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Pokémon Registration Office

Re: Pokémon Registration Office

J-Z-Ruggu (Scrafty M, Shed Skin)
Sig Attribute: Slam Poet

J-Z-Ruggu is a highly skilled rapper, and he brings this approach into his battling. When sent out, he will challenge his opponent to not only a Pokemon battle, but to another, extra-biznasty fight-- a slam poetry duel.

Effects:

As long as J-Z-Ruggu is conscious, he will challenge his opponent to a rap battle going on simultaneously during the fight. Each trainer must, in addition to posting commands, post four lines of rap. By doing this, they give their Pokemon a confidence boost, giving them a temporary +1 to their Attack. Failure to do so will lower the Pokemon's self-esteem, lowering their Attack two stages.

The boosts last until the end of the round and cannot exceed the -6/+6 limits. This attribute has no effect on a Pokemon while it is asleep.
 
Re: Pokémon Registration Office

Well, you aren't supposed to explain these with Team Rocket experiments, but this one... Just read the attribute.

[Psari Anir] Feebas (M)
Ability: Swift Swim
Signature Attribute: Heritage of Anger

Psari Anir is an extremely strange Feebas. The main reason for this is that his father was a Gyrados. Not just any Gyrados, but a shiny Gyrados. And this would normally mean just about nothing, but this Gyrados was present in the lake of rage, as a Magikarp, when Team Rocket broadcast the signal that caused the Magikarp to evolve. This would normally require further explaination, but I'm going to cut to the point and say that this signal worked by cutting straight to the DNA and lowering the point where Magikarp evolve so that it was impossible not to meet it. Needless to say, when you mess with DNA you get some wacky stuff. It's probably because of this that Psari Anir was sold to Mendatt by a Magikarp salesman for $499, which Mendatt found rather suspicious. (The salesman proceeded to walk away quite quickly. Mendatt noted that his suit was singed.)

Effect: Psari Anir only has access to the moves Splash, Tackle, and Flail. It can, however, use bounce. And, for some reason, Metronome.
 
Re: Pokémon Registration Office

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Moonflower - (f)
<Hustle>

AHBE move: Aqua Jet
 
Re: Pokémon Registration Office

Stunfisk
[Officer] Stunfisk (M)
Ability: Limber
Sig. Attribute: Unreal Citations

Officer has always been strict about the law. In fact, when he was a wee youngster, he would always point out minute flaws in his family. Nowadays, he gives citations to those who dare to commit illegal acts in his vision. Three of these illegal acts that particularly enrage him are: speeding, assault & battery, and refusal of arrest.

Effect: Officer is capable of giving opponents citations in order to activate his signature move. The three kinds of attacks that will result in a citation include: priority moves (speeding), punch-moves (assault & battery), and Protect/Detect (refusal of arrest). Once three are given out to a single opponent, the signature moves is permitted in battle.

Stunfisk
[Officer] Stunfisk (M)
Ability: Limber
Sig. Move: Strike Three

Officer has always been strict about the law. He absolutely hates when individuals commit illegal acts and believes they should be punished for their careless actions. Admittedly, he would extend his authority to laws of physics as well, but Officer believes that that would be a bit too much. Once one being receives their third citation (which he counts as strikes), they are immediately locked up by Officer for a reasonable amount of time.

Dark / Status / 0% / 100% / Selected Target / 8% / One Round

Effect: After receiving three citations from Officer, the opponent is vulnerable to being placed in jail for a whole round. The opponent may only Chill or do nothing while in prison. However, they gain 2% Health back each action they stay in jail.
It is not physical contact, a sound-type, a punch-move, snatchable, grounded by Gravity, defrosts when used, reflected by Magic Coat/Magic Bounce, blocked by Protect/Detect, or copyable by Mirror Move.

Usable once per battle per opponent.
 
Re: Pokémon Registration Office

[Jill] Grimer (Female) <Stench>
Signature Attribute: Lava Body

Most Grimer have lineages that are generally balanced, although they tend to contain many Grimer and Muk of course. This means that they tend to hatch made of a foul, thick poison. Jill, on the other hand, has a family tree that contains pretty much only the Grimer and Muk needed to cause her to be born the same species. Pretty much the entire rest of her lineage is composed of fire-types: Slugma, Magcargo, Litwick, Lampent and Chandelure can all be found there in fairly large quantities, a few generations back you can find Vulpix, Ninetales, Growlithe, Arcanine, Ponyta, Rapidash, Cyndaquil, Quilava, Typhlosion, Houndour, Houndoom, Blaziken, Numel, Torkoal, Tepig, Emboar, Simisear, Darmanitan, Heatmor, and Infernape; indeed, there's some of everything back there. All this has had an effect on her: instead of poison, she's made of hotly burning lava. This, obviously, has a few effects on her battle performance.

