• 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

Superbird

Fire emblem is great
Re: Pokémon Registration Office

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.
 

Negrek

busy dizzy lazy
Staff member
Re: Pokémon Registration Office

First, overturning some approvals:


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.


-----


Better? And oooh "Yellow Submarine" played while I was writing this
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.

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.

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.
Sorry, but if you want this, you're going to need to lose sketch.

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.
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.


[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.
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.

inb4 massive arrival of Sig Attributes

---

Treecko
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.

---

Chimchar
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.

---

Oshawott
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.
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.

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.

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
This really just makes no sense.

[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
Approved

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.
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...).
 
Last edited:

Skylark

New member
Re: Pokémon Registration Office

This was approved then overturned in the previous thread.
Negrek said:
The stat boosts should not exceed the +6/-6 cap. Why does this modification change Crystal's typing to normal/psychic?
Edited to adress the cap. Additions in bold.

[Crystal] Ralts (Female)
Ability: Trace
Signature Attribute: Dr. Lucafont's Mental Enhancement Chip

Somewhere in the underground society of the local ASB lies Dr. Lucafont's clinic, where all sorts of shady operations are done. Whether for scientific purposes or for plain sadistic humor, most anything you can think of, through the use of illegal procedures, or contraband substances, or both, can be done here. Of course, these operations are all hush hush - no questions asked. While operations are mostly a success, sometimes, there are, for lack of a better word, undesired side effects. There have been rumors of pokemon which have been modified beyond recognition which have been secretly locked up and pokemon who've become mentally ill because of the practices at this clinic, but that's beside the point.

Always looking for pokemon to test new procedures on, Dr. Lucafont, when not performing an operation, wanders around the streets of Asgard, ready to kidnap any unprotected pokemon. Crystal is one of these pokemon test subjects.

Upon "picking up" Crystal, Dr. Lucafont immediately went back to his clinic. After using a few potent sedatives, Dr. Lucafont made his assistants strap Crystal to a gurney and bring her to the operating room. Dr. Lucafont wanted to test his brand new "Mental Enhancement" chip. This chip, supposedly, causes any thought to be "echoed", in effect, increasing the output. A few hours passed, and Crystal, still under the effects of the sedatives, was brought out of the operating room. She was then released back into the streets and was secretly followed by members of Dr. Lucafont's team. The following are observations of the team. Lines immediately following the observations are notes. (They refer to Crystal as patient 027)

1)Patient 027 seems to frequently suffer from headaches.

*The headaches are similar to the migraines often observed in Psyduck.
*Whenever patient 027 suffers from headaches, her psychic powers are extremely powerful.
*Patient 027 doesn't seem to be fully in control whenever these outbursts occur.
*Apparently, these episodes are caused by the chip. The amplification of the thoughts seems to be too much for patient 027's brain.

2)Whenever patient 027 isn't suffering from one of her headaches, her psychic ability, seems to be either as powerful as her ability prior the operation or weaker than her previous ability.

*When her psychic ability weakens, it is probably due to the chip. The chip only works because it gets its power from the electricity in patient 027's brain.
*After being implanted, the chip was able to extremely weaken patient 027's psychic abilities, leaving her with the characteristics of a normal type pokemon. However, over time, through both practice and natural development, she has gotten reacquainted with the psychic skills she lost.

Effects:
Every round, there is a 50% chance that Crystal's psychic abilities are enhanced. This acts like a +2 stat boost to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a +2 in special attack. Every round, there is a 30% chance that nothing happens to Crystal's psychic abilities. Every round, there is a 20% chance that Crystal's psychic abilities are reduced. This acts like a -2 stat reduction to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a -2 in special attack. The stat boosts or stat reductions disappear after every round. These stat boosts or reductions aren't affected by moves such as haze. These stat boosts or reductions do not stack to the +6 and -6 of normal stat changes. Crystal is now a normal and psychic type.
 

Spatz

Egahds, I've been gone a long while!
Re: Pokémon Registration Office

Perhaps the previous approval officer who had been helping me could take a look at it, as it seemed to make more sense on their part.
 

Negrek

busy dizzy lazy
Staff member
This was approved then overturned in the previous thread.


Edited to adress the cap. Additions in bold.

[Crystal] Ralts (Female)
Ability: Trace
Signature Attribute: Dr. Lucafont's Mental Enhancement Chip

Somewhere in the underground society of the local ASB lies Dr. Lucafont's clinic, where all sorts of shady operations are done. Whether for scientific purposes or for plain sadistic humor, most anything you can think of, through the use of illegal procedures, or contraband substances, or both, can be done here. Of course, these operations are all hush hush - no questions asked. While operations are mostly a success, sometimes, there are, for lack of a better word, undesired side effects. There have been rumors of pokemon which have been modified beyond recognition which have been secretly locked up and pokemon who've become mentally ill because of the practices at this clinic, but that's beside the point.

