Re: Pokémon Registration Office
First, overturning some approvals:
Also, I guess I didn't answer your question of a few posts ago earlier: no, Keilu can't get the moves at all at this stage.
For Kazan's attribute, what does it mean to "counter" curse or the other attacks listed? Needs more drawbacks.
Kaitei's attribute needs more drawbacks.
These are all leaning a little on the line of being too complicated, but Shinrin's is the worst.
First, overturning some approvals:
You still seem to have kept parts of the backstory that were problematic before, but made them more vague ("guess what happened," and "unusually powerful thunderbolt"); this does not solve the problem. They're not even really worth anything in the new version--why not just get rid of them? More pressingly, though, the recoil damage that you stealthed onto the end there has to go.
Nemo – male
<Magic Guard>
Signature Attribute: I Hold the Thunder
Nemo’s original owner was a man of great mystery – a legendary captain who sailed through storms and wars between the metallic walls of his submarine ship, the Nautilus. The contemporaneous pirate had found the abandoned egg on a cold shore, not far from a rocky beach renowned for being the nest of countless Tynamos (Guess what had happened). Anyways, he decided to take it with him, along with his squad of aquatic Pokémon. From the beginning, the Solosis seemed to be weaker than others – a large gash at the surface of its egg had disturbed its growth as an embryo, and left him with a weakened gel coating.
Nevertheless, Nemo was a fearless sailor aboard the Nautilus, just like every other of the Captain’s Pokémon. Since the ship was heavily dependant over electronical circuits, Nemo learned to manipulate weak currents with his psychic powers, transporting them over short distances as though they were copper threads. He managed to master that technique, and became very good at fixing minor circuiting problems.
One day, though, a particularly violent thunderstorm shook the iron ship and completely disrupted its electrical systems – and none of the crew could fix them, all of them being water-types. Nemo, as cold-blooded as ever, crossed the line. He did what he felt right for the crew, and decided to sacrifice himself for the crew. Before the Captain could stop him, he was atop the ship and using his psychic powers to drag the energy to him and into the ship, hopefully restoring the system before it sank into the abyss below. At that moment, a lightning of the most extraordinary kind struck the sea, a thunderbolt seemingly thrown by Zeus himself. Undeniably, Nemo, acting like a living lightning rod, absorbed the formidable burst of energy, and through a clever use of telekinetic gates, brought it to the ship’s electrical systems. The Nautilus was saved, but Nemo nearly passed out under the unbearable power of the lightning. It had left him weakened, burned, sparking – and weirdest of all, his entire body had turned into an electrical yellow.
While nobody knows what exactly had happened during that moment, theories from the Captain include the fact that Nemo still had a great deal of stem cells in his gel, and they acted exactly acted as they should’ve – copying their nearest cellular components, in this case electrified cells. Maybe it comes from the Solosis’ possible Eelektross genes heritage, or even his inner ability to manipulate electricity. This shall forever remain a secret. Nevertheless, that event left him with an altered cellular structure and a now natural affinity with electricity. And when the Captain left Nemo to Lord of the Fireflies, afraid a live at sea was too dangerous for such a young Pokémon, the trainer got to experience the Solosis’ remarkable powers.
Nemo is considered to be part Electric-type, but as he didn’t effectively master the element yet, he doesn’t get STAB from electric-type attacks. He constantly glows in a bright yellow, and opponents tend to adapt to this intense light, and it easily reveals Nemo’s true emplacement. Additionally, his time spent on the Nautilus prevented him from practicing certain attacks due to lack of material. Finally, the gash in his egg left him with a weakened gel coating, and so he suffers from a permanent one-stage reduction in defense. On the other hand, his new nature granted him access to new moves previously unknown to most Solosis, as well as a quite interesting new cellular weapon – electricity-producing cells.
Effects: Nemo is yellow and part electric-type, minus STAB. Since he constantly radiates light, attacks using light to distract the opponent (Flash and Confuse Ray) as well as Double Team will fail. Additionally, he can’t use the moves Rock Tomb, Rock Slide and Rollout. Finally, he has a permanent -1 in defense. On the other hand, he gains access to the moves Charge Beam, Thunderbolt and Spark, and foes using contact moves on Nemo will take 2% electric-type damage as recoil.
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Better? And oooh "Yellow Submarine" played while I was writing this
Also, I guess I didn't answer your question of a few posts ago earlier: no, Keilu can't get the moves at all at this stage.