Effects: Instead of poison-type, she is a fire-type, with all the weaknesses and resistances this offers. She also loses several of her poison-type moves, instead knowing their fire-type equivalents. Because her body is no longer made of the same poison as normal Grimer and Muk, she cannot access their ability to use Acid Armor to blend in with sludge or poisonous pools. Finally, she loses his Stench ability, but instead, all contact moves involving her (that is to say, attacks that she makes or the opponent makes on her) have a 15% chance of mildly burning the opponent. This effect can stack, up until it reaches a severe burn.

Moves lost: Poison Gas, Sludge, Sludge Bomb, Gunk Shot, Venoshock, Sludge Wave, Poison Jab, Acid Spray
Moves gained: Will-O-Wisp, Flame Burst, Flamethrower, Fire Blast, Ember, Lava Plume, Inferno, Fire Spin
 
Re: Pokémon Registration Office

231.png
or
musthtrans.gif


[Enojada] Phanpy [♀]
Pickup

Signature Attribute: Musth Forme

In older days, one of the most fearsome creatures seen in Johto was a donphan during mating season. The males of this old breed would, when ready to sow their wild oats, go into a wild state of confused rage, called musth. Caused by, in simple terms, a torrent of hormones gushing through their system, musth caused more pokémon-on-human killings than almost anything else. It was characterized by, among other things, a lividly red substance between the eyes and the ears, as well as an utterly ridiculous spike in testosterone levels.

Although it was eventually evolved or bred out of almost all donphan populations, it remains a problem in some isolated areas, such as the island that a friend of Blastoise's got this particular phanpy from. Enojada not only has this condition, but she is one of the only recorded cases of a female who experiences musth.

Effects: Whenever Enojada uses Attract, Captivate, or another move or ability that involves romantic feelings, or if she is targeted by any of the same, she immediately changes into her Musth Forme. In this state, she is immune to the effects of attraction (although she is technically attracted) and is put under the Taunt status for the remainder of her time in musth. Furthemore, all of her physical attacks do 2% more damage after all other calculations. She remains in Musth Forme until either the end of the next round or the end of the round after that, randomly.
 
Re: Pokémon Registration Office

Alright, I'll give it a shot.

Mienfoo
[Louie] Mienfoo [Male]
Signature Attribute: Wind Resistance

Louie likes to be fast. Exceedingly so. At least he used to. Coming from France, where evrything is beautiful, flowing, and very quick and intricate, he expected the ASBL to be the same; instead, he found that his speed made him quite erratic when meeting the opponent from afar. In France, one could usually predict the opponent's evasive actions, and one would alter their movements to counteract them; here, Louie's predictions come naturally, yet he finds the other Pokemon much slower, and thus miscalculates their ending position.

One day Louie got sick of this. To my dismay, he stormed off from a match with a Geodude, one that he should have had little trouble with, spitting out dirt. I later discovered him modifying his red baggy tunic to catch the wind, which he then demonstrated to me. By jumping iin any direction, at the peak of his arc he is able to slow his decent, allowing him to pinpoint his opponent's weak points and significantly boosting his success rate.

Effect: Any moves that require jumping or flying of any sort (Jump Kick, Hi Jump Kick, Acrobatics, U-Turn, Aerial Ace,), along with any physical moves performed from great distances that require a long jump to reach the target, have a -1 Speed Priority, but also a +1 Critical Hit Ratio (I don't think Mienfoo gets any boosted crit chance moves, but just in case.).
 
Re: Pokémon Registration Office

Hojeez there are a lot of these. Hope I haven't missed any...

Pokemon: Deneb(Male Tympole)
Ability: Hydration

Signature Move: Geyser

Being a Pokemon of ground and water, Deneb liked going under ground as far as he could until he hit the water level, or going under water far enough until he could go through the ground. So, when he manages to dig far enough under the ground and return to the surface, a large Geyser of water follows behind, propelling him up into his opponent and causing the field to get rather damp, weakening fire type moves. He digs through the ground by spinning his body at a rapid speed, letting him dig through the ground quickly. Plus, Seismitoad can learn Dig.