Always looking for pokemon to test new procedures on, Dr. Lucafont, when not performing an operation, wanders around the streets of Asgard, ready to kidnap any unprotected pokemon. Crystal is one of these pokemon test subjects.

Upon "picking up" Crystal, Dr. Lucafont immediately went back to his clinic. After using a few potent sedatives, Dr. Lucafont made his assistants strap Crystal to a gurney and bring her to the operating room. Dr. Lucafont wanted to test his brand new "Mental Enhancement" chip. This chip, supposedly, causes any thought to be "echoed", in effect, increasing the output. A few hours passed, and Crystal, still under the effects of the sedatives, was brought out of the operating room. She was then released back into the streets and was secretly followed by members of Dr. Lucafont's team. The following are observations of the team. Lines immediately following the observations are notes. (They refer to Crystal as patient 027)

1)Patient 027 seems to frequently suffer from headaches.

*The headaches are similar to the migraines often observed in Psyduck.
*Whenever patient 027 suffers from headaches, her psychic powers are extremely powerful.
*Patient 027 doesn't seem to be fully in control whenever these outbursts occur.
*Apparently, these episodes are caused by the chip. The amplification of the thoughts seems to be too much for patient 027's brain.

2)Whenever patient 027 isn't suffering from one of her headaches, her psychic ability, seems to be either as powerful as her ability prior the operation or weaker than her previous ability.

*When her psychic ability weakens, it is probably due to the chip. The chip only works because it gets its power from the electricity in patient 027's brain.
*After being implanted, the chip was able to extremely weaken patient 027's psychic abilities, leaving her with the characteristics of a normal type pokemon. However, over time, through both practice and natural development, she has gotten reacquainted with the psychic skills she lost.

Effects:
Every round, there is a 50% chance that Crystal's psychic abilities are enhanced. This acts like a +2 stat boost to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a +2 in special attack. Every round, there is a 30% chance that nothing happens to Crystal's psychic abilities. Every round, there is a 20% chance that Crystal's psychic abilities are reduced. This acts like a -2 stat reduction to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a -2 in special attack. The stat boosts or stat reductions disappear after every round. These stat boosts or reductions aren't affected by moves such as haze. These stat boosts or reductions do not stack to the +6 and -6 of normal stat changes. Crystal is now a normal and psychic type.
Needs a bigger drawback; the addition of the normal typing is almost entirely beneficial.

Perhaps the previous approval officer who had been helping me could take a look at it, as it seemed to make more sense on their part.
Unfortunately, it will still have to go through me in the end.
 

Skylark

New member
Re: Pokémon Registration Office

[Crystal] Ralts (Female)
Ability: Trace
Signature Attribute: Dr. Lucafont's Mental Enhancement Chip

Somewhere in the underground society of the local ASB lies Dr. Lucafont's clinic, where all sorts of shady operations are done. Whether for scientific purposes or for plain sadistic humor, most anything you can think of, through the use of illegal procedures, or contraband substances, or both, can be done here. Of course, these operations are all hush hush - no questions asked. While operations are mostly a success, sometimes, there are, for lack of a better word, undesired side effects. There have been rumors of pokemon which have been modified beyond recognition which have been secretly locked up and pokemon who've become mentally ill because of the practices at this clinic, but that's beside the point.

Always looking for pokemon to test new procedures on, Dr. Lucafont, when not performing an operation, wanders around the streets of Asgard, ready to kidnap any unprotected pokemon. Crystal is one of these pokemon test subjects.

Upon "picking up" Crystal, Dr. Lucafont immediately went back to his clinic. After using a few potent sedatives, Dr. Lucafont made his assistants strap Crystal to a gurney and bring her to the operating room. Dr. Lucafont wanted to test his brand new "Mental Enhancement" chip. This chip, supposedly, causes any thought to be "echoed", in effect, increasing the output. A few hours passed, and Crystal, still under the effects of the sedatives, was brought out of the operating room. She was then released back into the streets and was secretly followed by members of Dr. Lucafont's team. The following are observations of the team. Lines immediately following the observations are notes. (They refer to Crystal as patient 027)

1)Patient 027 seems to frequently suffer from headaches.

*The headaches are similar to the migraines often observed in Psyduck.
*Whenever patient 027 suffers from headaches, her psychic powers are extremely powerful.
*Patient 027 doesn't seem to be fully in control whenever these outbursts occur.
*Apparently, these episodes are caused by the chip. The amplification of the thoughts seems to be too much for patient 027's brain.

2)Whenever patient 027 isn't suffering from one of her headaches, her psychic ability, seems to be either as powerful as her ability prior the operation or weaker than her previous ability.

*When her psychic ability weakens, it is probably due to the chip. The chip only works because it gets its power from the electricity in patient 027's brain.
*After being implanted, the chip was able to extremely weaken patient 027's psychic abilities, leaving her with the characteristics of a normal type pokemon. However, over time, through both practice and natural development, she has gotten reacquainted with the psychic skills she lost.

