• Welcome to The Cave of Dragonflies forums, where the smallest bugs live alongside the strongest dragons.

    Guests are not able to post messages or even read certain areas of the forums. Now, that's boring, don't you think? Registration, on the other hand, is simple, completely free of charge, and does not require you to give out any personal information at all. As soon as you register, you can take part in some of the happy fun things at the forums such as posting messages, voting in polls, sending private messages to people and being told that this is where we drink tea and eat cod.

    Of course I'm not forcing you to do anything if you don't want to, but seriously, what have you got to lose? Five seconds of your life?

Pokémon Registration Office

Re: Pokémon Registration Office

622_golett_front_shiny.png

Aradia Megido. Signature Attribute: Psychic Heritage.

As we all know, Golett like Aradia are believed to be made from an ancient civilization dated thousands of years ago. As with Aradia, it has been supposed to be created by ancient psychics that shared some of their abilities into Aradia's creation. When Aradia was fully operable, the psychic abilities took effect into it and suddenly banished all the evil in it, replacing psychic and telekinetic energy that could be fully put to use. Unfortunately, this also had a drawback; the spirits in it that caused it to function were replaced with psychic energy, removing it of some of its ghostly powers and implanting psychic ones to aid it in battle.

Effect: Aradia gains access to the moves Psybeam, Magic Coat, Zen Headbutt, Telekinesis and Extrasensory. However, it also loses the moves Shadow Ball, Night Shade, Curse, and Antonish. Aradia also loses its ghost-typing to become a Ground-Psychic type.
 
Last edited:
Re: Pokémon Registration Office

^I'm not a sig attribute approver, but from my experience this needs a better backstory, since every Golett are created by that ancient civilization. How is she different from other Golett and why does that difference changes his typing, etc.
 
Re: Pokémon Registration Office

Still looking for approvers. PM me if interested. And thanks to blazheirio889 for taking a stab at approving, too.

Are you just reviewing the newer signature attributes because there are a lot more before the ones you have done already.

Also it doesn't appear that the other three attribute approvers are actually here at all and Kratos Aurion isn't really doing anything, so maybe choosing some new people to be signature attribute approvers would be a good idea.
No, all signature moves and attributes are being moved. If some have been skipped, please point them out.

iaza14840416179700.gif

[Mister Noir] Mime Jr. [♂]
Filter

Signature Attribute: Mimey Touch

Noir is a Mime by descent and career, but even other Mime Jr. and Mr. Mime think he's a bit too into it. He's so fixated on it, in fact, that his Psychic abilities make him, his attacks, and everything that he does look permanently greyscale to everyone and everything around him, so long as he's conscious. When he battles or performs, he is surrounded by a haze of shifting hues of grey that pools about him, casting a shadow of colorlessness around him. He's also completely silent all the time; he never speaks except for telepathy, and he uses even that sparingly. Noir is also completely colorblind. He also feels that everyone should be allowed to be like him. Having closed off his ability to see color to further his obsession with grey, and also psychically changing other mental features to be mimey, he's become quite adept at doing the same for others.

Effects: Whenever Mister Noir succeeds in using a contact move with no secondary effect on another pokémon, there is an 30% chance that they will be gifted/afflicted with his psychic colorblindness and other associated conditions. At the moment of contact, grey spreads from the touched area and quickly spreads all over the afflicted pokémon. They become unable to discern colors, or use any sound-based moves. The accuracy of Attract and Captivate are halved as well, due to the lack of a vocal component.

On the flip side, Mister Noir is permanently under the above effects, excepting the Attract and Captivate clause since he's good at miming his 'affections'. The easiest way to make the effects end for Noir to fall asleep; while unconscious, he is unable to keep his self-imposed mental blocks up, which means that everyone on the field who is affected are 'cured', including him. Upon waking, Noir gains it back, but other pokémon stay cured. Otherwise, moves or abilities such as Refresh that purge all major status effects also remove Noir's effect. Dark types are immune to being put under the effects of his mimeyness, as are primary Psychic-types.

shedinja
[Husk] Shedinja [X]
Wonder Guard

Signature Attribute: Adopted Ninjask Team

Husk is kind of an orphan. His trainer ill-advisably traded away his ninjask to a battler who has since disappeared, so has no one to hover over constantly and to protect. Or, he didn't have anyone for that until a while ago. Husk has become basically the Team Mom, adopting every one of Blastoise's team members into his fold. He alternates between them all, hovering around them and bringing them bits of food. He eventually connected them to the special place in a shedinja's hollow heart that is usually occupied by a ninjask. This doesn't generally happen, and it's had some odd effects on his ability, due to the fact that a shedinja takes its primary typing from the pokémon, ninjask, it spawns from.

Effects: In the first post of a battle, if Husk is a member of Blastoise's active squad, the referee rolls a random number, each one representing the members of Blastoise's active squad. The chosen pokémon's primary type becomes Husk's primary type for the duration of the battle. If Husk himself is chosen, or if a primary Dark type is chosen, he has regular shedinja typing.
Mimey Touch: approved

Adopted Ninjask Team: You probably ought to specify that by "primary type," you mean bug. This ability should trigger when Husk is sent into battle, not on the first post of every battle. This means you won't know what type Husk will be when you choose to use it, but the alternative is overhead for the referee and/or you reminding the referee to do this even if it's going to have no effect on the battle at all.

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

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

Effects: Every where he goes, instead of leaving just goo, a shadow is left as well. The shadow fades before the goo does (a few actions, usually 3, before a shadow fades), but it's more deadly; anyone who touches it has a 5% chance of flinching that action. As well, his Stench ability is boosted: any attacks that involve looking at him receive a 5% flinch chance. He is also turned into a poison/dark type, receiving all immunities, resistances and weaknesses that come with that. However, he still uses as much energy as any other grimer would using a dark-type move, because he is not proficient enough with the type yet. Psychic and fighting type moves also require .3x more energy to be used.

*persistent*
Uh, I think you mean 1.3x, not .3x. .3x is a 70% energy reduction. ...buuut, since grimer gets only dynamicpunch for fighting-type attacks and imprison and rest for psychic attacks, this is still not a sufficient drawback, even written correctly.

fa4g47.png

[Artemis] Pidgey (Female)
Ability: Keen Eye

Signature Attribute: Moontouched

Artemis has always been... different. Nobody is sure if it was truly a gift from the heavens or if it was just a quirk of Pokémon genetics, but the end result is the same - Artemis has a special connection to the moon, which manifests itself in two ways.

Firstly, she is typed Dark/Flying rather than Normal/Flying, and to match this her plumage darkened; where a normal Pidgey would be brown, cream and pink, she is black, dark blue and grey.

Secondly, when the moon is visible Artemis deals 2% more damage with her direct damage attacks after all other calculations. However, she deals 2% less direct damage after all other calculations when the moon is not visible. The moon is considered visible even if there are clouds obscuring it. Artemis also loses access to Sunny Day.

Effects: Artemis is a Dark/Flying type rather than Normal/Flying, and is a different colour than other Pidgey. When the moon is visible, she deals 2% more direct damage; when it is not, she deals 2% less direct damage instead. She cannot use Sunny Day.


I'm not too sure about the percentages on this; I want it to be something that gets stronger as she evolves but I'm not too sure how to go about it...
The justification for this attribute is pretty flaky. "Artemis has a special connection to the moon, but no one really knows what it is." I think you can do better than that.

So... is the moon considered visible anytime the battle is taking place at night, then? (Since I guess it doesn't matter if it's cloudy.) What if Artemis is inside a building? (Again, if clouds don't matter... then does a roof?) You should expand a bit on what you mean by "the moon being visible" (and not).

It's a little odd that the type change doesn't affect Artemis' movepool, but I can roll with that.

Actually I was thinking of changing Sp. attack to plus one, but whatever you think is better, I guess.

453.png
[GaMzEe] (m) Ability: Anticipation
Signature Attribute: Sopor Slime Touch

GaMzEe enjoys eating this super-cool substance, called Sopor Slime. When he isn't battling, GaMzEe spends his time by making more of these pies, as well as eating them. He eats them so often in fact, that the slime he naturally secrets has been altered slightly, giving it sedative properties, much like the slime itself. When contact is made with GaMzEe, there is a 20% chance the pokemon making contact will absorb some of the slime, and experience its unnatural side effects. If absorbed, the inflicted pokemon will suffer from a -1 penalty in both attack stats as well as in speed. Because of this, GaMzEe naturally suffers from these penalties, for he is constantly stoned. These effects can be stacked on an already inflicted pokemon, up to four times.

Effects: GaMzEe has a -1 penalty to Attack, Special Attack, and Speed when he is sent out. A pokemon that make contact with GaMzEe has a 20% chance of also getting these penalties, and the percentage increases to 50% when the pokemon is using a move such as Bite, Crunch, or one of the elemental fangs. These effects can be stacked up to -4 in each stat, but the chance of effectiveness does not increase. The effects will negate themselves after five rounds, but they can be gained again if this happens. Poison-type moves that GaMzEe use that have a chance to poison (Poison Jab, Sludge Bomb, etc.) have instead the same chance to cause these penalties, which do not stack with the 20% for contact, but instead replace it.

Signature Move: Subjugglate

GaMzEe is constantly stoned, but the effects do wear off if he is otherwise occupied. When they do, GaMzEe can realize his true callings, and goes on a rampage. He gains +3 in Attack and Special Attack as well as +3 in speed. Some of his moves become easier to use, but others harder. When GaMzEe finally calms down, he gets really tired and all of his moves become harder to use. While he does not get the penalties back unless he has a chance to eat another of his pies, his stats do return to normal.