Water / Water Sport / 16% from water, 9% from ground / 75 / Single Pokemon/ 20% /two turns

Deneb hides underground for one turn and then propels himself out of the ground underneath his opponent. There is more water when he digs underwater, so the attack does more damage from the water. The water from the Geyser also gets the field damp, weakening Fire-Type attacks.
Usage Gap: Once after every two rounds

Well first of all, there are no turns in ASB - it's actions or rounds (3 actions). I'm assuming you mean actions instead of turns, though. Also, you may want to move the Water Sport thing in the effects summary into the effects paragraph itself - it's a bit confusing there.

That said, the description of the attack is a bit confusing. You say Deneb comes up from under the opponent, but there's no mention of water until later, so you'll want to change that.

I'm very leery on the amount of damage this can do... +7% for being underwater seems a bit much, so I'd lower that to around... say, 13% instead of 16% damage. You can definitely lower the energy cost, then. I think 12% energy on the ground, and 15% underwater would be fine. Finally, I'd raise the usage gap to 3 rounds.

mort3tr.gif

[Mort] Gastly [M]
Levitate

Signature Move: Spine Chiller

Mort, as a ghost, is well-versed in a number of hilarious pranks: he can do the old Haunted Scarecrow bit, or the newer Kanto Kick-in-the-Pants, or even the complicated It's Raining Eyeballs. His favorite however, as an Ice-type, is the good old Spine Chiller. In its normal, simple form, a ghost of any type is able to induce a physical feeling of panic in a person by quickly passing through them; Mort is rather more literal-minded than that in his performance of the trick. By phasing himself swiftly through his target, while amplifying his innate Ice energies, Mort can leave an inches-thick layer of frosty ice that covers a part of his opponents body. He can choose beforehand what part of his opponent to freeze, say, a torso or perhaps their ankles. The result see is rather more akin to the freezing in the anime than in most other moves; a large hunk of ice covering part of the opponent rather than a thin layer of frost.

Type: Ice / Stat: Status / Target: Single Target / Accuracy: 100% / Energy: 6% /

Effects: Mort flies through his opponent, leaving them severely frozen over a chosen point on their body. The area chosen may not exceed a third of his opponent's body; he could, for example, freeze a hitmonlee about up to its knee area if he so chose, but not its whole legs.


You forgot the usage gap. I think 2 rounds sounds about fine. Otherwise, approved so long as the attribute is approved - you'll have to wait for someone else for that.

Pokemon: Titania
Species: Togepi
Gender: Female
Ability: Serene Grace
Signature move: Fairy Blessing
Titania is a Togepi, a Pokemon of happiness-and a little bit of magic.
Titania was very young when she encountered a hurt Scyther being tended by a Chansey. The Chansey needed help to heal the Scyther, and took on Titania as an apprentice, of sorts. Over time, Titania learned better ways to help Pokemon heal, and started experimenting with her own mysterious powers. She eventually discovered that she could transfer some of her own power to another Pokemon.
Fairy Blessing allows Titania to transfer a specified amount of her HP or energy to another Pokemon, similar to Substitute. This only works once in a battle, however, and has another drawback. Titania can no longer focus healing energy on herself. All direct healing moves will fail when used by her. Indirect healing moves will only damage the other Pokemon, having no effect on her. Since Chill doesn't force her to use her powers, she can still use it.

Also, why doesn't the Manage Your Pokemon page show Vince's Earthsensing?

You need an effects summary for this - what type, target, etc. Take a look at the examples on the first post. A bit more explanation - especially why Titania can't focus her own healing energy on herself after using this move - wouldn't hurt either.

Axew
(Strašan) Axew [M] <Rivalry>
Signature Move: Elemental Bane

Being a Dragon-type, Strašan is particularly good at defending against the four types commonly referred to as "elemental": Water, Grass, Fire, and Electric. However, this Axew has never been the type to simply play dfensively. No, Strašan prefers to attack the opponent rather than let them slowly fade away. So Strašan has developed a special technique that he believes will help him be a much more powerful Pokemon.

Strašan charges forward at his opponent, mouth open wide. As he does this he harnesses a special kind of energy he found deep within his body. Energy that he normally uses to deflect against elemental attacks is reversed, and instead he uses this power to increase his own offensive ability. As he runs forward his tusks begin to grow a dark-purple colour, the shade usually used to categorize Dragon-type Pokemon. He strikes his opponent with his tusks, leaving a much larger mark on Elemental Pokemon.