Sorry, but if you want this, you're going to need to lose sketch.Okay, this one's a bit difficult to balance, and also not especially creative, but here we go--
Haha yeah right >>; okay so this is going to be long
And yeah, considered removing moves (or rather, sketch) in compensation, but then the main drawbacks of the attribute would be sort of ... neutralised? And they're more canon-based. So. Hm.
[XD002] Smeargle (F) Own Tempo
Signature Attribute: Nothing but a shadow
Smeargle, when first caught, aren't particularly useful - in fact, just to give them a fighting chance, the Asber League provides demonstrations of tail whip, double-slap, iron tail, and protect for smeargle to learn before they enter any battles.
There's only one reason to catch a smeargle. They have unlimited potential, being capable of learning any move. Their paint is even more versatile than a ditto; the smeargle just have to figure out how to use it that way. If the trainer is determined enough, a smeargle is capable of obtaining power such that it rivals multiple gods.
The only problem is, it can take some time, and quite a bit of risk, for smeargle to unlock that potential. And XD002's trainer - selfish, impatient, power-hungry, and lacking in empathy - didn't want to wait.
Enter Cipher.
The Asber League isn't fond of pokémon that have been experimented on by villainous teams - there's just so many of them - but such teams do exist, usually having apparently unlimited funding and attracting hordes of evil scientists, and it's not hard to seek them out. So, within hours of capturing a smeargle, the smeargle's trainer was on a plane to Orre.
Cipher may have been driven underground, but it still exists, and the scientists are still making advances in the field of shadow pokémon. Shadow energy, created by hatred itself, is like its own caustic element, and if only the more "morally upright" pokémon professors would see that, the world could advance so much. And even the military won't touch shadow pokémon, because they're too unreliable (or so the project leaders would claim with an odd smile, the same one they wore after being asked where they get the money).
It's been years since anyone's bothered them, and in that time, the Cipher scientists have made huge advances in shadow pokémon. So, they promised, they could make XD002 into the ultimate fighting machine. She already had the potential to rival the gods, but she just needed a few improvements. So, they said, they would strip her of everything that made her weak: compassion, empathy, emotion. The door to her heart would be shut forever, and, being the ultimate shadow pokémon, she'd be immune to purification. They improved on the original model, after all.
What was wanted was a soulless, heartless killing machine, and that's what XD002 became... more or less. But filling her mind with horrors more severe than any pokémon before her didn't quite turn her emotionless. Instead, she was filled with hatred. Her hate was stronger than her makers could ever comprehend, so strong that a dark aura rolled off her in waves.
Pure hatred was like an element of its own, so caustic to any other pokémon that it could be more damaging than her own attacks. So she learned to manipulate her shadowy aura to follow every known pattern possible. Studied and trained harder than any pokémon before her, until she fainted of exhaustion. Because she couldn't fight back against her tormentors, and she'd be sure to never allow that to happen again... and because she was left with no will to do anything but harm.
Effects: XD002 knows every shadow move ever developed. She receives no STAB, but shadow attacks are super-effective against non-shadow pokémon, though any other shadow pokémon she might encounter would resist her shadow attacks. But shadow moves cannot be sketched, mimicked, or copied for more than an action by any other means; it takes years for a pokémon's soul to become as damaged as XD002's, and that is essential for using shadow moves.
Shadow moves are basically the counterparts of moves XD002 could normally copy - a taste of power, if you will - corrupted into using shadow energy instead. Therefore, while they're generally weaker than the original move, they cost about the same amount of energy as the original would.
XD002 is always in a nasty, hateful mood, so moves that play on anger and negative emotions will be twice as effective as normal (taunt lasts twice as long, swagger causes +4 atk and severe confusion). Conversely, even the most subtle or delicate manipulations can’t make her feel affection (attract, captivate, cute charm) or fear (leer, glare, intimidate), and any attempts will fail completely.
But a perpetual bad mood is, while unpleasant, not at all bad in battle. So why wouldn't the military be eager to use a pokémon like XD002? As it turns out, such devastating emotional abuse has severe effects, even if she's been threatened into suppressing them most of the time.
At the end of every round, there is a 10% chance XD002 will enter "Reverse Mode". In Reverse Mode, if given any orders other than a shadow-type move, she has a 25% chance of being unable to fulfill her orders. The effects of any items in her possession are nullified. She cannot follow if-clauses that don't involve shadow-type moves (so if given orders like "Shadow Panic/Shadow Fire/Dream Eater", she'll ignore orders for dream eater). Additionally, she attacks herself for 2% damage at the end of every action. Reverse Mode automatically wears off after three rounds, and she returns to normal.