Effects:
Every round, there is a 50% chance that Crystal's psychic abilities are enhanced. This acts like a +2 stat boost to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a +2 in special attack. Every round, there is a 30% chance that nothing happens to Crystal's psychic abilities. Every round, there is a 20% chance that Crystal's psychic abilities are reduced. This acts like a -2 stat reduction to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a -2 in special attack. The stat boosts or stat reductions disappear after every round. These stat boosts or reductions aren't affected by moves such as haze. These stat boosts or reductions do not stack to the +6 and -6 of normal stat changes. Crystal is now a normal and psychic type. However, Crystal has not relearned all her skills yet, so she can't use skill swap, trick room, imprison and future sight.
 

Superbird

Fire emblem is great
Re: Pokémon Registration Office

She only gains ten moves, though...
More like Ice Beam and Flamethrower than Blizzard and Inferno.
...and if I add an energy penalty when it evolves?


[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 some 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 can only use any of these attacks 5 times during any given battle.

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 five times throughout the battle: 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, Rain Dance, Dark Pulse, Shadow Ball, Spite, Covet, and Assurance.
 

Lord of the Fireflies

Back in black.
Re: Pokémon Registration Office

Treecko
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. Additionally, they are trained to be the most silent battlers, and will develop this faculty almost instinctively while training. 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 Earth's Teeth.

Effects: Shinrin is an apprentice Ninja. He values stealth and hates being loud in battles, and despises to consciously use sound moves. 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 The Earth's Teeth, which is not a Signature Move but rather a stealth throw of random hazards of the Ninja’s confection which is basically either Spikes or Toxic Spikes; selected at random. Finally, Shinrin won’t use the following moves in battle: Screech, Round and Grasswhistle.

---

Chimchar
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. As a Monk, Kazan is well trained to face ethereal creatures, and as such as learned to resist the impact of their attacks, and he results they would have on his body – on the other hand, real, physical attacks tend to catch him 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. 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.

---

Oshawott
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. 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. 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.

-----

So basically, what I did is remove the first effect of all the attributes, being quick movements for Shinrin, resistance against Curses for Kazan and chance of priority for Kaitei. It is possible I will add them in the future, probably after their evolution from second stage to third stage, if that ever happens.

EDIT:


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. 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. 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.
 
Last edited:

Byrus

Strange days ahead
Re: Pokémon Registration Office

Urgh, sorry for the screw-ups. I will get the hang of this eventually I hope.

[Ruya] Sableye (F)

Signature Move: Dark mind

Being the ruthless and underhanded sort, Ruya likes to spend the majority of her time cooking up new ways to completely obliterate her foes in the most horrific and gruesome ways imaginable. This wouldn’t be a problem, except for the fact that she enjoys plotting and thinking out her moves more so than actually acting on them. Probably because the majority of the outlandish tricks Ruya comes up with are awesome but impractical.

Eventually however, Ruya did find a way to turn her dark thoughts into an offensive force. It didn’t take too much effort to crack into her foe’s puny minds even with her rudimentary telepathic abilities, and she was more than happy to use this opportunity to show them all the horrible things she had planned for them. Of course, even if she wouldn’t be able to actually pull off most of those wicked things, the opponent is hardly going to be thinking straight when their mind is reeling with all those mental images.

To use this attack, Ruya leaps at her opponent, then sinks her claws into their head (or what they have that passes for a head), dealing minor damage. She remains latched onto her foe, then forms a crude telepathic link as she fills their mind with all her built up nefarious thoughts. For maximum creepy effect, her gemstone eyes dull to pure black, and she always makes sure to give her widest, toothiest grin as she pulls this move off.


Type: Dark / Stat: Physical / Base Damage: 3% / Accuracy: 90% / Target: Single / Energy: 6%

Effects: This attack can only be used if Ruya has used nasty plot at least once during the current battle. Ruya sinks her claws into her foe, filling their head with all her foul thoughts and instilling them with a sense of dread. This causes the target to become much more easily spooked, which increases the damage dealt to them by dark and ghost attacks by x1.3 after all other modifiers are applied. However, Ruya’s special attack decreases by – 2 directly after using this move. The effects on the opponent last for five actions. If the opponent is a dark or ghost type however, it will only last for two actions. Those guys aren’t creeped out so easily.
Usage Gap: Six actions
 

blazheirio889

Banned
Pronoun
she
Re: Pokémon Registration Office

Urgh, sorry for the screw-ups. I will get the hang of this eventually I hope.

[Ruya] Sableye (F)

Signature Move: Dark mind

Being the ruthless and underhanded sort, Ruya likes to spend the majority of her time cooking up new ways to completely obliterate her foes in the most horrific and gruesome ways imaginable. This wouldn’t be a problem, except for the fact that she enjoys plotting and thinking out her moves more so than actually acting on them. Probably because the majority of the outlandish tricks Ruya comes up with are awesome but impractical.