However, as he is using energy that is usually defensive against such elemental Pokemon, he is able to adjust the power of the move based on how risky he wants to get with losing his defensive capabilities. The more powerful the attack, the longer he loses his resistance. The table is below.

7% power: 1 action, 6% energy
9% power: 2 actions, 7% energy
11% power: 3 actions, 8% energy

Even though this attack is Dragon-type in its making, the attack is not conventional and thus other Dragon-types do not feel weak against this attack, actually resisting the attack quite effectively.

Dragon / Physical / 7%/9%/11% / 85% / Single / 6%/7%/8%
Effects: Strašan strikes his opponent with his tusks using a special type of Dragon energy. This attack is considered super-effective against Electric, Water, Fire, and Grass-type Pokemon, while it is resisted by Dragon-type Pokemon. After this move is used Strašan loses his resistance to elemental types for a certain amount of time, depending on the power of the attack.
Usage Gap: 2 rounds (6 actions)

Hmm... It seems a bit overpowered for a first stage, but I feel nice so I'll let it slide. You'll have to clarify one thing though - will Strasan (too lazy to use that accent thing) lose his resistances even if the attack misses?

EDIT:

Stunfisk
[Officer] Stunfisk (M)
Ability: Limber
Sig. Attribute: Unreal Citations

Officer has always been strict about the law. In fact, when he was a wee youngster, he would always point out minute flaws in his family. Nowadays, he gives citations to those who dare to commit illegal acts in his vision. Three of these illegal acts that particularly enrage him are: speeding, assault & battery, and refusal of arrest.

Effect: Officer is capable of giving opponents citations in order to activate his signature move. The three kinds of attacks that will result in a citation include: priority moves (speeding), punch-moves (assault & battery), and Protect/Detect (refusal of arrest). Once three are given out to a single opponent, the signature moves is permitted in battle.

Stunfisk
[Officer] Stunfisk (M)
Ability: Limber
Sig. Move: Strike Three

Officer has always been strict about the law. He absolutely hates when individuals commit illegal acts and believes they should be punished for their careless actions. Admittedly, he would extend his authority to laws of physics as well, but Officer believes that that would be a bit too much. Once one being receives their third citation (which he counts as strikes), they are immediately locked up by Officer for a reasonable amount of time.

Dark / Status / 0% / 100% / Selected Target / 8% / One Round

Effect: After receiving three citations from Officer, the opponent is vulnerable to being placed in jail for a whole round. The opponent may only Chill or do nothing while in prison. However, they gain 2% Health back each action they stay in jail.
It is not physical contact, a sound-type, a punch-move, snatchable, grounded by Gravity, defrosts when used, reflected by Magic Coat/Magic Bounce, blocked by Protect/Detect, or copyable by Mirror Move.

Usable once per battle per opponent.

Oops, forgot this. Anyway, to clarify: what is this "jail" exactly? Do steel bars spring up from the ground, or something? Are they trapped by electric fields generated by Officer? Whatever the case, can all manner of moves (physical, special, etc.) still hit the Pokemon in jail?

Also, the description says that Officer will immediately lock up the Pokemon after the three strikes, but the effect section seems to state otherwise. So, can Officer choose when to lock up the Pokemon, or does it just happen automatically?

Finally, when you say the whole round, do you mean 3 actions, or just for the rest of the round?
 
Re: Pokémon Registration Office

Hmm... It seems a bit overpowered for a first stage, but I feel nice so I'll let it slide. You'll have to clarify one thing though - will Strasan (too lazy to use that accent thing) lose his resistances even if the attack misses?

Yes
 
Re: Pokémon Registration Office

I was hoping to avoid reposting as I just changed the nickname

Axew
(Iron Tooth) Axew [M] <Rivalry>
Signature Move: Elemental Bane

Being a Dragon-type, Iron Tooth is particularly good at defending against the four types commonly referred to as "elemental": Water, Grass, Fire, and Electric. However, this Axew has never been the type to simply play defensively. No, Iron Tooth prefers to attack the opponent rather than let them slowly fade away. So Iron Tooth has developed a special technique that he believes will help him be a much more powerful Pokemon.

Iron Tooth charges forward at his opponent, mouth open wide. As he does this he harnesses a special kind of energy he found deep within his body. Energy that he normally uses to deflect against elemental attacks is reversed, and instead he uses this power to increase his own offensive ability. As he runs forward his tusks begin to grow a dark-purple colour, the shade usually used to categorize Dragon-type Pokemon. He strikes his opponent with his tusks, leaving a much larger mark on Elemental Pokemon.