Additionally, whenever XD002 uses any damaging shadow-type move, there is a 5% chance that the flare of her shadowy aura will draw out a part of her so ferocious that even her trainer wanted it suppressed. Instead of attacking that action, her emotions rise to a fever pitch, and she subsequently enters "Hyper Mode". Shadow rush 1.0 will have an increased chance of a critical hit; however, if ordered to use any move other than shadow rush 1.0 or shadow rush 2.0, she has a 40% chance of randomly targeting someone on the field with shadow rush 1.0 (this includes trainers and the referee, which effectively just costs energy, and any participating pokémon within reach), a 10% chance of attacking herself as though in confusion, and a 50% chance of following orders. She cannot follow if-clauses and she cannot chill. Hyper Mode automatically wears off after 5 actions, and she returns to normal. She will not re-enter Hyper Mode the round during which it wears off.
Reverse Mode and Hyper Mode are mutually exclusive. Whenever one is triggered, it will replace the previous condition.
For referee convenience, a list of shadow moves is provided here. Additional references can be found at Bulbapedia and Veekun.
The attacks lost are very random, and like I said before--it's just not enough of a drawback for the addition of the dark typing. The attacks lost would cover for the rest of the attribute fine, but the type addition, no.I'm not sure how the shadow would be similar to spikes, since it's only a 5% chance of it happening, and it's flinch rather than damage. Er. Clarified the looking-at-him thing though.
[Bruno](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 (leer, mean look, glare, etc.) 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; meaning no STAB boost. He also loses access to the following attacks: Dynamicpunch, Rest, and Imprison.
Combos don't let you use any more moves per round, so I don't know what you're talking about with the "he is able to do two more attacks in that round instead of only one." Most importantly, though, this needs a larger drawback.
[The Great Kyle] Abra [♂]
[Synchronize]
Signature Attribute: Now You See Me, Now You Don't
The Great Kyle, as he insists on being called, is not originally Blastoise's pokémon. Blastoise's up-and-coming younger brother, Barubu, was his original owner and trainer. Barubu wasn't gonna put up with any of that long-distance evading crap from his abra, nosiree; thus, the training focused on the extension of the abra's natural talent for Teleporting to make up for his kind's lack of physical power. Besides making The Great Kyle more physically active overall, this training forced him to practiced his Teleporting to the point that it's even more of a second nature than it already was. However, TGK has been made to neglect most of his other Psychic powers, so they're not quite as powerful as average.
Effects: Once a round, The Great Kyle can use Teleport in conjunction with another move without the normal restrictions of a combo; namely, this means he is able to do two more attacks in that round instead of only one. However, he is only able to combine Teleport in this way with moves that target an opponent or opponents; he also can't use ones that might require charging such as, say, Solar Beam. Due to the speedy nature of such combos, the only non-damaging moves he can use are the ones classed as Projectile/Status, such as Thunder Wave; moves like Taunt or Attract are simply too time-consuming to be used effectively after a quick Teleport. As a result of this focus on a single mental ability, he enters battle with -1 Special Attack, and when his stats are reset his Special Attack is reset to that level.
Shinrin's attribute is too complicated/trying to do too much. It's also pretty pointless to try losing swagger and screech for the powders, since those would already have been lost on account of being "attacks that can give away his location through noise." There's no indication why those three would be lost anyway.inb4 massive arrival of Sig Attributes
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Shinrin – male
<Overgrow>
Signature Attribute: The Path of the Ninja – First Scroll
Shinrin, Kazan and Kaitei all come from a very old community of Pokémon, a community that is well-known for perpetuating, generations after generations, an antediluvian tradition of some sort. At their young age, each of the village’s children would choose a path, a path that would mold their learning and express their values, and eventually they would adapt all aspects of their life to the path they had chosen – including their battle style.
Shinrin chose the Path of the Ninja. The Ninjas are stealth, agile warriors who value discretion and efficiency, and are well versed in the art of botany. As an apprentice, Shinrin still has much to learn, but he already made the sacrifices necessary to someday become an accomplished Ninja, and learned how to act furtively and with great efficiency, using these tactics to overcome his foes. With much practice, he ended up being able to dodge attacks with greater ease, as well as developing his senses of smell, sight, and hearing - effectively aiding him predict ranged attacks. However, he somewhat lost skills when it comes to close combats, and he has a greater difficulty battling in open areas, when there is nowhere to hide. Finally, his official Ninja status allowed him to have access to the first scroll – and to learn the first Ninja Technique, the Rain of Dust.