Eventually however, Ruya did find a way to turn her dark thoughts into an offensive force. It didn’t take too much effort to crack into her foe’s puny minds even with her rudimentary telepathic abilities, and she was more than happy to use this opportunity to show them all the horrible things she had planned for them. Of course, even if she wouldn’t be able to actually pull off most of those wicked things, the opponent is hardly going to be thinking straight when their mind is reeling with all those mental images.

To use this attack, Ruya leaps at her opponent, then sinks her claws into their head (or what they have that passes for a head), dealing minor damage. She remains latched onto her foe, then forms a crude telepathic link as she fills their mind with all her built up nefarious thoughts. For maximum creepy effect, her gemstone eyes dull to pure black, and she always makes sure to give her widest, toothiest grin as she pulls this move off.


Type: Dark / Stat: Physical / Base Damage: 3% / Accuracy: 90% / Target: Single / Energy: 6%

Effects: This attack can only be used if Ruya has used nasty plot at least once during the current battle. Ruya sinks her claws into her foe, filling their head with all her foul thoughts and instilling them with a sense of dread. This causes the target to become much more easily spooked, which increases the damage dealt to them by dark and ghost attacks by x1.3 after all other modifiers are applied. However, Ruya’s special attack decreases by – 2 directly after using this move. The effects on the opponent last for five actions. If the opponent is a dark or ghost type however, it will only last for two actions. Those guys aren’t creeped out so easily.
Usage Gap: Six actions
I'd double the usage gap. As it is now, you can just keep renewing the dark and ghost damage boosts, and those add up quickly. Otherwise it looks fine.
 

Byrus

Strange days ahead
Re: Pokémon Registration Office

Oh yeah, fair point.

[Ruya] Sableye (F)

Signature Move: Dark mind

Being the ruthless and underhanded sort, Ruya likes to spend the majority of her time cooking up new ways to completely obliterate her foes in the most horrific and gruesome ways imaginable. This wouldn’t be a problem, except for the fact that she enjoys plotting and thinking out her moves more so than actually acting on them. Probably because the majority of the outlandish tricks Ruya comes up with are awesome but impractical.

Eventually however, Ruya did find a way to turn her dark thoughts into an offensive force. It didn’t take too much effort to crack into her foe’s puny minds even with her rudimentary telepathic abilities, and she was more than happy to use this opportunity to show them all the horrible things she had planned for them. Of course, even if she wouldn’t be able to actually pull off most of those wicked things, the opponent is hardly going to be thinking straight when their mind is reeling with all those mental images.

To use this attack, Ruya leaps at her opponent, then sinks her claws into their head (or what they have that passes for a head), dealing minor damage. She remains latched onto her foe, then forms a crude telepathic link as she fills their mind with all her built up nefarious thoughts. For maximum creepy effect, her gemstone eyes dull to pure black, and she always makes sure to give her widest, toothiest grin as she pulls this move off.

Type: Dark / Stat: Physical / Base Damage: 3% / Accuracy: 90% / Target: Single / Energy: 6%

Effects: This attack can only be used if Ruya has used nasty plot at least once during the current battle. Ruya sinks her claws into her foe, filling their head with all her foul thoughts and instilling them with a sense of dread. This causes the target to become much more easily spooked, which increases the damage dealt to them by dark and ghost attacks by x1.3 after all other modifiers are applied. However, Ruya’s special attack decreases by – 2 directly after using this move. The effects on the opponent last for five actions. If the opponent is a dark or ghost type however, it will only last for two actions. Those guys aren’t creeped out so easily.
Usage Gap: 12 actions
 

Eta Carinae

I really loved that farm.
Re: Pokémon Registration Office


(Gemini) Klink [X] <Minus> @King's Rock
Signature Attribute: Engineered Rivalry

Unbeknownst to many, industrial products such as bolts, beams, and gears are not all manufactured by the same company. In reality, the industrial business is a lot like any other, with different companies fighting over their buyers, though they do not often use advertising. The hardest part about purchasing something from these companies is that it is often very difficult to distinguish two different iron beam from each other.

Sadly, such a fate happened to affect Gemini. Before becoming a Klink, "minigears" are assigned their partners for life, literally repelling all others until they find their twin. In this case however, the two minigears chosen to become Gemini were actually manufactured half way around the world from each other. The first gear, the classic blue-nosed specimen was created right in Unova. While the alternate pink-nosed design was created all the way in the far-off region of Orre. These two were still destined for each other though, and as such they finally did connect.

While together they are known as Gemini, they are so different that they have adapted different names for each other. The blue-nosed gear is Castor, and the pink-nosed is known as Pollux. These names are derived from Greek and Roman myth, where Castor and Pollux were twins known as "the Gemini". While in mythology the two twins had few differences, these twins are polar opposites. Castor is the strong-willed, rule-obeying, battle-hungry minigear that assumes the top position, while Pollux is a snarky, witty, lazy, and relatively anti-battle minigear who rests at the bottom of the Klink.