However, as he is using energy that is usually defensive against such elemental Pokemon, he is able to adjust the power of the move based on how risky he wants to get with losing his defensive capabilities. The more powerful the attack, the longer he loses his resistance. This is regardless towards whether the attack misses or not. The table is below.

7% power: 3 actions, 6% energy
9% power: 4 actions, 7% energy
11% power: 5 actions, 8% energy

Even though this attack is Dragon-type in its making, the attack is not conventional and thus other Dragon-types do not feel weak against this attack, actually resisting the attack quite effectively.

Dragon / Physical / 7%/9%/11% / 85% / Single / 6%/7%/8%
Effects: Iron Tooth strikes his opponent with his tusks using a special type of Dragon energy. This attack is considered super-effective against Electric, Water, Fire, and Grass-type Pokemon, while it is resisted by Dragon-type Pokemon. After this move is used Iron Tooth loses his resistance to elemental types for a certain amount of time, depending on the power of the attack.
Usage Gap: 2 rounds (6 actions)

Better?
 
Re: Pokémon Registration Office

I was hoping to avoid reposting as I just changed the nickname

Axew
(Iron Tooth) Axew [M] <Rivalry>
Signature Move: Elemental Bane

Being a Dragon-type, Iron Tooth is particularly good at defending against the four types commonly referred to as "elemental": Water, Grass, Fire, and Electric. However, this Axew has never been the type to simply play defensively. No, Iron Tooth prefers to attack the opponent rather than let them slowly fade away. So Iron Tooth has developed a special technique that he believes will help him be a much more powerful Pokemon.

Iron Tooth charges forward at his opponent, mouth open wide. As he does this he harnesses a special kind of energy he found deep within his body. Energy that he normally uses to deflect against elemental attacks is reversed, and instead he uses this power to increase his own offensive ability. As he runs forward his tusks begin to grow a dark-purple colour, the shade usually used to categorize Dragon-type Pokemon. He strikes his opponent with his tusks, leaving a much larger mark on Elemental Pokemon.

However, as he is using energy that is usually defensive against such elemental Pokemon, he is able to adjust the power of the move based on how risky he wants to get with losing his defensive capabilities. The more powerful the attack, the longer he loses his resistance. This is regardless towards whether the attack misses or not. The table is below.

7% power: 3 actions, 6% energy
9% power: 4 actions, 7% energy
11% power: 5 actions, 8% energy

Even though this attack is Dragon-type in its making, the attack is not conventional and thus other Dragon-types do not feel weak against this attack, actually resisting the attack quite effectively.

Dragon / Physical / 7%/9%/11% / 85% / Single / 6%/7%/8%
Effects: Iron Tooth strikes his opponent with his tusks using a special type of Dragon energy. This attack is considered super-effective against Electric, Water, Fire, and Grass-type Pokemon, while it is resisted by Dragon-type Pokemon. After this move is used Iron Tooth loses his resistance to elemental types for a certain amount of time, depending on the power of the attack.
Usage Gap: 2 rounds (6 actions)

Better?

Yup. Approved.
 
Re: Pokémon Registration Office

Larvesta
Firelily (F) <Flame Body>
Signature Attribute: Flamelight

Larvesta are believed to have been born from the sun, a thought that does not go completely unbacked; each carries a distinctive radiance, not to mention their sunbeam-like horns. Firelily, though, has always had a rather large ambition to be like the Volcarona-in-the-sky, with her eternally-shining ball of fire.

Though she never quite reached that level of control, after copious amounts of practice and consultation with Litwick, Cyndaquil, and the like (i.e. open-flame Pokémon), Firelily managed to be able to keep a steady (though tiring) blaze on her horns going subconsciously, eventually advancing to manipulating the fire in various ways.

Effects: Firelily is considered to have the ability Illuminate; her horns are literally on fire at a cost of 4% energy per round. She also gains the moves Flash and Flame Burst, though Illuminate is disabled for a round after using these moves. Also, Double Team is useless to her, as Firelily's flames emanate enough heat to reveal her true position.
 
Re: Pokémon Registration Office

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

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

Effects: Every where he goes, instead of leaving just goo, a shadow is left as well. The shadow fades before the goo does (a few actions, usually 3, before a shadow fades), but it's more deadly; anyone who touches it has a 5% chance of flinching that action. As well, his Stench ability is boosted: any attacks that involve looking at him or him looking at his opponent receive a 5% flinch chance. He is also turned into a poison/dark type, receiving all immunities, resistances and weaknesses that come with that.