Type: Fighting | Target: Self | Accuracy: 100% | Energy: 25% | Duration: Six Actions (two rounds)

Effects: GaMzEe can only use this move if he is not stoned. He realizes his true calling in life, and gains a +4 bonus to Attack and Special Attack, and +3 bonus to Speed. STAB moves use 1/3 less energy, subtracted after calculations, and non STAB moves use 1/3 more energy, added after calculations. After three rounds, GaMzEe's attack and speed bonuses nullify, and all his attacks now require 1/3 more energy to use. If GaMzEe is recalled he is reset, and has the penalties he normally starts with again.

Usage Gap:
Once per match; can be used after five rounds.

there was something I wanted to add to the attribute, so I posted both.
The increased chance of affliction by sopor slime after the use of bite, crunch, etc. is not explained. This should only trigger on foe contact so that Gamzee can't activate it himself (except with poison-inflicting attacks). Reduce the time it takes for effects to wear off to three rounds.

Maybe I missed it, but how does Gamzee become sober (thus allowing him to use his signature move)? I don't see info on it anywhere in the signature attribute about it.

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 (mindless misogyny and violence optional). For the purposes of this attribute, we'll define this as a little poem, using the ABAB rhyme scheme; ie

Come back Starly,
you did pretty fine
Now face the wrath of Charlie
the Arcanine!

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 attribute will kick in so long as J-Z is on the battlefield. However, if a Pokemon is asleep at the beginning of a round, they will not recieve neither the positive nor negative stat changes that go along with this move, since they can't hear the epic rap.

The boosts last until the end of the round and cannot exceed the -6/+6 limits.
Approved.

STOP... PROCRASTINATING...


Masquerain(f)
Peach the Masquerain
<Intimidate>

Signature Attribute: Drowned in Remembrance

As much as Peach enjoyed her new form, flying around with Beautifly and Butterfree and doing general butterfly things, she kinda missed her old life. She simply loved playing around in the water and spitting bubbles at random fire-types passing by - which she had a harder time doing after her evolution. Somehow, she couldn't help but feel quite nostalgic thinking about the good ol' days, and inside her grew the desire to be a water-type again.

She asked her trainer, and the guy thought about that newly discovered move: Soak. Since the move could transform anything into a water-type for a short period of time, maybe a concentrated assault could do? So he tried.

Peach, willing to do anything to regain her water typing, underwent a very special training, that could even be considered as an operation: She was soaked intensely for several hours, and bathed in water that was thought to be purified by Suicune itself. Finally, she succeeded. She could play in water again with no fear of her wings getting unusable, and she could even do thins she couldn't as a Surskit. However, she lost her affinity with air, and alongside that the use of a bunch of moves.

Effects: Peach is considered as a Bug/Water type. She gains the ability Swift Swim in addition of all others, and has the following movepool modification:

+ Aqua Ring, Brine, Soak
- Air Cutter, Tailwind, Whirlwind
Since you gain an ability, you need to lose more movepool.

[Bessae] Ralts (m)
Ability: Trace
Signature Move:Portal

Bessae was born at the Aperture Science Enrichment Centre, a cruel place where many inhumane and illegal tests were done. One of the more famous inventions was the Portal Gun, a device capable of creating two portals, which, no matter what distance apart, will serve as a link between them. Whatever steps through one, emerges instantly through the other. They are helpfully colored differently, one blue and one orange.

Bessae's mother was experimented on heavily, as Aperture Incorporated wanted to design a creature fully capable of creating Portals without external help. By all means, these were a great success. Bessae's mother was immediately killed, and tests began on him almost from the moment of hatching. He was tested extensively, and they found his powers overcame the limitations of the previous test subjects. Instead of being so restricted as to where he can fire portals, Bessae can fire on any flat surface capable of housing his size. This inevitably lead to his escape, whereupon he was caught by a trainer, who uses this unique ability in battle.

Type Normal
Stat: This move does not deal damage.
Base Damage: This move does not deal damage.
Accuracy:---
Target:Any flat surface big enough to house a portal his size.
Energy:3% every time he pops a portal.
Duration:The portals last until he wills them from existence, creates another, or faints.
Effects:Bessae can fire a strange alternately colored pulse from his mind at will. If it hits any flat surface, be it concrete ceiling, glass window or metal roof, he can create a Bessae-sized portal. These are differently colored, Orange and Blue, and he may choose which to fire at will. Anything that passes through one, comes through the other, whether it be Bessae, his foe, or a move doesn't matter, so long as they are small enough to fit. It is impossible to kill/slice people with the portals, as if one is closing it will push them out, a 50/50 chance to which portal they exist from. It costs 3% energy to fire a portal. He can fire two portals in one action, or just one if he so chooses. When firing a portal underneath something, with the intention of having it fall through that one, through the other, it must be narrow enough to fit. Living creatures will have a 30% chance to avoid this naturally by instinct. Bessae has no control over what passes through a portal; enemies can utilize them if they wish.
Usage Gap:None whatsoever.

[GlaDOS] Porygon (m/f)
Ability: Download
Signature Attribute:Cerebus Code

GlaDOS was developed by Aperture Science, a place renowned world-wide for innovation. He/she/it was made to have a personality, and not merely an imitated one. The two leading scientists "suggested" their brains be uploaded, and went "peacefully" into the machine, dying but being uploaded to GlaDOS. However, other scientists noted that the separate personalities were always at war. Though co-operation had been expected, as the two were close in reality, Caroline, kind-hearted and peaceful, was drawn to rage, as she never wanted this. Cave Johnson, her boss and friend, had much the same emotion for Caroline's ungratefulness of this immortality he had given her in the form of being a computer program. To appease them both, a neutral middle-ground was programmed into GlaDOS. This would help placate them. But after the Neurotoxin incident, GlaDOS fell into disrepair, and now alternates wildly between these three personalities-one kind, passionate, complacent, one manipulative, angry and with a hatred for the living, and a blank, neutral, emotionless shell. The trigger that creates the shift in personalities varies between them, as do the special effects and Signature Moves they can perform.

Effects:When in Caroline form, GlaDOS is female, and will be treated as such for things such as Attract, Rivalry and suchlike. She shifts to this personality if her Stats, Energy or Health rise, whether it be by her own hand, the foe's or the arena's. Upon shifting to this personality, GlaDOS' Evasion and Accuracy rise +2, but her Attack and Defence drop -2. When in this personality, GlaDOS can use the move Resolve and Rejuvenate, her signature move.

When in Cave form, GlaDOS is male, and will be treated as such for things such as Attract, Rivalry and the like. He shifts to this personality if he is hit with a negative status, such as Poison, Attract, Burn, Confusion and the like. Upon shifting to this personality, GlaDOS gets a +2 Attack and Special Attack Bonus, with a -2 in Accuracy and Evasion. When in this personality, GlaDos can use the move Resolve and Retribution, his signature move.

When in neutral form, GlaDOS has no gender, and will be treated as such for things such as Attract, Rivalry and the like. It shifts into this personality if any Stats are reduced, or if the opponents' Energy or Health are equal to it's own. Naturally, this means that GlaDOS will always start the match in neutral form. When in this personality, GlaDOS gains a +1 in Accuracy, Defense and Special Attack, but a -1 in Evasion, Attack and Special Defense. When in this personality, GlaDos can use the move Resolve and Redefinition, it's signature move.

On shifting between personalities:GlaDOS can shift as many times as the trigger's are activated in the battle. It is not of it/his/her own free will, and cannot be commanded to shift as a consequence. It keeps all stat bonuses and reduction when it switches. Neither Caroline or Neutral form can be triggered by the bonuses and reductions caused by Shifting. In some cases, it is not immediately clear which form should be shifted to, such as the move Swagger. GlaDOS's stats are upped, which means a shift to Caroline form, but a status effect is also implemented upon it, which should shift it to Cave. In such circumstances, the Personality should be randomized.

Signature Move: Resolve and Rejuvenate.
Description:Caroline-GlaDOS. focuses her processing faculties, and overloads her system with her personality, causing it to create a wave of positive effects. It can only be activated when in Caroline form.

Type:Normal / Stat:Status / Base Damage: 0% / Accuracy:--- / Target:Everyone / Energy:5% / Duration:Single action, effects for full battle.
Effects:Caroline overloads her own system, causing a wave of compassion to radiate across the room. Everyone in the room gains a 5% health rise, and is cured of all status ailments.
Usage Gap:Caroline-GlaDOS must shift personalities to have access to this move again when she switches back.

Signature Move: Resolve and Retribution

Description:Cave-GlaDOS focuses his processing faculties, and overloads the system with his personality, which explodes in a wave. It's power is proportionate to his rage. It can only be used in Cave-GlaDOS form.

Type:Normal / Stat:Special / Base Damage: 5% (+5% for any status ailment afflicting Cave-GlaDOS) / Accuracy: 90% / Target:Everyone but Cave-GlaDOS / Energy:3% (+4% for each Status Ailment being carried over) / Duration:Single action, effects for full battle.
Effects:Cave-GlaDOS overrides his own system and causes a powerful wave of rage to radiate around the entire room. Deals 5% damage, plus an extra 5% for every status ailment, major and minor, that Cave-GlaDOS suffers from.
Usage Gap:Cave-GlaDOS must shift personalities to have access to this move again when he switches back.

Signature Move: Resolve and Redefinition
Description:The Neutral-GlaDOS focuses it's procession power usefully, scanning the opponent quickly and redefining itself to adjust to the situation. Can only be used in Neutral-GlaDOS form.

Type:Normal / Stat:Status / Base Damage:--- / Accuracy:--- / Target:self / Energy:5% / Duration:Single action, effects for full battle.
Effects:The Neutral-GlaDOS scans the enemy. If it sees any stat bonuses or penalties, it will balance it's own stats to balance it out. If the target has a stat bonus, it will balance to the opposite. If there is a bonus in defense, GlaDOS will raise it's attack, if there is a bonus in special attack, GlaDOS will raise it's special defense. If it has a bonus in accuracy, it will raise it's evasion. However, if it has a stat penalty in Attack, Special Defense or Accuracy, it will gain a penalty in Defense, Special Attack or Evasion, respectively, to compensate.
Usage Gap:Neutral-GlaDOS must shift personalities to have access to this move again when it switches back.
Portal: You should make "until he creates another" "until he creates another of the same color" in the duration section. I think that's what you meant, anyway. Usage gap three actions.

