6): A greenish lump of clay that sparkles in the light and lends a strange energy to barrier-forming attacks. If a pokémon holding this item uses reflect or light screen, the barrier lasts for eight actions instead of five, with the final three actions requiring no additional energy to maintain.
Smooth Rock ($10/$6): A mysterious stone that has been ground down by the elements for millions of years, giving it a smooth and almost polished finish. A pokémon holding this item uses 2% less energy to perform sandstorm, and the sandstorm created lasts a round longer than usual.
Toxic Orb ($10/$6): An orb that glows a disgusting purple, disconcertingly slick and slimy to the touch. A pokémon holding this item will be inflicted with bad poison at the end of each round. If it is already badly poison or immune to the poison status, this item takes no effect.

Amulet Coin ($15/$9): A gleaming gold charm from a meowth that can magically generate coins in battle a la payday. These can be sold after the battle for extra money. For each pokémon holding this item that a trainer sent out in a single battle, they will gain $3 more in prize money when the battle ends.
EXP Share ($15/$9): If this item is equipped to a pokémon in a trainer's active squad that is not used in a battle, that pokémon may count the KO's earned by the pokémon holding this item as its own experience. If it does so, the pokémon holding this item does not gain any experience points for these KO's.
Lucky Egg ($15/$9): A nondescript egg that came from a chansey's pouch and is supposedly filled with luck. When a pokémon battles holding this item, all of its KO's count for double for the purpose of evolution.
Soothe Bell ($15/$9): A minute jingle bell that tinkles merrily whenever the pokémon holding it moves, keeping it cheerful and relaxed. For the purposes of happiness evolution, a pokémon holding this item will treat every instance of being used in battle as a win, even if it failed to score a KO.
 
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EXP Share explanation got cut off again. <<

I'll take the miscellaneous held items, like so:

Kusari-Mart

A large, square, blue-roofed building takes up only a corner of a block of ASB Central, but makes up for this in height. The large sign nearly crossing one side of the building declares its name, which is likely familiar because of all the commercials this business has appeared in. Only automatic glass doors stand between customers and shelves upon shelves of items, organised neatly in sections and floors, and any trainer with the cash can purchase one of the league-approved items sold in the shop. Purchases are instantaneous, as the trainer only needs to pick up an item and buy it at the counter, but security is tight. The store is proud to declare in every commercial that it never runs out of items no matter how many are bought, and that they carry the most useful items for any trainer, at a low price.

A small booth expressly for orders for a few special items sits in the corner of the first floor – four items that trainers can’t find anywhere in the store, no matter how hard they might look. Amulet Coins, EXP Shares, Lucky Eggs, and Soothe Bells are both rare and in high demand, so trainers must pre-order them. These special orders will be mailed in three days after the order was placed, after which the trainer must return to pick them up – allegedly to cut operating costs and keep prices low, Kusari-Mart doesn’t mail them directly to the trainers, who tend to wander everywhere anyway.


Available items are listed in the following format:
Item (Price/Overhead): Description

[insert item list]

Please note that Amulet Coins, EXP Shares, Lucky Eggs, and Soothe Bells must be pre-ordered at the counter on the first floor, and cannot be found normally anywhere in the shop.

Kusari-Mart employees will be happy to direct you to this counter if you have difficulty locating it, or to any item you may be considering if you find yourself lost in this store.
 
I'll take the Damage-influencing held items.

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.

(insert list of items to sell)

(insert bank tills)
 
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Hmm, I just got an idea. I'm desperate for cash.

Blaziking's Berry Shop
The Blaziking's Berry Shop offers berries of any kind, fresh grown in a large garden, tended by the owner, Blaziking. As well as providing every kind of berry, Blaziking's Berry Shop also provides other natural items, including items such as Miracle Seeds and Nevermeltice.
Price List
All berries are same as the price list that Negrek provided. (You must have a lot of patience to type up all of that @_@)​
 
Neither of you has the money to actually purchase one of those businesses; if you make enough before anyone else wants them, you can have them, but you can't reserve them until you earn enough money to buy them.
 
I don't have money or anything. I just want to throw an idea out there for a business (And hope that if somebody buys it, they give me a discount ^^)

The Evolution Solution

A place that trains Pokemon for you. We have a highly dedicated staff ready to raise your Pokemon to whatever stage you require... For a fee, that is.

Now, these services don't come cheap (or do, depending on which option you choose). So, you better have the money!

How we train goes like this: You send us your Pokemon and some money (depending on experience and stages you want). We then take that Pokemon into battle for you. The trainer who takes in your Pokemon receives half of the money paid, rounded up. The rest goes to the store owner.

The other method involves a special kind of Exp. Share we have on site. You choose two Pokemon. One that is handed to us (and as such left unable to be used in battle), and one that this Pokemon is linked to. We will call the Pokemon that is left with us A and the Pokemon it is linked to B for the following example. For every KO B gets in battle, A gets one experience point. B still gets experience points as if nothing changed. A will continue to receive experience points for two weeks. Due to this, this service is a bit pricier.

Prices:

For the Rent-a-Trainer service, the price is $1 multiplied by the Pokemon's rarity for every experience point earned. There is an additional fee (Don't know what would be good) for evolution

For use of the Special Experience Share, it costs $5 multiplied by the Pokemon's rarity, then multiplied by the following factors:

If it is basic, the price is multiplied by 1
If it is stage 1, the price is multiplied by 2

This service does not take in Pokemon that evolve by methods other than levelling up


I know, the whole thing is a bit skeletal and needs some work, but still​
 
So, the pokémon is put into the care of the business owner, and the business owner agrees to use it in battle for X experience points? Or, alternatively, the owner pays to have a "special EXP share" put on a pokémon of their choice, which would then get the EXP whenever the owner battled?

It could work, but there are some problems. First, if you have more than, say, one or two customers at once, you're going to have a bunch of pokémon and probably not enough battles to use them in. Not that I really see that becoming an issue, because it seems to me that this method wouldn't necessarily bring people evolutions any faster, and would certainly be more expensive than doing the evolution themselves.
 
The overhead is pretty much money given to people who decide, "Eh, I have nothing better to do, so might as well train some Pokemon for money" for the training method. So they can battle each other if needed

Basically, it is less about bringing in fast evolution and more about freeing up the customer's time
 
Part of the overhead could go to that, yes. That would mean, however, lower profits for the owner.

Like I said, it could work. I'm just not sure that people are going to be willing to trade money for a possible gain in time (save for one or two individuals in particular).
 
So, hold on - do business loans not exist anymore? I'm planning to restart Fields of Steel, but it'll definitely take a while to gather the fifty-or-so bucks it took last time, 'specially as no one seems to need an emergency ref.
 
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