Effects: Shinrin is an apprentice Ninja. He his abnormally fast and agile, so simple actions that could take a while for others (such as climbing atop a huge tree, running a long distance, etc) are not counted as an action for Shinrin, and can be combined with other moves for a single action. He values stealth and hates being loud in battles, and loses moves that could reveal his position through noise. Also, he developed an inner capacity at foreseeing long-ranged attacks that targets him, effectively reducing their accuracy to 90% of the original value. However, he has a harder time dealing with close battles, boosting the accuracy of contact attacks to 110% of the original value. He also gains the move Rain of Dust, which is not a Signature Move but rather a random throw of special powders of the Ninja’s confection (remember I said they were good botanists) which is basically either Poison Powder, Sleep Powder, Stun Spore or Smoke Screen; selected at random. Finally, Shinrin won’t use the following moves in battle: Screech, Swagger and Grasswhistle.
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Kazan – male
<Blaze>
Signature Attribute: The Path of the Monk – First Scroll
Shinrin, Kazan and Kaitei all come from a very old community of Pokémon, a community that is well-known for perpetuating, generations after generations, an antediluvian tradition of some sort. At their young age, each of the village’s children would choose a path, a path that would mold their learning and express their values, and eventually they would adapt all aspects of their life to the path they had chosen – including their battle style.
Kazan chose the Path of the Monk. Monks are wise and calm, and are responsible of interacting with the spirits – and fending them off if the need ever arisen. They are the gate between our world and the world of the dead, and learned to cope with their nemesis – the spirits. As a Monk, Kazan has learned a way to defend himself against their curses, and can occasionally defend against them, barricading his mind in a mental barrier. Moreover, as Monks are well trained to face ethereal creatures, they are also trained to better resist the impact of their attacks, and he results they would have on their body – on the other hand, real, physical attacks tend to catch them off guard. However, having learned how painful it is to have their mind intruded, as well as being seduced by dirty tricks, Monks absolutely despise to use them against their foes, and it has become less a philosophy than a rule among them. Finally, his official Monk status gave him access to the first scroll, and indeed to the first Monk technique; the Spiritual Counter Strike, which was used by Monks in ancient time to absorb the special attacks sent to them by their rivals, and retaliate with a powerful blast of sheer energy.
Effects: Kazan is an apprentice Monk. He has developed an inner ability to fend off spiritual curses, making him counter the moves Curse (ghost-typed), Destiny Bond, Grudge, Nightmare and Spite half of the time. Moreover, his ability to deal with elemental energy allows him to negate secondary effects of special attacks half the time (Ex: Thunderbolt will only have a 5% chance of paralyzing, 10% if the user has Serene Grace - If the move’s secondary effect affects the user only, like Charge Beam, it remains unchanged), but physical attacks have their secondary effect activated with a probability multiplied by 1.5 (Ex. Thunder Punch has a 15% chance of paralyzing, 30% if the user has Serene Grace. Again, secondary effects affecting the user only will remain as normal). Finally, Kazan gains access to the move Mirror Coat, but will refuse to use the moves Torment, Attract and Captivate in battle.
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Kaitei – male
<Torrent>
Signature Attribute: The Path of the Samurai – First Scroll
Shinrin, Kazan and Kaitei all come from a very old community of Pokémon, a community that is well-known for perpetuating, generations after generations, an antediluvian tradition of some sort. At their young age, each of the village’s children would choose a path, a path that would mold their learning and express their values, and eventually they would adapt all aspects of their life to the path they had chosen – including their battle style.
Kaitei chose the Path of the Samurai. Samurais are impulsive and brave, and they value power and honor. Through their lives as warriors, they have learned how to discover the foe’s weakest part simply by analysing their movements, and it has become an art to master among them. In addition, Samurai are masters of quick, unexpected and decesive blows. Kaitei was no exception, and with harsh training which often resulted in painfully ragged scalchops, he had become able to see through a foe’s natural defences to seek for critical points – however (why must there always be a however) with all that physical training, his special attacks were often left behind. Also, he can occasionally foresee opportunities of hitting incredibly fast, catching most opponents off-guard. Moreover, Kaitei’s strong sense of honor prevents him from hiding behind dirty tricks like clones and walls of green energy, with the possible exception of a Substitute - because a rash sacrifice is something very cool and everything for Samurais, the fact that the decoy drains life energy out of the user’s body kinda makes up for it. This same sense of honor also forbids any copying of the foe’s own battle style. Unsurprisingly, Kaitei was also taught the first Samurai Technique, Chopping Resistance, which consists in absorbing a blow from an enemy and use the energy contained in it to strike back with an overpowered scalchop lash.