Because of their differences, Castor and Pollux have always argued. Castor is usually focused enough in battle to resist the urge, but sometimes his counter-part just drives him up the bloody wall. Because of this, there is a small chance every action that the two will waste their time arguing instead of acting. If they are ordered to Chill however, they have no chance of arguing for the next three actions.

However, there are advantages to being manufactured diffferently. The most prominent is that each minigear was made to excel in a certain aspect of attacking. Castor is all about brute force, while Pollux prefers to enforce more tactical strategies (when he actually decides to battle). Therefore, each Klink can sacrifice a bit more energy when using a direct-damaging attack to either increase its power or increase the chances of a secondary effect activating.

Effects: Gemini's two mingears, Castor and Pollux, were manufactured in different places. Because of their differences, there is a 5% chance each action that the two will not perform their action and instead argue. However, if they Chill, the effect disappears for the next three actions. Castor, being built to increase damage, can be ordered to increase the BP of a direct-damaging move by 20. Pollux, being made to utilize secondary effects, can double the chances of a secondary effect occurring when a direct-damaging attack is performed. Only one effect can be performed at once, and each effect can only be ordered once per round. To use the effects, Gemini will use 1.5x the energy normally used to perform the attack.

((For reference, the part about minigears having predetermined partners is from Klink's Black Pokedex entry))
 

Munchkin

is NOT edible. Unless you're a vampire.
Re: Pokémon Registration Office

First Sig Attribute ever, so I'm absolutely sure this will need correcting. Also, I'm having a brain fart as to how I can elaborate or extend the backstory. And I wanted to add Dark type, but I figured I'll add that in upon evolution, along with an extra move or two =x


[Kyofu No Ahiru] Psyduck (M)
Ability: Cloud Nine

Signature Attribute: Freddy Krueger

Kyofu No Ahiru was once attacked by the original menace when he was only a baby Psyduck. Hiru had been dreaming a sweet, innocent dream as babies do, when he was assaulted. Freddy Krueger appeared in his dream but this little Psyduck wouldn't have any of that! He fought back and miraculously managed to take down the murderer.

But Freddy Krueger does not rest so easily. While his body may have been mauled by a duckling, his spirit lived on - and possessed that baby. As a result, Hiru now fills the role of Freddy Krueger. He now has a burned face, incredibly long claws on one hand (his left, unlike the original, whose claws were on the right), and the ability to affect opponents' sleep.

Effects: As a result of Hiru's scarring, his face has no resistance to Fire-type moves. His vicious claws increase the base power of any move that utilizes them by 20. The accuracy of his Hypnosis is now 100% instead of 60%, and he has the ability Intimidate instead of Cloud Nine. His Sleep Talk can only ever roll an offensive move. He also gains the move Slash but loses Refresh, Calm Mind, Psych Up, Attract, and Captivate.



Also, if I wanted to make Intimidate his ability in addition to any others upon evolution instead of replacing his natural ability, I could do that right?
 

blazheirio889

Banned
Pronoun
she
Re: Pokémon Registration Office

Oh yeah, fair point.

[Ruya] Sableye (F)

Signature Move: Dark mind

Being the ruthless and underhanded sort, Ruya likes to spend the majority of her time cooking up new ways to completely obliterate her foes in the most horrific and gruesome ways imaginable. This wouldn’t be a problem, except for the fact that she enjoys plotting and thinking out her moves more so than actually acting on them. Probably because the majority of the outlandish tricks Ruya comes up with are awesome but impractical.

Eventually however, Ruya did find a way to turn her dark thoughts into an offensive force. It didn’t take too much effort to crack into her foe’s puny minds even with her rudimentary telepathic abilities, and she was more than happy to use this opportunity to show them all the horrible things she had planned for them. Of course, even if she wouldn’t be able to actually pull off most of those wicked things, the opponent is hardly going to be thinking straight when their mind is reeling with all those mental images.

To use this attack, Ruya leaps at her opponent, then sinks her claws into their head (or what they have that passes for a head), dealing minor damage. She remains latched onto her foe, then forms a crude telepathic link as she fills their mind with all her built up nefarious thoughts. For maximum creepy effect, her gemstone eyes dull to pure black, and she always makes sure to give her widest, toothiest grin as she pulls this move off.

Type: Dark / Stat: Physical / Base Damage: 3% / Accuracy: 90% / Target: Single / Energy: 6%

Effects: This attack can only be used if Ruya has used nasty plot at least once during the current battle. Ruya sinks her claws into her foe, filling their head with all her foul thoughts and instilling them with a sense of dread. This causes the target to become much more easily spooked, which increases the damage dealt to them by dark and ghost attacks by x1.3 after all other modifiers are applied. However, Ruya’s special attack decreases by – 2 directly after using this move. The effects on the opponent last for five actions. If the opponent is a dark or ghost type however, it will only last for two actions. Those guys aren’t creeped out so easily.
Usage Gap: 12 actions
Approved.

It's been a long time since I've done this, but I have a signature attribute of my own.