Cerebus Code: Too complex. A pokémon cannot have more than one signature move, even if it doesn't have more than one simultaneously. And thanks for the spoilers. -_-

[Roxas] Pichu (M)
Ability: Static
Signature Attribute: Nobody
Centuries ago, there was only light. But people squabbled and fought for the light, and became jealous and violent. And so the first darkness spread in their hearts, until it grew and grew, and became real, overcoming the light. But there is still a tiny spark, awaiting. Or so the legends go. The true origins of the Heartless, this darkness of old, may never be revealed. But one thing is known-they are attracted to those with hearts, seeking to reclaim them as their own. But, occasionally, when the heart they target is strong enough, when it goes, something remains. The soul and the body, sometimes, have the strength to carry on when the heart is gone. But make no mistake, they are not people. They have no heart, can feel no true emotion. Though they can use their memories to fool people into having that idea, can even fool themselves, they will always be incomplete.
Roxas is such a Nobody. His heart was so strong that instead of merely becoming a mindless drone, he has the title of number XIII of the Organization, a sinister group of Pokémon, who retain their memories, and are driven by an urge to seek hearts for their own. As a Nobody, the rules are somewhat...different for Roxas. He has been given a new element to play with-Light.

Effects:Since he is a Nobody, he has gained the ability to wield light as a weapon. It hangs around him, constantly helping him. After all calculations are done, Roxas deals 2% extra typeless damage, or 3% if he has attacked a Dark-typed Pokémon. It also helps illuminate the correct technique for certain moves, so that any move which has a percentage of dealing a status effect has that percentage increased by 10% of itself. As in, a move has a chance of causing paralysis. If it has a 50% chance of occurring than it has a 55% chance of occurring after this ability takes effect. As a Nobody, he can feel no emotion, meaning that emotion-based attacks will always fail on him, whether they appeal to his sense of love, as in Attract, or fear, as in Mean Look or Intimidate. Whilst he can fake having emotion, he is not very good at it, and all emotion-based moves he uses are reduced to a 50% accuracy.

[Roxas] Pichu (M)
Ability: Static
Signature Move: Thirteen Beams
As a Nobody, Roxas has the power to wield light. He uses this in one very offensive and symbolic way-the Thirteen Beams attack. Roxas takes a second to take in the light, and then create thirteen powerful beams of concentrated light, first encircled around him, but soon they seek their foes with a vengance, attacking and slicing them up, and occasionally blinding them.

Type:Normal / Stat:Special / Base Damage 9% (15% on Dark types) / Accuracy:100% / Target:All enemies / Energy:Same as damage dealt (i.e, 9%, except on Dark types, where it becomes 15%. In a multi battle with one Dark-typed Pokémon and one other typed, a flat 12% applies instead). / Duration:single attack
Effects:Roxas uses blades of light to attack. These lights have a 50% chances of lowering the accuracy of a target. If it does, there's a 25% chance it will be -2 accuracy, and a 75% chance of -1 accuracy. This effect does not stack. This move can strike Ghost Types, and inflicts them with the foresight condition, allowing them to be hit by any normal or fighting-type attack until 1 action after the move is used.
Usage Gap:Two actions between uses.
Attribute: "Illuminating the correct technique" is a really weird justification for an increase in the chance of attack side-effects to occur. Needs much stronger drawbacks, or reduce the power and wait for evolution.

The thirteen beams attack is too strong all around, and note that three actions is pretty much the minimum for a usage gap. Decrease the attack's power, lose the extra effects--power it down somehow.

[Six] Scyther [♂]
Technician

Signature Move: Magna-Blades
Six has an idol. A man who is commonly known as the sixth most dangerous person on the planet, known only as Agent Six - Six even named himself after the Agent, and got matching sunglasses. Agent Six has his weapons too - he carries at all times a pair of very special swords, which Six uses his arm-scythes to replicate. There is one aspect of these swords he couldn't easily replicate, though: the blades have a magnetic capability. With a trip to a very shady backstreet alley and a swift exchange of money, though, he was given magnetic implants into his scythes, and he rejoiced as he could finally replicate Agent Six's power himself.

When he uses this attack, he uses his magnetic abilities to hurl a chunk of metal at his opponent - in arenas where there's no metal for him to throw, he'll have brought a pile of metal chunks in a little pile at the edge of the arena. If he's close enough range he can also go in for a slash with his scythes themselves, causing the attack to strike at double power.

Type: Steel / Class: Physical/Projectile/Contact / Damage: 6%/12% / Accuracy: 100%/N/A / Target: Single / Energy: 5%/10%

If Six is close enough to the target (based on the ref's discretion), the attack will strike at double power and double energy. The first, default strike is a projectile attack, the extra strike contact.

Usage Gap: Three rounds
Approved

Finally got around to redoing this.

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 immediately placed in jail for three actions. The jail consists of titanium bars that spring up from the ground and emit a special forcefield from Officer's energy. The opponent is vulnerable to special attacks while in jail, but due to the forcefield, the power of the attacks are reduced by 50%. 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.
Approved, but on the signature move, lose the line about "physical contact" and whatever.

[Stripes] Wingull (Female)
Ability:Keen Eye

Body Mod:
W.I.N.G System

Stripes was an unfortunate and rare case for hatchling Wingull, Pokémon who spend most of their life flying – She was born with no wings. Stripes was thrown out of her nest by her siblings, and left to die. She was then picked up by a scientist, working on the field of replacement limbs for Pokémon. He attached several prototype models to her, each enabling her to fly, and each better than the last. Whilst the scientist was working on the latest pair of wings, he observed a wild Wingull fighting a Manectric, apparently trying to protect its eggs. The Wingull was promptly electrocuted by the Manectric, so the scientist, who had grown close to Stripes, was mortified by the thought of Stripes sharing the same fate, so he fitted her with the W.I.N.G System.
The W.I.N.G System’s ‘special effect’ runs by having small lightning rods in them, which are powered up by electric attacks hitting Stripes. This makes her immune to electric moves, and she gets a one turn speed boost of +1 if an electric attack hits her. Once the system has absorbed 100 base power electric attacks, it may overload, meaning it has a 40% chance of inflicting severe paralysis on her, and rendering her unable to fly for one round. If she is hit by an electric attack in this state, it will inflict 10% non type damage on her.

[Eclipse] Poochyena (Male)
Ability: Quick Feet





I figured he would hold the hilt of the blade in his teeth, and his cloak is just a bit of material with a hole in it.
W.I.N.G. System approved. I suggest you come up with something other than sword-wielding for your poochyena.

I just realized that I never updated Han Tang's sig move when it evolved. Hope this is passable.

24enk1s.jpg

Han Tang (Genderless) <Levitate>
Sig. Move: Move Swap
All Bronzong, of course, have the ability to manipulate Psychic energies. They also have the ability to reach into other beings' minds, and from there to transfer or remove memories, experiences or abilities; this is what grants them the abiltiy to perform the Skill Swap and Imprison techniques. However, since these abilities are innate to them, few Bronzor choose to train these abilities further. My Bronzor, Han Tang, is one of the few that have, and it has therefore gained powers beyond what most Bronzor possess - when he evolved, his powers grew even greater.

First, it hovers perfectly still, concentrating hard (thus, this cannot be used in circumstances where concentration is impossible). Its eyes glow deep blue, and a web of energy of the same colour begins to expand outwards. The web then expands over the field, then focussing in on its target, causing the target's eyes (if applicable) to glow the same color. The target is very briefly subject to horrible pain deep within its skull, and then instantly loses all recognition of several moves it previously knew (though they cannot be moves that Bronzong can naturally learn). Han Tang gains three-quarters of these moves, though the strain the attack causes it causes it to forget several of its own moves. The web of energy dissipates, leaving the only traces of an attack's use being a slight headache and the missing moves on both parties. The attack causes incredible strain on Han Tang, and can thus can only be used once per battle. Due to Han Tang's unfamiliarity with the stolen moves, they take 1.2x as much energy than normal to use.

Type: Psychic / Stat: Other / Damage: 4% / Accuracy: 100% / Target: Single Foe / Energy: 8% / Duration: Three actions

Effect: On the first action, Han Tang stays incredibly still and concentrates. Its eyes glow deep blue, and tendrils of energy of the same color begin to emerge and spread to its surroundings.

On the second action, the tendrils of energy merge into a web, floating in mid-air, which expands over the entire field.

On the third action, the energy web collapses onto the target, causing it brief but intense pain (this is when damage is dealt) and its eyes to glow the same deep blue. Moves are neutralised as explained below, and then the energies dissipate, returning both Pokémon's eyes to the normal color. The target recieves a slight headache, but there are no other obvious signs (other than the missing moves, of course) that a move has been used.

Calculation of move-transference:

Generate a number between one and five. For each number generated, remove one move from the Pokémon's moveset that Bronzor cannot learn. Three-quarters of the moves, rounded up, are transferred to Han Tang, and it loses that many random moves. Han Tang must use 1.2 times as much energy than normal to use the stolen moves.

This move cannot be used in situations where concentrating is impossible, including but not limited to the effects of Uproar, Sandstorm, or Hail. Times when concentration is impossible will be based on the ref's discretion.

Usage gap: once per battle.
Approved

622_golett_front_shiny.png

Aradia Megido. Signature Attribute: Psychic Heritage.

As we all know, Golett like Aradia are believed to be made from an ancient civilization dated thousands of years ago. As with Aradia, it has been supposed to be created by ancient psychics that shared some of their abilities into Aradia's creation. When Aradia was fully operable, the psychic abilities took effect into it and suddenly banished all the evil in it, replacing psychic and telekinetic energy that could be fully put to use. Unfortunately, this also had a drawback; the spirits in it that caused it to function were replaced with psychic energy, removing it of some of its ghostly powers and implanting psychic ones to aid it in battle.