Effects: Kaitei is an Apprentice Samurai. He has specialized in the art of striking fast and precisely, and each time he uses a physical contact attack with priority 0, there is a 20% chance it will have its priority raised by 0,5, essentially making it faster than normal moves but slower than regular priority attacks. Used to infighting, he can easily spot weak parts of the enemy’s defences, raising the critical ratio of all his physical contact attacks by one level. However, his abilities with ranged attacks are somewhat lacking, and they will have their critical hit ratio lowered by one level. Ultimately, he learns the move Counter, but his honor forbids him from using the moves Double Team, Protect and Copycat.
For Kazan's attribute, what does it mean to "counter" curse or the other attacks listed? Needs more drawbacks.
Kaitei's attribute needs more drawbacks.
These are all leaning a little on the line of being too complicated, but Shinrin's is the worst.
This really just makes no sense.Revised...?
[Onikami] Mightyena (M) Intimidate
Signature Ability: No Wiles, or Biles For Me
Over the course of his youth Oni has been the opponent of too many females, and too few males. The result of most of these battles have been the same, he has suffered substantially due to their status afflicting moves, especially poison and attraction, this has caused massive fustration in the pup, especially due to a lack of victory in these instances, and thus decided to do something about it. So during long hard hours he would train himself to be more reslient to the wiles, or biles of the female side of the spectrum. THis also included consuming an unhealthy amount of Pecha berries. Somehow this training has come to interesting results, Oni has effectively developed the ability oblivious and is able to resist the effects of poison. As a drawback he is almost always hyped due to the residual taste of the sweet berries, and thus spends 2 more energy per attack due to the inability to restrain this seemingly perpetual sugar buzz, as well as unable to use any poisonous moves himself due to the neutralizing effects of the Pecha berries, as well as seeming a little silly, and thus losing the ability Intimidate.
Effects:
Oni effectively gains Oblivious and Immunity, but loses Intimidate
+2 Energy used in attacking
- Toxic, Poison Fang
Approved[Eos] Luxio (F) <Intimidate>
Signature Attribute: Second Nature
Before Eos became a part of Dragon's team, she belonged to a Trainer who used her for especially violent Pokemon battles, which often led to severe injuries or even death. As these battles were highly illegal, Eos didn't have much of a chance to meet other Pokemon on friendly terms, and became somewhat withdrawn. Occasionally, her Trainer would forget to feed her or treat her injuries and she'd be weak for a battle or two, leading to quite a few losses.
From her short time with her birth parents, Eos managed to pick up their strong sense of morals, so maiming and killing other Pokemon didn't sit well with her. To cope, she pretended it was all a game, like the games of pretend she would play with her siblings. During battles, Eos would pretend to be someone else; Vesper, a trickster Pokemon with sharp white claws that she remembered from stories her mother would tell. She developed this fake personality and after a while it became almost natural to slip into the role.
As Vesper's personality was completely different from hers, Eos watched dark types or Pokemon with sharp claws to mimic them and their attacks, so her performance would be more realistic. As she watched these battles, she realized that if she continued to play around and only pretend to be serious about these battles she would likely end up dead herself, so her facade became less of a coping tactic and more of an extension of her own personality. Eventually Eos began to take her act too seriously and began to switch to Vesper's personality out of battles or when she was under stress.
When Eos' original Trainer was caught by the League and she was repossessed, she found it hard to believe that she didn't have to fight as Vesper all the time and still keeps up the facade during parts of battles. Eventually, she found a balance between her own fighting style and the one she had the most experience with, though memories of injuries caused by listening to her old Trainer sometimes makes her lash out at Dragon and do whatever she wants instead.
Effects: When Eos' health is 100-76% or 50-26%, she gains and loses the following moves. Her battling style is mostly using special attacks involving light and defensive manoeuvres, and keeping her distance. If a command doesn't fit her battling style (by the ref's discretion) Eos has a 10% chance of not listening and using Calm Mind and getting as far from the opponent as possible instead. Her ability becomes Run Away.