Typhlosion
[Khao] Typhlosion (M) <Blaze> @Magmarizer

Signature Attribute: Bound to the Lion

If there’s one thing in the world that Khao would die for, it’s his Magmarizer. He and his Magmarizer (who he affectionately calls Leo) have been together since the beginning. As a child, he loved to explore – he still does now. He found his Magmarizer on one of his first excursions. Khao was captivated by the object: it was pleasantly warm to the touch and reminded him of his own fire. He dragged many novel objects home, but his Magmarizer was the only toy he never tired of. When he matured and left his mother’s den, as all Cyndaquil eventually must, he took his Magmarizer with him. For years it was his only company, and on cold winter nights he curled up around it to keep himself warm.

Eventually, though, he was caught by the ASB League. Thinking nothing of the Magmarizer, those who caught Khao left the object behind. Khao was understandably distraught when he was sent out of his Pokeball for the first time in front of his new trainer. He kicked and pounded at the ground in a frenzy, spat small embers at his new trainer when she tried to comfort him, all the while wailing, “Where’s Leo? Where is Leo?!” It took a saintly amount of patience and several cookies to calm the hysterical Cyndaquil.

Khao’s new trainer went to great lengths to keep him happy. For days she talked to him, tried to coax him into telling her what was wrong, if she could do anything to help. When she finally learned who (or rather, what) Leo was, she walked right to the nearest official ASB store and bought Khao a brand new Magmarizer. Khao was ecstatic. He gave a squeal of happiness and hugged his trainer’s leg, then promptly curled around the new “Leo” and fell asleep, purring contentedly.

Since then, Khao made sure that Leo was with him at all times. He vowed the two would never be separated again. But reality hit him in the face: the opponents he faced in battle were interested in Leo, too. They would steal him, take him away, and he would never see him again. Several Pokemon came frighteningly close to stealing Leo, but they were always stopped by something or other (paralysis, for example). Clearly, the gods acknowledged that Khao and Leo should not be separated. Just as clearly, Khao knew his luck could not last, so he decided to take matters into his own hands.

Khao asked his trainer to make sure that Leo stayed with him always. Surgically attached to him, bound to him with the strongest material – he didn’t care how. Khao’s trainer decided to bind Leo to him with fire-proofed and fortified ropes of the strongest Ariados silk. This material was light yet durable, harder to break than the toughest steel. Leo settled at the center of Khao’s chest; the ropes of silk that kept Leo in place wrapped around his midsection and above his shoulder blades, tied in a dead knot on his back. The contraption fit snugly, was impossible to untie, and was nigh indestructible. To be doubly sure, Khao’s trainer took up on his other suggestion: she paid a licensed Pokesurgeon to attach some of Khao’s muscles to Leo and cover the base with Khao’s skin and fur. Khao was satisfied. Though he could no longer sleep comfortably on his stomach, he knew no-one would be able to take Leo away from him, and that was all that mattered.

Effects: Khao’s Magmarizer is attached to his chest with ropes of fire-proofed, fortified Ariados silk that is nearly indestructible. It is also surgically attached to his chest: the base is covered with skin and fur, and muscles are connected to the object. Because of that, Khao gains the ability Sticky Hold. He may still use Covet, but the stolen item will immediately be discarded. He may not Fling his Magmarizer.
 

MampersandF

bastard of puppets
Pronoun
any
Re: Pokémon Registration Office

Retrying this. Underlined the parts that are new or altered.

Grimer
[Misslead] Grimer (F)
Ability: Stench

Signature Attribute: Leader in Charge

As relatively known, Grimer appear when X-rays from the moon light up sludge on dirty streams. Or so the Pokédex says, but some bits of it are perceived as sketchy. Regardless, it's no secret that they originate at least partially from running grime on rivers.

Misslead's birthplace was one of the environmentalists' go-to whine. It had not one, but two notable pollution problems. Closer to the basin, heavy industry dumped copious amounts of assorted waste metals -- mostly lead -- into the water. This is where this Grimer and several others originated and lived with, well, a diet rich in iron.

Further down the stream, one of the most badly regulated power plants ever built uses the water for several purposes. This has led not only to further metallic waste, but also, the occasional discharge. Most normal aquatic life couldn't thrive on these waters because of the electric shocks. What lived there, became adapted to it.

Having much metal in her bodily composition as well as exposition to frequent voltages, Misslead would sooner or later pick up a fair amount of electric charge. Of course, after the PRO took her away from the treacherous riverbed, it would be expected for her to discharge eventually. However, having lived most of her life in a state of shock, she didn't want to let go. This led to a bizarre but needed measure: routinely recharges.

When Metallica Fanboy bought this Grimer, he was advised to continue the treatment, and didn't disagree to it. Both for her own need, and for the at least amusing effects it brought to battle.