Signature Move: Sticky Harden

Bruno is very affectionate. He likes pokemon a lot. Sometimes, he just wishes he could keep them forever. And he might have found a way to do that!

He slides over to his intended target and covers them up in... himself. Then he hardens real hard, using Sticky Harden, and he seems to solidify so much that whatever he's covered can't possibly get out without him letting them. In fact, the only way he'll let them is if he's ordered too, because he just loves his pokemon so much! However, he can only keep himself hardened so much for so long, and so after 3 rounds he'll have to let go.

Poison / Neutral / 95% / Single / 5% initial action, 1% keep-up / Until told to stop, or 3 rounds
For each action that the pokemon he's hugging is being hugged, there is a 5% increase of his ability's chances of activating, being activated (5%, 10%, 15%, etc.), maxing out at 35%. It can also activate without contact moves being used, because of the close contact. Also, there is a 5% chance each action that the pokemon being hugged will be mildly poisoned.
3 rounds from end of all effects

[Lil' Sebastian]
unled1sh.png
(M)
Ability: Limber
Signature Attribute: Quick Hooves

Lil' was born small; girafarig are born funny looking, small with huge legs, but he was unusually so. He had to pick up running even faster than his species normally does, and took to it like a fish does to water - it was his way of surviving, running. He had to do it, because of his size, but he loved it, too. He ran circles around his friends, his smaller size helping him stay agile and zigzag around them where they had difficulty turning. He couldn't always outrun others, but he could always out maneuver them.

It was pretty clear, as he grew, that he was a tad different: not only his size, but him. He was a more defensive battler, preferring to dodge, because when hit it hurt - but he could always dodge.

Effects: Lil' has the ability Limber instead of his natural ability. He's also unusually small: this means he has a permanent -1 defense, and +1 speed; his stats will raise/lower until +7 rather than +6, meaning these cannot be gotten rid of. He also has a 5% chance of avoiding all contact moves used against him.

[Louis] Croagunk (M)
Ability: Anticipation
Signature Move: Adept Dancer

Louis grew up in a competitive world - but not in battling, no, in dancing. Indeed, he's got swift, nimble feet, and knows just how to use them. He can keep up with the quickest of the quick, kicking and swinging and jumping, knowing just when to swerve and just when to dive and just when the stand pointe. He's and excellent dancer, even in his most competitive of classes.

Of course, now he's moved on to battling, it's a completely different world. But he's learned to take what he knew from dancing and apply it here - using his nimble feet to dodge better, to strike better, to fight better.

Most alarmingly, he's learned gained an extreme control over his body - the kind of control most dancers strive for. But it extends further than dance. It extends towards battle, of course, but further even than that. He's learned to manipulate the elements he can control away from their intended areas, and towards his feet; meaning, he can turn Ice Punch into an Ice Kick. In effect, its power, effects, etc. remain the same - but he uses it as a kick instead. And, because he is far more adept in kicking than punching, it is stronger because of that.

Effects: All kicking moves used by Louis gain a +1 bonus, including moves adapted to kicks by his ability.

All elemental moves (meaning: Ice Punch, Sucker Punch, Bounce, Poison Jab, etc.) that would be used from one area of the body are focused towards the feet instead, used as a kick. If the attack would not make sense (Venoshock, Astonish, Earthquake, etc.), it fails or Louis uses the normal body part to attack instead, meaning it gets no bonus.

Boom (F)
onixe.png
<Rock Head>
Signature Attribute: Crystal Hard

Onix are known to burrow extremely deep, so deep they can find diamons underground, and toughen their rock-hard exterior to equally diamon-hard strength. For some reason, this tale took a particular turn for Boom - she just found the idea of being made of crystals fascinating, and decided to spend her life burrowing underground, as deep as she could, until it began to affect her quite a bit.

At first the changes were small; her skin grew rough, as the saying goes, like black diamonds. But it began to spread, covering her entire body, until it was hard for her to feel anything. This was sort of what she wanted, but she also felt numb: out of touch with the world, both because of her rough exterior and living for underground for so long.

When she came back up, she found herself isolated. No one wanted anything to do with her, the weird crystallized-onix. But at least, when she was caught, she was special... right?

Effects: Boom loses the ability Rock Head and gains the about Solid Rock. She also gains a permant +1 to her defense, and a permanent -1 to her speed, capping at +6 and -6 like normal.
 
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