Effect: Aradia gains access to the moves Psybeam, Magic Coat, Zen Headbutt, Telekinesis and Extrasensory. However, it also loses the moves Shadow Ball, Night Shade, Curse, and Antonish. Aradia also loses its ghost-typing to become a Ground-Psychic type.
As Lord of the Fireflies pointed out, the backstory is extremely sketchy. The moves lost are not on par with the moves gained.

Aaaand in no way what precipitated this post, a sig move of my own:

[Highblood] Mime Jr. (M)
Ability: Filter
Signature Move: Chucklevoodoo

Highblood is a rare specimen amongst Mime Jr. While all but the heretics of his species worship the Mirthful Messiahs, spreading the harshwhimsy throughout the pokémon world, relatively few of them are actually endowed with the strength of the high priesthood that oversees the religion. Highblood was born a lucky mutant, possessed of deep indigo blood that marks him a true Subjugglator, bringing with it not only the violent insanity associated with that title, but also a legendary psychic ability: chucklevoodoo.

Subjugglators act to control the lowbloods of their species, which far outnumber the highbloods. One of their most potent weapons in pursuit of this goal is their ability to psychically infiltrate the dreams and amplify the fears of the dreamer, wrapping them up with the notion of the Subjugglators themselves. The subconscious terror planted this way makes the target incapable of standing up to the Subjugglators.

To use his chucklevoodoo, Highblood concentrates on a sleeping target. He infiltrates the pokémon's dreams and gathers together all their fears and it a physical focus in the form of a clown-shaped voodoo doll. Highblood leaves this behind as he leaves the target's dream, and there it will remain, trapped in their subconscious, even after they awake from their dream-turned-nightmare. From that point on, the target will suffer from a severe fear of mimes and clowns that will make it very difficult for them to mount a defense against such foes.

Type: Psychic | Damage: n/a | Energy: 6% | Target: Single sleeping pokémon | Duration: Effects last until the end of battle
Effects: Highblood infiltrates a pokémon's dreams and implants there a fear of mimes and clowns. The immediate effect of this attack is to give the target a nightmare, as though Highblood had used the attack "nightmare" on it. After waking, however, the chucklevoodoo persists. The target's fear gives it extreme difficulty standing up to Mime Jr. and Mr. Mime (Highblood or otherwise), such that protect, detect, or endure attacks used to defend or hold out against attacks made by these pokémon have at best a 50% chance of success. (If protect is used twice in a row, its success chance becomes 50% and then 25% instead of 100% and 50%, and so on.)

Usage Gap: Once per battle
 
Re: Pokémon Registration Office

persistance

622_golett_front_shiny.png

Aradia Megido. Signature Attribute: Psychic Heritage.

As we all know, Golett like Aradia are believed to be made from an ancient civilization dated thousands of years ago. As with Aradia, it has been supposed to be created by ancient psychics that shared some of their abilities into Aradia's creation. However, Aradia wasn't a very strong Golett at all. The ancients took notice into this, and banished it from their line of bodyguards, like many other Golett had the fate of. After that event, she/it/he went searching to hone it's skills. After a long journey, it found itself in Celestial Tower, and honed it's psychic strength with Elgyem, thus bringing out its inner psychic abilities. Unfortunately, this also has a drawback; unleashing its inner psychic strength made all the darkness in it dissapear, disabling it of using some of its ghostly moves.

Effect: Aradia gains access to the moves Magic Coat, Zen Headbutt, Telekinesis and Extrasensory. However, it also loses the moves Shadow Ball, Night Shade, Curse, Shadow Punch, and Antonish. Aradia also loses its ghost-typing to become a Ground-Psychic type.
 
Re: Pokémon Registration Office

persistance

622_golett_front_shiny.png

Aradia Megido. Signature Attribute: Psychic Heritage.

As we all know, Golett like Aradia are believed to be made from an ancient civilization dated thousands of years ago. As with Aradia, it has been supposed to be created by ancient psychics that shared some of their abilities into Aradia's creation. However, Aradia wasn't a very strong Golett at all. The ancients took notice into this, and banished it from their line of bodyguards, like many other Golett had the fate of. After that event, she/it/he went searching to hone it's skills. After a long journey, it found itself in Celestial Tower, and honed it's psychic strength with Elgyem, thus bringing out its inner psychic abilities. Unfortunately, this also has a drawback; unleashing its inner psychic strength made all the darkness in it dissapear, disabling it of using some of its ghostly moves.

Effect: Aradia gains access to the moves Magic Coat, Zen Headbutt, Telekinesis and Extrasensory. However, it also loses the moves Shadow Ball, Night Shade, Curse, Shadow Punch, and Antonish. Aradia also loses its ghost-typing to become a Ground-Psychic type.
The backstory is still weak and the move selection is still unbalanced.
 
Re: Pokémon Registration Office

The increased chance of affliction by sopor slime after the use of bite, crunch, etc. is not explained. This should only trigger on foe contact so that Gamzee can't activate it himself (except with poison-inflicting attacks). Reduce the time it takes for effects to wear off to three rounds.

Maybe I missed it, but how does Gamzee become sober (thus allowing him to use his signature move)? I don't see info on it anywhere in the signature attribute about it.

Alrighty! (oh, and yeah, it's kind of hidden in there, and I should make it clearer. It says somewhere that the effects disappear after five rounds, and GaMzEe is subject to this countdown as well.)

453.png
[GaMzEe] (m) Ability: Anticipation
Signature Attribute: Sopor Slime Touch

GaMzEe enjoys eating this super-cool substance, called Sopor Slime. When he isn't battling, GaMzEe spends his time by making more of these pies, as well as eating them. He eats them so often in fact, that the slime he naturally secrets has been altered slightly, giving it sedative properties, much like the slime itself. When contact is made with GaMzEe, there is a 20% chance the pokemon making contact will absorb some of the slime, and experience its unnatural side effects. If absorbed, the inflicted pokemon will suffer from a -1 penalty in both attack stats as well as in speed. Because of this, GaMzEe naturally suffers from these penalties, for he is constantly stoned. These effects can be stacked on an already inflicted pokemon, up to four times.

Effects: GaMzEe has a -1 penalty to Attack, Special Attack, and Speed when he is sent out. A pokemon that makes contact with GaMzEe has a 20% chance of also getting these penalties, and the percentage increases to 50% when the opposing pokemon is using a move such as Bite, Crunch, or one of the elemental fangs, as they are directly ingesting the substance while attacking. These effects can be stacked up to -4 in each stat, but the chance of effectiveness does not increase. The effects will negate themselves after three rounds, but they can be gained again if this happens (five rounds if the pokemon is GaMzEe). Poison-type moves that GaMzEe use that have a chance to poison (Poison Jab, Sludge Bomb, etc.) have instead the same chance to cause these penalties, which do not stack with the 20% for contact, but instead replace it.

Signature Move: Subjugglate

GaMzEe is constantly stoned, but the effects do wear off if he is otherwise occupied. When they do, GaMzEe can realize his true callings, and goes on a rampage. He gains +3 in Attack and Special Attack as well as +3 in speed. Some of his moves become easier to use, but others harder. When GaMzEe finally calms down, he gets really tired and all of his moves become harder to use. While he does not get the penalties back unless he has a chance to eat another of his pies, his stats do return to normal.

Type: Fighting | Target: Self | Accuracy: 100% | Energy: 25% | Duration: Six Actions (two rounds)

Effects: GaMzEe can only use this move if he is not stoned. He realizes his true calling in life, and gains a +4 bonus to Attack and Special Attack, and +3 bonus to Speed. STAB moves use 1/3 less energy, subtracted after calculations, and non STAB moves use 1/3 more energy, added after calculations. After three rounds, GaMzEe's attack and speed bonuses nullify, and all his attacks now require 1/3 more energy to use. If GaMzEe is recalled he is reset, and has the penalties he normally starts with again.

Usage Gap: Once per match; can be used after five rounds.

I agree; three rounds seems more realistic for the effects to last, so what I did was made it so it wears off after three rounds for every pokemon who isn't GaMzEe, in which case it is five, because I didn't want to unbalance the move. So that's what I added.
 
Re: Pokémon Registration Office

shedinja.png

[Husk] Shedinja [X]
Wonder Guard

Signature Attribute: Adopted Ninjask Team

Husk is kind of an orphan. His trainer ill-advisably traded away his ninjask to a battler who has since disappeared, so has no one to hover over constantly and to protect. Or, he didn't have anyone for that until a while ago. Husk has become basically the Team Mom, adopting every one of Blastoise's team members into his fold. He alternates between them all, hovering around them and bringing them bits of food. He eventually connected them to the special place in a shedinja's hollow heart that is usually occupied by a ninjask. This doesn't generally happen, and it's had some odd effects on his ability, due to the fact that a shedinja takes its primary typing from the pokémon, ninjask, it spawns from.

Effects: When Husk is sent out into battle, a random member of his trainer's active squad is chosen. The chosen pokémon's primary type replaces Husk's bug type for the duration of the battle. If Husk himself is chosen, or if a primary Dark type is chosen, he has regular shedinja typing.
 
Re: Pokémon Registration Office

Attribute: "Illuminating the correct technique" is a really weird justification for an increase in the chance of attack side-effects to occur. Needs much stronger drawbacks, or reduce the power and wait for evolution.

The thirteen beams attack is too strong all around, and note that three actions is pretty much the minimum for a usage gap. Decrease the attack's power, lose the extra effects--power it down somehow.

Alright. How's this?