Effects: Misslead's type is Poison/Electric. If Misslead is struck by an Electric-type attack, she gains 1+ Special Attack. Additionally, she starts the match at 2+ Speed, as the electricity makes her movements more limber. None of her stats can exceed 6+. Additionally, if Misslead uses an indirect healing move against Steel-types, it's treated as being super-effective, regardless of actual type. If Misslead is struck by a Psychic-type move, it is treated as doubly effective, due to the high conductivity as well as additional radiocactivity of Misslead's body. Misslead can also use Magnet Rise, but only for half of the time she would normally be granted (rounded down), and she loses her Electric-typing afterwards unless she's struck by an Electric-type attack she didn't use or she accesses an electrical source. Upon losing Electric-type, Misslead also loses any Special Attack and/or Speed bonuses gained through this attribute, and loses 1- Attack and Special Attack each round. Lastly, Misslead cannot use Acid Armor and no longer has Stench as an ability.
 

Coroxn

An extremely equivalent exchange.
Re: Pokémon Registration Office

[Stuxnet] Porygon (N)

Porygon
Ability:Download
Signature Move:Exploitation


Description:

The origins of the Zuxnet virus are unknown. What's painfully obvious, however, is it's intention-Zuxnet is little more than a weapon, the first to be made entirely of code. It is twenty times more advanced than any other virus ever created. Instead of relying on phony security clearances to get through firewalls and other protection, it uses Zero Days, holes in the programming that even the programmers are unaware of. These Zero Days fetch a high-price on the black market. Zuxnet has been found in a variety of places, from traffic lights to oil pipelines to nuclear power plants. It will simply lie in wait, unless it finds a target, namely the latter two of that list. It has the power to disrupt these heavily, and report back that everything was fine. Zuxnet wreaked havoc in foreign countries such a Iran.

But then the unthinkable happened.
Zuxnet infected a living organism, a Porygon. The virus was quickly cordoned off, so that the weapon of code could not become a Pokémon-controlling one. Indeed, the idea of an army of Porygon and it's evolutions controlled by a machine terrified people, so the world's finest intervened and sealed the Porygon off, digitally, so that it could not connect to the internet or transmit the virus to other Pokémon. But the virus became too ingrained in the Porygon's software to be removed. That Porygon is Zuxnet now. And it did what it was designed to-it found Zero Days, holes in the programming.
In life.
It seems our entire reality is merely computer code. Whether this was written by some god, or if we are merely a simulation made by someones else, or if this is something that occurs in nature, is unknown. Regardless, Zuxnet can see these holes. And it can find the holes in them, the millions upon millions of them in ever cubic foot, and exploit them. It can be commanded to exploit specific Zero Days in an effort to inflict damage. However, the code is too complex for the Porygon to have any real control over the effects, and so the results are always sporadic and unpredictable.

Type:Normal
Stat:N/A
Base Damage: 1-10%
Accuracy:Always Hits
Target:Random Pokémon in battle
Energy:1-10%
Duration:One Action

Effects:
Stuxnet's exploitation of Zero Days inflicts random typeless damage (between 1% and 10%) at a random cost of energy (between 1% and 10%) to a random Pokémon in battle.
Usage Gap:None

(Though this attack can inflict 30% damage to an enemy for 1% energy, I believe it is balanced by the fact that he is just as likely to inflict 30% damage to himself for 30% energy).

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

[Scylla] Cloyster (M)
Cloyster
Ability:Shell Armor

Signature Attribute:Extraordinary Lineage

Scylla was a fearsome beast indeed. It lived on one side of a narrow channel, opposite it's counterpart, Charybdis. The channel was so narrow, ships could not avoid both creatures. The wiser captains avoided Charybdis, the whirlpool monster that would destroy an entire ship, and sailed by Scylla's side, allowing it to pluck up six men with its six heads, so fast that they would be on the deck one minute, gone the next. Tales of its terror spread far and wide, but there was always something for Scylla to eat. Life was good for the monster However, on one occasion, it devoured the wrong sailor. It could not be sure which one, as they were all the same. But apparently one had had a life outside its own, a family. Children. A wife. A powerful wife. She later tracked it down, this Witchwoman, and encursed the monster of old, the gigantic beast, to be bound in the tiny body of a Shelder, and she cast the now defenseless murderer into the rocks. But now Scylla has evolved into a more formidable beast, and is eager to taste blood again.

Scylla is not a normal Cloyster. It was the child of two powerful gods, Ceto and Phorcys, and as such, its association with water is not to be overlooked. Just being near water boosts Scylla's performance, and the ordinary lifeless liquid will actually go out of its way to help the beast. However, water is linked very closely to this being's power-if it is not in it or at least touched by it, its performance suffers considerably. Such is the privileges and price of having such unusual parents.

Effects:Whilst in or surrounded by water, (it must be a considerably large body, at least as big as Scylla itself) it gains +2 in Attack, Defense, Special Attack and Special Defense. If it is within a meter or so of water when attacked with a projectile attack, it will leap on its own accord and try to protect it, shaving 2% damage off. However, if Scylla is not surrounded by or in a body of water as large as itself, it loses -1 in Attack and Special Attack.
 