Normal+ Calm Mind, Energy Ball, Aurora Beam, Confuse Ray
- Roar, Scary Face, Frustration, Crunch, Leer, Thief, Swagger, Snarl
When Eos' health is 75-51% or 25-1%, she gains and loses the following moves. Her battling style becomes focused around physical clawing attacks and cheap tricks, as well as fighting in close quarters. If a commands doesn't fit her battling style (by the ref's discretion) Eos has a 10% chance of not listening and using Hone Claws instead. Her ability becomes Intimidate, and the attack drop from it is only in effect while she is Vesper.
'Vesper'+ Sucker Punch, Hone Claws, Shadow Claw, Close Combat
- Magnet Rise, Signal Beam, Charge Beam, Swift, Thunderbolt, Shock Wave
The move limit condition is a little fiddly; just make it "can use these up to three times," with no possibility that they be replenished. You're also going to need to figure out how to lose more moves, or come up with a larger drawback; thirteen moves is a lot to gain, even if at this stage they're not especially powerful (but I imagine upon evolution you'll be wanting power whip, blizzard, inferno...).Well, she's Normal-type because while she has the power of the sun, she isn't the sun, and is really a wolf/hyena cub with special powers. That's why no fire-type. The reason for no dark-type is that...well, dark has an evil connotation, and Amaterasu is anything but! Plus, she's lost pretty much all the dark-type techniques I can think of except for those that wolves can normally do like biting and snarling. So there's really no reason for her to be Dark-type either.
[Amaterasu] Poochyena (F)
Ability: Quick Feet
Signature Attribute: Sun Demigoddess
Amaterasu is the last in a long line of Mightyena. She was named for her second-most distant ancestor, Amaterasu the goddess of the sun. The original Amaterasu accomplished the amazing feat of defeating Orochi, the 8-headed demon, and Yami, the lord of evil. In the process, the original Amaterasu traveled around the distant land of Nippon, gathering powers from the thirteen Celestial Brush Gods to use with her divine power, the Celestial Brush. Since the original Amaterasu, every one of her descendants has had a celestial brush of their own and followed in their ancestors' footsteps, making their own journey around Nippon and collecting powers from the Celestial Brush Gods. Amaterasu is no exception. However, she was caught and sold to Superbird before she was able to gain all of the Brush Gods' powers, and thus does not yet have the ability to use all of them, much less at their full power. However, there are still several brush strokes that she can use:
-Sunrise (Sunny Day)
-Power Slash (Slash)
-Greensprout (Vine Whip)
-Cherry Bomb (Egg Bomb)
-Waterspout (Water Gun)
-Galestorm (Gust)
-Inferno (Ember)
-Mist (Mist)
-Thunderstorm (Thundershock)
-Blizzard (Icy Wind)
All of these attacks are initiated by Amaterasu’s Celestial Brush, and are therefore are always counted as special attacks. But there is a limit to these attacks; Amaterasu has a limited amount of ink. She starts any given battle with three ink pots, and every time she uses one of the above attacks, that count decreases by one. When it reaches zero, Amaterasu cannot use any of the attacks; however, this ink regenerates over time, and every two rounds Amaterasu will gain one extra ink pot.
Being a demigoddess of the sun, Amaterasu obviously fights better in sunlight. When fighting in strong sunlight, Amaterasu gains an extra +1 in Speed. However, if Amaterasu is fighting when the sky is not visible she loses -1 in that stat instead. In addition, being the Sun Goddess (but not actually being the sun or possessing its direct power), Amaterasu is a normal-type instead of a dark-type, gaining all the advantages and disadvantages of Normal-type and shedding those of the Dark-type. She also gains a weakness to the Dark-type. Finally, because she is a goddess of sun, Amaterasu has never learned many evil techniques and is violently opposed to them, and thus cannot use them.
Effects:
Amaterasu is now a Normal-type instead of a Dark-type, and gains all the benefits and drawbacks of that type along with an additional weakness to Dark. If she is battling in strong sunlight, Amaterasu gets an extra +1 in Speed, but if the sky is not visible she gets -1 in that stat instead. Note that this modification cannot bypass the +/-6 limit, and they fade if the condition for them is no longer true. Finally, she can use any of the following attacks a total of three times (cumulative; each one counts for one count and when that reaches 0 Amaterasu cannot use any of the attacks any more) plus one extra time for every two rounds: Sunny Day, Slash, Vine Whip, Water Gun, Egg Bomb, Gust, Ember, Mist, Thundershock and Icy Wind. Finally, Amaterasu loses access to the following attacks: Thief, Embargo, Sucker Punch, Torment, Snatch, Dark Pulse, Shadow Ball, Spite, Covet, and Assurance.
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