[Roxas] Pichu (M)
Ability: Static
Signature Attribute: Nobody
Centuries ago, there was only light. But people squabbled and fought for the light, and became jealous and violent. And so the first darkness spread in their hearts, until it grew and grew, and became real, overcoming the light. But there is still a tiny spark, awaiting. Or so the legends go. The true origins of the Heartless, this darkness of old, may never be revealed. But one thing is known-they are attracted to those with hearts, seeking to reclaim them as their own. But, occasionally, when the heart they target is strong enough, when it goes, something remains. The soul and the body, sometimes, have the strength to carry on when the heart is gone. But make no mistake, they are not people. They have no heart, can feel no true emotion. Though they can use their memories to fool people into having that idea, can even fool themselves, they will always be incomplete.
Roxas is such a Nobody. His heart was so strong that instead of merely becoming a mindless drone, he has the title of number XIII of the Organization, a sinister group of Pokémon, who retain their memories, and are driven by an urge to seek hearts for their own. As a Nobody, the rules are somewhat...different for Roxas. He has been given a new element to play with-Light.

Effects:Since he is a Nobody, he has gained the ability to wield light as a weapon. It hangs around him, constantly helping him. After all calculations are done, Roxas deals 2% extra typeless damage, or 3% if he has attacked a Dark-typed Pokémon. This, however, also adds a flat 1% energy boost to all attacks he does. As a Nobody, he can feel no emotion, meaning that emotion-based attacks will always fail on him, whether they appeal to his sense of love, as in Attract, or fear, as in Mean Look or Intimidate. Whilst he can fake having emotion, he is very bad at it, and thus all emotion-based moves he uses are reduced to 20% accuracy from their original accuracy.

[Roxas] Pichu (M)
Ability: Static
Signature Move: Thirteen Beams
As a Nobody, Roxas has the power to wield light. He uses this in one very offensive and symbolic way-the Thirteen Beams attack. Roxas takes a second to take in the light, and then create thirteen powerful beams of concentrated light, first encircled around him, but soon they seek their foes with a vengeance, attacking and slicing them up, and occasionally blinding them.

Type:Normal / Stat:Special / Base Damage 7% (13% on Dark types) / Accuracy: 100% / Target:All enemies / Energy:Same as damage dealt (i.e, 7%, except on Dark types, where it becomes 13%. In double battles, it becomes 12% energy drain with no dark types, 14% with 1 dark type, and 16% with two dark types). / Duration:single attack
Effects:Roxas uses blades of light to attack. These lights have a 20% chance of lowering the accuracy of a target by -1. This move can strike Ghost Types despite being a normal-type attack. The typeless damage boost and the energy cost increase he gets from his signature ability does not apply to this move, due to it already channeling the power of light.
Usage Gap:Four actions between uses.
 
Re: Pokémon Registration Office

Alright, more movepool mutilation.

Masquerain(f)
Peach the Masquerain
<Intimidate>

Signature Attribute: Drowned in Remembrance

As much as Peach enjoyed her new form, flying around with Beautifly and Butterfree and doing general butterfly things, she kinda missed her old life. She simply loved playing around in the water and spitting bubbles at random fire-types passing by - which she had a harder time doing after her evolution. Somehow, she couldn't help but feel quite nostalgic thinking about the good ol' days, and inside her grew the desire to be a water-type again.

She asked her trainer, and the guy thought about that newly discovered move: Soak. Since the move could transform anything into a water-type for a short period of time, maybe a concentrated assault could do? So, yeah... he tried.

Peach, willing to do anything to regain her water typing, underwent a very special training, that could even be considered as an operation: She was soaked intensely for several hours, and bathed in water that was thought to be purified by Suicune itself. Finally, she succeeded. She could play in water again with no fear of her wings getting unusable, and she could even do things she couldn't as a Surskit. However, she lost her affinity with air, and alongside that the use of a bunch of moves.

Effects: Peach is considered as a Bug/Water type. She gains the ability Swift Swim in addition of all others, and has the following movepool modification:

+ Aqua Ring, Brine, Soak
- Air Cutter, Gust, Sunny Day, Tailwind, Twister, Whirlwind
 
Re: Pokémon Registration Office

[Highblood] Mime Jr. (M)
Ability: Filter
Signature Move: Chucklevoodoo

Highblood is a rare specimen amongst Mime Jr. While all but the heretics of his species worship the Mirthful Messiahs, spreading the harshwhimsy throughout the pokémon world, relatively few of them are actually endowed with the strength of the high priesthood that oversees the religion. Highblood was born a lucky mutant, possessed of deep indigo blood that marks him a true Subjugglator, bringing with it not only the violent insanity associated with that title, but also a legendary psychic ability: chucklevoodoo.

Subjugglators act to control the lowbloods of their species, which far outnumber the highbloods. One of their most potent weapons in pursuit of this goal is their ability to psychically infiltrate the dreams and amplify the fears of the dreamer, wrapping them up with the notion of the Subjugglators themselves. The subconscious terror planted this way makes the target incapable of standing up to the Subjugglators.

To use his chucklevoodoo, Highblood concentrates on a sleeping target. He infiltrates the pokémon's dreams and gathers together all their fears and it a physical focus in the form of a clown-shaped voodoo doll. Highblood leaves this behind as he leaves the target's dream, and there it will remain, trapped in their subconscious, even after they awake from their dream-turned-nightmare. From that point on, the target will suffer from a severe fear of mimes and clowns that will make it very difficult for them to mount a defense against such foes.

Type: Psychic | Damage: n/a | Energy: 6% | Target: Single sleeping pokémon | Duration: Effects last until the end of battle
Effects: Highblood infiltrates a pokémon's dreams and implants there a fear of mimes and clowns. The immediate effect of this attack is to give the target a nightmare, as though Highblood had used the attack "nightmare" on it. After waking, however, the chucklevoodoo persists. The target's fear gives it extreme difficulty standing up to Mime Jr. and Mr. Mime (Highblood or otherwise), such that protect, detect, or endure attacks used to defend or hold out against attacks made by these pokémon have at best a 50% chance of success. (If protect is used twice in a row, its success chance becomes 50% and then 25% instead of 100% and 50%, and so on.)

Usage Gap: Once per battle

I assume this has 100% accuracy? Or is it perfect accuracy? Otherwise, I'm a bit leery about the energy, since it only costs a bit more than Nightmare for that effect plus a battle-long effect, but I guess it's fine? Approved once the accuracy issue is addressed (man I feel like I'm being an unnecessary nitpicker).

Signature Move: Subjugglate

GaMzEe is constantly stoned, but the effects do wear off if he is otherwise occupied. When they do, GaMzEe can realize his true callings, and goes on a rampage. He gains +3 in Attack and Special Attack as well as +3 in speed. Some of his moves become easier to use, but others harder. When GaMzEe finally calms down, he gets really tired and all of his moves become harder to use. While he does not get the penalties back unless he has a chance to eat another of his pies, his stats do return to normal.

Type: Fighting | Target: Self | Accuracy: 100% | Energy: 25% | Duration: Six Actions (two rounds)

Effects: GaMzEe can only use this move if he is not stoned. He realizes his true calling in life, and gains a +4 bonus to Attack and Special Attack, and +3 bonus to Speed. STAB moves use 1/3 less energy, subtracted after calculations, and non STAB moves use 1/3 more energy, added after calculations. After three rounds, GaMzEe's attack and speed bonuses nullify, and all his attacks now require 1/3 more energy to use. If GaMzEe is recalled he is reset, and has the penalties he normally starts with again.

Usage Gap: Once per match; can be used after five rounds.

I agree; three rounds seems more realistic for the effects to last, so what I did was made it so it wears off after three rounds for every pokemon who isn't GaMzEe, in which case it is five, because I didn't want to unbalance the move. So that's what I added.

... I /think/ I said the move was approved once the attribute was, but it can't hurt to be safe. Consider the move approved once the attribute is.

[Roxas] Pichu (M)
Ability: Static
Signature Move: Thirteen Beams
As a Nobody, Roxas has the power to wield light. He uses this in one very offensive and symbolic way-the Thirteen Beams attack. Roxas takes a second to take in the light, and then create thirteen powerful beams of concentrated light, first encircled around him, but soon they seek their foes with a vengeance, attacking and slicing them up, and occasionally blinding them.

Type:Normal / Stat:Special / Base Damage 7% (13% on Dark types) / Accuracy: 100% / Target:All enemies / Energy:Same as damage dealt (i.e, 7%, except on Dark types, where it becomes 13%. In double battles, it becomes 12% energy drain with no dark types, 14% with 1 dark type, and 16% with two dark types). / Duration:single attack
Effects:Roxas uses blades of light to attack. These lights have a 20% chance of lowering the accuracy of a target by -1. This move can strike Ghost Types despite being a normal-type attack. The typeless damage boost and the energy cost increase he gets from his signature ability does not apply to this move, due to it already channeling the power of light.
Usage Gap:Four actions between uses.

What about in a triple battle, or should anyone attempt it, a quadruple battle, etc.? It'd be much simpler to stick to a set energy cost. 10% energy sounds about right, if you want to go for the same-as-damage-dealt clause. Don't worry about it dealing too much damage to offset the energy cost in double, etc. battles - most refs (I assume) decrease damage based on number of targets. Also, the usage gap needs to be longer. I'd put it at three rounds at the least - it can be shortened when Roxas evolves.
 
Re: Pokémon Registration Office

Alrighty! (oh, and yeah, it's kind of hidden in there, and I should make it clearer. It says somewhere that the effects disappear after five rounds, and GaMzEe is subject to this countdown as well.)

453.png
[GaMzEe] (m) Ability: Anticipation
Signature Attribute: Sopor Slime Touch

GaMzEe enjoys eating this super-cool substance, called Sopor Slime. When he isn't battling, GaMzEe spends his time by making more of these pies, as well as eating them. He eats them so often in fact, that the slime he naturally secrets has been altered slightly, giving it sedative properties, much like the slime itself. When contact is made with GaMzEe, there is a 20% chance the pokemon making contact will absorb some of the slime, and experience its unnatural side effects. If absorbed, the inflicted pokemon will suffer from a -1 penalty in both attack stats as well as in speed. Because of this, GaMzEe naturally suffers from these penalties, for he is constantly stoned. These effects can be stacked on an already inflicted pokemon, up to four times.

Effects: GaMzEe has a -1 penalty to Attack, Special Attack, and Speed when he is sent out. A pokemon that makes contact with GaMzEe has a 20% chance of also getting these penalties, and the percentage increases to 50% when the opposing pokemon is using a move such as Bite, Crunch, or one of the elemental fangs, as they are directly ingesting the substance while attacking. These effects can be stacked up to -4 in each stat, but the chance of effectiveness does not increase. The effects will negate themselves after three rounds, but they can be gained again if this happens (five rounds if the pokemon is GaMzEe). Poison-type moves that GaMzEe use that have a chance to poison (Poison Jab, Sludge Bomb, etc.) have instead the same chance to cause these penalties, which do not stack with the 20% for contact, but instead replace it.

Signature Move: Subjugglate

GaMzEe is constantly stoned, but the effects do wear off if he is otherwise occupied. When they do, GaMzEe can realize his true callings, and goes on a rampage. He gains +3 in Attack and Special Attack as well as +3 in speed. Some of his moves become easier to use, but others harder. When GaMzEe finally calms down, he gets really tired and all of his moves become harder to use. While he does not get the penalties back unless he has a chance to eat another of his pies, his stats do return to normal.

Type: Fighting | Target: Self | Accuracy: 100% | Energy: 25% | Duration: Six Actions (two rounds)

Effects: GaMzEe can only use this move if he is not stoned. He realizes his true calling in life, and gains a +4 bonus to Attack and Special Attack, and +3 bonus to Speed. STAB moves use 1/3 less energy, subtracted after calculations, and non STAB moves use 1/3 more energy, added after calculations. After three rounds, GaMzEe's attack and speed bonuses nullify, and all his attacks now require 1/3 more energy to use. If GaMzEe is recalled he is reset, and has the penalties he normally starts with again.

Usage Gap: Once per match; can be used after five rounds.

I agree; three rounds seems more realistic for the effects to last, so what I did was made it so it wears off after three rounds for every pokemon who isn't GaMzEe, in which case it is five, because I didn't want to unbalance the move. So that's what I added.
So once Gamzee's sopor wears off, the opponent's can't contract it any more by making contact, correct?

One issue with the move: you say he gets +3 to attack and special attack in the description, but +4 in the effects section. I take it that when you say that his attack and speed penalties are nullified after three rounds, you mean both attack and special attack? There's really no description in the description ("goes on a rampage" is as specific as it gets).

shedinja.png

[Husk] Shedinja [X]
Wonder Guard

Signature Attribute: Adopted Ninjask Team

Husk is kind of an orphan. His trainer ill-advisably traded away his ninjask to a battler who has since disappeared, so has no one to hover over constantly and to protect. Or, he didn't have anyone for that until a while ago. Husk has become basically the Team Mom, adopting every one of Blastoise's team members into his fold. He alternates between them all, hovering around them and bringing them bits of food. He eventually connected them to the special place in a shedinja's hollow heart that is usually occupied by a ninjask. This doesn't generally happen, and it's had some odd effects on his ability, due to the fact that a shedinja takes its primary typing from the pokémon, ninjask, it spawns from.

Effects: When Husk is sent out into battle, a random member of his trainer's active squad is chosen. The chosen pokémon's primary type replaces Husk's bug type for the duration of the battle. If Husk himself is chosen, or if a primary Dark type is chosen, he has regular shedinja typing.
Approved

Alright. How's this?

[Roxas] Pichu (M)
Ability: Static
Signature Attribute: Nobody
Centuries ago, there was only light. But people squabbled and fought for the light, and became jealous and violent. And so the first darkness spread in their hearts, until it grew and grew, and became real, overcoming the light. But there is still a tiny spark, awaiting. Or so the legends go. The true origins of the Heartless, this darkness of old, may never be revealed. But one thing is known-they are attracted to those with hearts, seeking to reclaim them as their own. But, occasionally, when the heart they target is strong enough, when it goes, something remains. The soul and the body, sometimes, have the strength to carry on when the heart is gone. But make no mistake, they are not people. They have no heart, can feel no true emotion. Though they can use their memories to fool people into having that idea, can even fool themselves, they will always be incomplete.
Roxas is such a Nobody. His heart was so strong that instead of merely becoming a mindless drone, he has the title of number XIII of the Organization, a sinister group of Pokémon, who retain their memories, and are driven by an urge to seek hearts for their own. As a Nobody, the rules are somewhat...different for Roxas. He has been given a new element to play with-Light.

Effects:Since he is a Nobody, he has gained the ability to wield light as a weapon. It hangs around him, constantly helping him. After all calculations are done, Roxas deals 2% extra typeless damage, or 3% if he has attacked a Dark-typed Pokémon. This, however, also adds a flat 1% energy boost to all attacks he does. As a Nobody, he can feel no emotion, meaning that emotion-based attacks will always fail on him, whether they appeal to his sense of love, as in Attract, or fear, as in Mean Look or Intimidate. Whilst he can fake having emotion, he is very bad at it, and thus all emotion-based moves he uses are reduced to 20% accuracy from their original accuracy.

[Roxas] Pichu (M)
Ability: Static
Signature Move: Thirteen Beams
As a Nobody, Roxas has the power to wield light. He uses this in one very offensive and symbolic way-the Thirteen Beams attack. Roxas takes a second to take in the light, and then create thirteen powerful beams of concentrated light, first encircled around him, but soon they seek their foes with a vengeance, attacking and slicing them up, and occasionally blinding them.

Type:Normal / Stat:Special / Base Damage 7% (13% on Dark types) / Accuracy: 100% / Target:All enemies / Energy:Same as damage dealt (i.e, 7%, except on Dark types, where it becomes 13%. In double battles, it becomes 12% energy drain with no dark types, 14% with 1 dark type, and 16% with two dark types). / Duration:single attack
Effects:Roxas uses blades of light to attack. These lights have a 20% chance of lowering the accuracy of a target by -1. This move can strike Ghost Types despite being a normal-type attack. The typeless damage boost and the energy cost increase he gets from his signature ability does not apply to this move, due to it already channeling the power of light.
Usage Gap:Four actions between uses.
The attribute is still a little powerful for a pichu. See blazheirio889's comments on the move.

Alright, more movepool mutilation.

Masquerain(f)
Peach the Masquerain
<Intimidate>

Signature Attribute: Drowned in Remembrance

As much as Peach enjoyed her new form, flying around with Beautifly and Butterfree and doing general butterfly things, she kinda missed her old life. She simply loved playing around in the water and spitting bubbles at random fire-types passing by - which she had a harder time doing after her evolution. Somehow, she couldn't help but feel quite nostalgic thinking about the good ol' days, and inside her grew the desire to be a water-type again.

She asked her trainer, and the guy thought about that newly discovered move: Soak. Since the move could transform anything into a water-type for a short period of time, maybe a concentrated assault could do? So, yeah... he tried.

Peach, willing to do anything to regain her water typing, underwent a very special training, that could even be considered as an operation: She was soaked intensely for several hours, and bathed in water that was thought to be purified by Suicune itself. Finally, she succeeded. She could play in water again with no fear of her wings getting unusable, and she could even do things she couldn't as a Surskit. However, she lost her affinity with air, and alongside that the use of a bunch of moves.

Effects: Peach is considered as a Bug/Water type. She gains the ability Swift Swim in addition of all others, and has the following movepool modification:

+ Aqua Ring, Brine, Soak
- Air Cutter, Gust, Sunny Day, Tailwind, Twister, Whirlwind
Approved

Derrrp, yeah, completely forgot the accuracy. And given that nightmare costs about 4%, I should indeed probably raise the energy cost a bit.


[Highblood] Mime Jr. (M)
Ability: Filter
Signature Move: Chucklevoodoo

Highblood is a rare specimen amongst Mime Jr. While all but the heretics of his species worship the Mirthful Messiahs, spreading the harshwhimsy throughout the pokémon world, relatively few of them are actually endowed with the strength of the high priesthood that oversees the religion. Highblood was born a lucky mutant, possessed of deep indigo blood that marks him a true Subjugglator, bringing with it not only the violent insanity associated with that title, but also a legendary psychic ability: chucklevoodoo.

Subjugglators act to control the lowbloods of their species, which far outnumber the highbloods. One of their most potent weapons in pursuit of this goal is their ability to psychically infiltrate the dreams and amplify the fears of the dreamer, wrapping them up with the notion of the Subjugglators themselves. The subconscious terror planted this way makes the target incapable of standing up to the Subjugglators.

To use his chucklevoodoo, Highblood concentrates on a sleeping target. He infiltrates the pokémon's dreams and gathers together all their fears and it a physical focus in the form of a clown-shaped voodoo doll. Highblood leaves this behind as he leaves the target's dream, and there it will remain, trapped in their subconscious, even after they awake from their dream-turned-nightmare. From that point on, the target will suffer from a severe fear of mimes and clowns that will make it very difficult for them to mount a defense against such foes.

Type: Psychic | Damage: n/a | Energy: 8% | Accuracy: 100% | Target: Single sleeping pokémon | Duration: Effects last until the end of battle
Effects: Highblood infiltrates a pokémon's dreams and implants there a fear of mimes and clowns. The immediate effect of this attack is to give the target a nightmare, as though Highblood had used the attack "nightmare" on it. After waking, however, the chucklevoodoo persists. The target's fear gives it extreme difficulty standing up to Mime Jr. and Mr. Mime (Highblood or otherwise), such that protect, detect, or endure attacks used to defend or hold out against attacks made by these pokémon have at best a 50% chance of success. (If protect is used twice in a row, its success chance becomes 50% and then 25% instead of 100% and 50%, and so on.)

Usage Gap: Once per battle
 
Re: Pokémon Registration Office

Derrrp, yeah, completely forgot the accuracy. And given that nightmare costs about 4%, I should indeed probably raise the energy cost a bit.


[Highblood] Mime Jr. (M)
Ability: Filter
Signature Move: Chucklevoodoo

Highblood is a rare specimen amongst Mime Jr. While all but the heretics of his species worship the Mirthful Messiahs, spreading the harshwhimsy throughout the pokémon world, relatively few of them are actually endowed with the strength of the high priesthood that oversees the religion. Highblood was born a lucky mutant, possessed of deep indigo blood that marks him a true Subjugglator, bringing with it not only the violent insanity associated with that title, but also a legendary psychic ability: chucklevoodoo.

Subjugglators act to control the lowbloods of their species, which far outnumber the highbloods. One of their most potent weapons in pursuit of this goal is their ability to psychically infiltrate the dreams and amplify the fears of the dreamer, wrapping them up with the notion of the Subjugglators themselves. The subconscious terror planted this way makes the target incapable of standing up to the Subjugglators.

To use his chucklevoodoo, Highblood concentrates on a sleeping target. He infiltrates the pokémon's dreams and gathers together all their fears and it a physical focus in the form of a clown-shaped voodoo doll. Highblood leaves this behind as he leaves the target's dream, and there it will remain, trapped in their subconscious, even after they awake from their dream-turned-nightmare. From that point on, the target will suffer from a severe fear of mimes and clowns that will make it very difficult for them to mount a defense against such foes.

Type: Psychic | Damage: n/a | Energy: 8% | Accuracy: 100% | Target: Single sleeping pokémon | Duration: Effects last until the end of battle
Effects: Highblood infiltrates a pokémon's dreams and implants there a fear of mimes and clowns. The immediate effect of this attack is to give the target a nightmare, as though Highblood had used the attack "nightmare" on it. After waking, however, the chucklevoodoo persists. The target's fear gives it extreme difficulty standing up to Mime Jr. and Mr. Mime (Highblood or otherwise), such that protect, detect, or endure attacks used to defend or hold out against attacks made by these pokémon have at best a 50% chance of success. (If protect is used twice in a row, its success chance becomes 50% and then 25% instead of 100% and 50%, and so on.)

Usage Gap: Once per battle

Approved.
 
Re: Pokémon Registration Office

So once Gamzee's sopor wears off, the opponent's can't contract it any more by making contact, correct?

Um, that's a good question. *reads description again*

I don't think so. What I wanted this to kind of be is like, Flame Body or Poison Touch, more specifically. I think what's missing now is the fact that GaMzEe is not stoned because of his own natural slime, but because he eats a pie before going into battle, if that makes sense.

One issue with the move: you say he gets +3 to attack and special attack in the description, but +4 in the effects section. I take it that when you say that his attack and speed penalties are nullified after three rounds, you mean both attack and special attack? There's really no description in the description ("goes on a rampage" is as specific as it gets).

whoops. And yes, all of his bonuses disappear.

[GaMzEe] (m) Ability: Anticipation
Signature Attribute: Sopor Slime Touch

GaMzEe enjoys eating this super-cool substance, called Sopor Slime. When he isn't battling, GaMzEe spends his time by making more of these pies, as well as eating them. He eats them so often in fact, that the slime he naturally secrets has been altered slightly, giving it sedative properties, much like the slime itself. When contact is made with GaMzEe, there is a 20% chance the pokemon making contact will absorb some of the slime, and experience its unnatural side effects. If absorbed, the inflicted pokemon will suffer from a -1 penalty in both attack stats as well as in speed. Because of this, GaMzEe naturally suffers from these penalties, for he is constantly stoned. These effects can be stacked on an already inflicted pokemon, up to four times.

Effects: GaMzEe has a -1 penalty to Attack, Special Attack, and Speed when he is sent out. A pokemon that makes contact with GaMzEe has a 20% chance of also getting these penalties, and the percentage increases to 50% when the opposing pokemon is using a move such as Bite, Crunch, or one of the elemental fangs, as they are directly ingesting the substance while attacking. These effects can be stacked up to -4 in each stat, but the chance of effectiveness does not increase. The effects will negate themselves after three rounds, but they can be gained again if this happens (five rounds if the pokemon is GaMzEe). Poison-type moves that GaMzEe use that have a chance to poison (Poison Jab, Sludge Bomb, etc.) have instead the same chance to cause these penalties, which do not stack with the 20% for contact, but instead replace it.

Signature Move: Subjugglate

GaMzEe is constantly stoned, but the effects do wear off if he is otherwise occupied. When they do, GaMzEe can realize his true callings, and goes on a rampage. He gains +3 in Attack and Special Attack as well as +3 in speed. Some of his moves become easier to use, but others harder. When GaMzEe finally calms down, he gets really tired and all of his moves become harder to use. While he does not get the penalties back unless he has a chance to eat another of his pies, his stats do return to normal.

Type: Fighting | Target: Self | Accuracy: 100% | Energy: 25% | Duration: Six Actions (two rounds)

Effects: GaMzEe can only use this move if he is not stoned. He realizes his true calling in life, and gains a +3 bonus to Attack and Special Attack, and +3 bonus to Speed. STAB moves use 1/3 less energy, subtracted after calculations, and non STAB moves use 1/3 more energy, added after calculations. After three rounds, GaMzEe's bonuses nullify, and all his attacks now require 1/3 more energy to use. If GaMzEe is recalled he is reset, and has the penalties he normally starts with again.

Usage Gap: Once per match; can be used after five rounds.
 
Re: Pokémon Registration Office

Another try!

[Roxas] Pichu (M)
Ability: Static
Signature Attribute: Nobody
Centuries ago, there was only light. But people squabbled and fought for the light, and became jealous and violent. And so the first darkness spread in their hearts, until it grew and grew, and became real, overcoming the light. But there is still a tiny spark, awaiting. Or so the legends go. The true origins of the Heartless, this darkness of old, may never be revealed. But one thing is known-they are attracted to those with hearts, seeking to reclaim them as their own. But, occasionally, when the heart they target is strong enough, when it goes, something remains. The soul and the body, sometimes, have the strength to carry on when the heart is gone. But make no mistake, they are not people. They have no heart, can feel no true emotion. Though they can use their memories to fool people into having that idea, can even fool themselves, they will always be incomplete.
Roxas is such a Nobody. His heart was so strong that instead of merely becoming a mindless drone, he has the title of number XIII of the Organization, a sinister group of Pokémon, who retain their memories, and are driven by an urge to seek hearts for their own. As a Nobody, the rules are somewhat...different for Roxas. He has been given a new element to play with-Light.

Effects:Since he is a Nobody, he has gained the ability to wield light as a weapon. It hangs around him, constantly helping him. After all calculations are done, Roxas deals 2% extra typeless damage, or 3% if he has attacked a Dark-typed Pokémon. This, however, also adds a flat 3% energy boost to all attacks he does. As a Nobody, he can feel no emotion, meaning that emotion-based attacks will always fail on him, whether they appeal to his sense of love, as in Attract, or fear, as in Mean Look or Intimidate. Whilst he can fake having emotion, he is very bad at it, and thus all emotion-based moves he uses are reduced to 10% accuracy from their original accuracy.

[Roxas] Pichu (M)
Ability: Static
Signature Move: Thirteen Beams
As a Nobody, Roxas has the power to wield light. He uses this in one very offensive and symbolic way-the Thirteen Beams attack. Roxas takes a second to take in the light, and then create thirteen powerful beams of concentrated light, first encircled around him, but soon they seek their foes with a vengeance, attacking and slicing them up, and occasionally blinding them.

Type:Normal / Stat:Special / Base Damage 7% (13% on Dark types) / Accuracy: 100% / Target:All enemies / Energy:Same as damage dealt (i.e, 7%, except on Dark types, where it becomes 13%. In battles with multiple opponents, a flat 10% applies instead). / Duration:single attack
Effects:Roxas uses blades of light to attack. These lights have a 20% chance of lowering the accuracy of a target by -1. This move can strike Ghost Types despite being a normal-type attack. The typeless damage boost and the energy cost increase he gets from his signature ability does not apply to this move, due to it already channeling the power of light.
Usage Gap: Three rounds
 
Re: Pokémon Registration Office

fa4g47.png

[Artemis] Pidgey (Female)
Ability: Keen Eye

Signature Attribute: Moontouched

Pokémon genetics, such as they are, tend to have strange effects on children - particularly when breeds are mixed, such as they are in Artemis' line. Her mother is the result of a long line of Honchkrow and Pidgeot, and her father is a mixture of Togekiss and Honchkrow. Combine that with the fact that she hatched on a full moon, and, well... Artemis is the result. Thanks to the eclectic mixture of Pokémon in her lineage, she has a special connection to the moon. This power manifests itself in two ways:

Firstly, she is typed Dark/Flying rather than Normal/Flying, and to match this her plumage darkened; where a normal Pidgey would be brown, cream and pink, she is black, dark blue and grey. She gains the moves Moonlight and Shadow Ball, but can no longer use Sunny Day.

Secondly, Artemis does 2% more damage with her direct damage attacks after all other calculations if the battle takes place at night. Conversely, she deals 2% less damage if the fight takes place during the day. If a battle takes place indoors, no bonus or drawback is applied. Weather conditions do not stop Moontouched from taking effect.

Effects: Artemis is considered to be a Dark/Flying type instead of Normal/Flying, and she is coloured differently to other Pidgey. She deals 2% more direct damage during the night, and 2% less direct damage during the day. No damage modifier is applied when indoors.

Movepool changes:
+Moonlight, Shadow Ball
-Sunny Day

------------------------------

Does this work better?
 
Last edited:
Re: Pokémon Registration Office

Um, that's a good question. *reads description again*

I don't think so. What I wanted this to kind of be is like, Flame Body or Poison Touch, more specifically. I think what's missing now is the fact that GaMzEe is not stoned because of his own natural slime, but because he eats a pie before going into battle, if that makes sense.

whoops. And yes, all of his bonuses disappear.

[GaMzEe] (m) Ability: Anticipation
Signature Attribute: Sopor Slime Touch

GaMzEe enjoys eating this super-cool substance, called Sopor Slime. When he isn't battling, GaMzEe spends his time by making more of these pies, as well as eating them. He eats them so often in fact, that the slime he naturally secrets has been altered slightly, giving it sedative properties, much like the slime itself. When contact is made with GaMzEe, there is a 20% chance the pokemon making contact will absorb some of the slime, and experience its unnatural side effects. If absorbed, the inflicted pokemon will suffer from a -1 penalty in both attack stats as well as in speed. Because of this, GaMzEe naturally suffers from these penalties, for he is constantly stoned. These effects can be stacked on an already inflicted pokemon, up to four times.

Effects: GaMzEe has a -1 penalty to Attack, Special Attack, and Speed when he is sent out. A pokemon that makes contact with GaMzEe has a 20% chance of also getting these penalties, and the percentage increases to 50% when the opposing pokemon is using a move such as Bite, Crunch, or one of the elemental fangs, as they are directly ingesting the substance while attacking. These effects can be stacked up to -4 in each stat, but the chance of effectiveness does not increase. The effects will negate themselves after three rounds, but they can be gained again if this happens (five rounds if the pokemon is GaMzEe). Poison-type moves that GaMzEe use that have a chance to poison (Poison Jab, Sludge Bomb, etc.) have instead the same chance to cause these penalties, which do not stack with the 20% for contact, but instead replace it.

Signature Move: Subjugglate

GaMzEe is constantly stoned, but the effects do wear off if he is otherwise occupied. When they do, GaMzEe can realize his true callings, and goes on a rampage. He gains +3 in Attack and Special Attack as well as +3 in speed. Some of his moves become easier to use, but others harder. When GaMzEe finally calms down, he gets really tired and all of his moves become harder to use. While he does not get the penalties back unless he has a chance to eat another of his pies, his stats do return to normal.

Type: Fighting | Target: Self | Accuracy: 100% | Energy: 25% | Duration: Six Actions (two rounds)

Effects: GaMzEe can only use this move if he is not stoned. He realizes his true calling in life, and gains a +3 bonus to Attack and Special Attack, and +3 bonus to Speed. STAB moves use 1/3 less energy, subtracted after calculations, and non STAB moves use 1/3 more energy, added after calculations. After three rounds, GaMzEe's bonuses nullify, and all his attacks now require 1/3 more energy to use. If GaMzEe is recalled he is reset, and has the penalties he normally starts with again.

Usage Gap: Once per match; can be used after five rounds.

Attribute: Approved.

Sig move: Looks fine now, but you'll need to expand on how the attack is actually preformed. "Going on a rampage" is pretty vague.

Another try!

[Roxas] Pichu (M)
Ability: Static
Signature Attribute: Nobody
Centuries ago, there was only light. But people squabbled and fought for the light, and became jealous and violent. And so the first darkness spread in their hearts, until it grew and grew, and became real, overcoming the light. But there is still a tiny spark, awaiting. Or so the legends go. The true origins of the Heartless, this darkness of old, may never be revealed. But one thing is known-they are attracted to those with hearts, seeking to reclaim them as their own. But, occasionally, when the heart they target is strong enough, when it goes, something remains. The soul and the body, sometimes, have the strength to carry on when the heart is gone. But make no mistake, they are not people. They have no heart, can feel no true emotion. Though they can use their memories to fool people into having that idea, can even fool themselves, they will always be incomplete.
Roxas is such a Nobody. His heart was so strong that instead of merely becoming a mindless drone, he has the title of number XIII of the Organization, a sinister group of Pokémon, who retain their memories, and are driven by an urge to seek hearts for their own. As a Nobody, the rules are somewhat...different for Roxas. He has been given a new element to play with-Light.

Effects:Since he is a Nobody, he has gained the ability to wield light as a weapon. It hangs around him, constantly helping him. After all calculations are done, Roxas deals 2% extra typeless damage, or 3% if he has attacked a Dark-typed Pokémon. This, however, also adds a flat 3% energy boost to all attacks he does. As a Nobody, he can feel no emotion, meaning that emotion-based attacks will always fail on him, whether they appeal to his sense of love, as in Attract, or fear, as in Mean Look or Intimidate. Whilst he can fake having emotion, he is very bad at it, and thus all emotion-based moves he uses are reduced to 10% accuracy from their original accuracy.

[Roxas] Pichu (M)
Ability: Static
Signature Move: Thirteen Beams
As a Nobody, Roxas has the power to wield light. He uses this in one very offensive and symbolic way-the Thirteen Beams attack. Roxas takes a second to take in the light, and then create thirteen powerful beams of concentrated light, first encircled around him, but soon they seek their foes with a vengeance, attacking and slicing them up, and occasionally blinding them.

Type:Normal / Stat:Special / Base Damage 7% (13% on Dark types) / Accuracy: 100% / Target:All enemies / Energy:Same as damage dealt (i.e, 7%, except on Dark types, where it becomes 13%. In battles with multiple opponents, a flat 10% applies instead). / Duration:single attack
Effects:Roxas uses blades of light to attack. These lights have a 20% chance of lowering the accuracy of a target by -1. This move can strike Ghost Types despite being a normal-type attack. The typeless damage boost and the energy cost increase he gets from his signature ability does not apply to this move, due to it already channeling the power of light.
Usage Gap: Three rounds

Attribute: Approved.

Sig move: I can't help but think the 13% bonus against dark types is a bit much for a baby Pokémon. (Dark types are fairly common.) Reduce it a bit and raise it when he evolves.

fa4g47.png

[Artemis] Pidgey (Female)
Ability: Keen Eye

Signature Attribute: Moontouched

Pokémon genetics, such as they are, tend to have strange effects on children - particularly when breeds are mixed, such as they are in Artemis' line. Her mother is the result of a long line of Honchkrow and Pidgeot, and her father is a mixture of Togekiss and Honchkrow. Combine that with the fact that she hatched on a full moon, and, well... Artemis is the result. Thanks to the eclectic mixture of Pokémon in her lineage, she has a special connection to the moon. This power manifests itself in two ways:

Firstly, she is typed Dark/Flying rather than Normal/Flying, and to match this her plumage darkened; where a normal Pidgey would be brown, cream and pink, she is black, dark blue and grey. She gains the moves Moonlight and Shadow Ball, but can no longer use Sunny Day.

Secondly, Artemis does 2% more damage with her direct damage attacks after all other calculations if the battle takes place at night. Conversely, she deals 2% less damage if the fight takes place during the day. If a battle takes place indoors, no bonus or drawback is applied. Weather conditions do not stop Moontouched from taking effect.

Effects: Artemis is considered to be a Dark/Flying type instead of Normal/Flying, and she is coloured differently to other Pidgey. She deals 2% more direct damage during the night, and 2% less direct damage during the day. No damage modifier is applied when indoors.

Movepool changes:
+Moonlight, Shadow Ball
-Sunny Day

------------------------------

Does this work better?

The back story looks a lot better. I can’t help but wonder about how you’re going to determine the night and day thing though. Most people don’t bother specifying that in their arena, so there could be some disagreements there I guess. (maybe I'm just being nitpicky though, eh) Also, I don't see why weather changes wouldn't interfere with her ability. Sunny day in particular. The moveset changes don’t match up. You’d probably need to lose a normal type move of similar power to shadow ball.
 
Re: Pokémon Registration Office

Take 4 for the move then

[Roxas] Pichu (M)
Ability: Static
Signature Move: Thirteen Beams
As a Nobody, Roxas has the power to wield light. He uses this in one very offensive and symbolic way-the Thirteen Beams attack. Roxas takes a second to take in the light, and then create thirteen powerful beams of concentrated light, first encircled around him, but soon they seek their foes with a vengeance, attacking and slicing them up, and occasionally blinding them.

Type:Normal / Stat:Special / Base Damage 7% (10% on Dark types) / Accuracy: 100% / Target:All enemies / Energy:Same as damage dealt (i.e, 7%, except on Dark types, where it becomes 10%. In battles with multiple opponents, a flat 9% applies instead). / Duration:single attack
Effects:Roxas uses blades of light to attack. These lights have a 20% chance of lowering the accuracy of a target by -1. This move can strike Ghost Types despite being a normal-type attack. The typeless damage boost and the energy cost increase he gets from his signature ability does not apply to this move, due to it already channeling the power of light.
Usage Gap: Three rounds
 
Re: Pokémon Registration Office

Take 4 for the move then

[Roxas] Pichu (M)
Ability: Static
Signature Move: Thirteen Beams
As a Nobody, Roxas has the power to wield light. He uses this in one very offensive and symbolic way-the Thirteen Beams attack. Roxas takes a second to take in the light, and then create thirteen powerful beams of concentrated light, first encircled around him, but soon they seek their foes with a vengeance, attacking and slicing them up, and occasionally blinding them.

Type:Normal / Stat:Special / Base Damage 7% (10% on Dark types) / Accuracy: 100% / Target:All enemies / Energy:Same as damage dealt (i.e, 7%, except on Dark types, where it becomes 10%. In battles with multiple opponents, a flat 9% applies instead). / Duration:single attack
Effects:Roxas uses blades of light to attack. These lights have a 20% chance of lowering the accuracy of a target by -1. This move can strike Ghost Types despite being a normal-type attack. The typeless damage boost and the energy cost increase he gets from his signature ability does not apply to this move, due to it already channeling the power of light.
Usage Gap: Three rounds

Approved.

About the attribute though: it occurred to me that taunt would also be included as a move that affects emotions, which would make it pretty overpowered considering how useful taunt is. I think you'd be better having it reduce the accuracy of emotion based moves instead of having them fail outright.
 
Back
Top Bottom