Last edited:

Squornshellous Beta

World Of Pillows
Pronoun
she
Re: Pokémon Registration Office


Charon (Genderless) <Levitate>
Signature Attribute:
Jackhammer Forme
All Rotom can inhabit devices that have a specially modified motor, which is generally limited to a select few: a fan, oven, fridge, washing machine, and lawnmower. These devices in their modified forms have become somewhat commonplace, especially in Asber; they can be routinely purchased or hired out for battles. However, most trainers who come into possession of a Rotom will have a device specially crafted, to make it unique and hopefully give it an edge in battle.

In Charon's case, this device is a jackhammer. Therefore, he accesses a ground-type power and can make the earth shake in battle.

Effects: Charon has access to a Jackhammer Forme, accessed in the same manner as any of his other formes. This Forme is an electric/ground type as opposed to the normal electric/ghost, and can access the move Earthquake.
 
Last edited:

Byrus

Strange days ahead
Re: Pokémon Registration Office


(Gemini) Klink [X] <Minus> @King's Rock
Signature Attribute: Engineered Rivalry

Unbeknownst to many, industrial products such as bolts, beams, and gears are not all manufactured by the same company. In reality, the industrial business is a lot like any other, with different companies fighting over their buyers, though they do not often use advertising. The hardest part about purchasing something from these companies is that it is often very difficult to distinguish two different iron beam from each other.

Sadly, such a fate happened to affect Gemini. Before becoming a Klink, "minigears" are assigned their partners for life, literally repelling all others until they find their twin. In this case however, the two minigears chosen to become Gemini were actually manufactured half way around the world from each other. The first gear, the classic blue-nosed specimen was created right in Unova. While the alternate pink-nosed design was created all the way in the far-off region of Orre. These two were still destined for each other though, and as such they finally did connect.

While together they are known as Gemini, they are so different that they have adapted different names for each other. The blue-nosed gear is Castor, and the pink-nosed is known as Pollux. These names are derived from Greek and Roman myth, where Castor and Pollux were twins known as "the Gemini". While in mythology the two twins had few differences, these twins are polar opposites. Castor is the strong-willed, rule-obeying, battle-hungry minigear that assumes the top position, while Pollux is a snarky, witty, lazy, and relatively anti-battle minigear who rests at the bottom of the Klink.

Because of their differences, Castor and Pollux have always argued. Castor is usually focused enough in battle to resist the urge, but sometimes his counter-part just drives him up the bloody wall. Because of this, there is a small chance every action that the two will waste their time arguing instead of acting. If they are ordered to Chill however, they have no chance of arguing for the next three actions.

However, there are advantages to being manufactured diffferently. The most prominent is that each minigear was made to excel in a certain aspect of attacking. Castor is all about brute force, while Pollux prefers to enforce more tactical strategies (when he actually decides to battle). Therefore, each Klink can sacrifice a bit more energy when using a direct-damaging attack to either increase its power or increase the chances of a secondary effect activating.

Effects: Gemini's two mingears, Castor and Pollux, were manufactured in different places. Because of their differences, there is a 5% chance each action that the two will not perform their action and instead argue. However, if they Chill, the effect disappears for the next three actions. Castor, being built to increase damage, can be ordered to increase the BP of a direct-damaging move by 20. Pollux, being made to utilize secondary effects, can double the chances of a secondary effect occurring when a direct-damaging attack is performed. Only one effect can be performed at once, and each effect can only be ordered once per round. To use the effects, Gemini will use 1.5x the energy normally used to perform the attack.

((For reference, the part about minigears having predetermined partners is from Klink's Black Pokedex entry))
The boosts seem a bit much for a first stage; I'd lower them a little then steadily increase them as he evolves.

First Sig Attribute ever, so I'm absolutely sure this will need correcting. Also, I'm having a brain fart as to how I can elaborate or extend the backstory. And I wanted to add Dark type, but I figured I'll add that in upon evolution, along with an extra move or two =x


[Kyofu No Ahiru] Psyduck (M)
Ability: Cloud Nine

Signature Attribute: Freddy Krueger

Kyofu No Ahiru was once attacked by the original menace when he was only a baby Psyduck. Hiru had been dreaming a sweet, innocent dream as babies do, when he was assaulted. Freddy Krueger appeared in his dream but this little Psyduck wouldn't have any of that! He fought back and miraculously managed to take down the murderer.

But Freddy Krueger does not rest so easily. While his body may have been mauled by a duckling, his spirit lived on - and possessed that baby. As a result, Hiru now fills the role of Freddy Krueger. He now has a burned face, incredibly long claws on one hand (his left, unlike the original, whose claws were on the right), and the ability to affect opponents' sleep.

Effects: As a result of Hiru's scarring, his face has no resistance to Fire-type moves. His vicious claws increase the base power of any move that utilizes them by 20. The accuracy of his Hypnosis is now 100% instead of 60%, and he has the ability Intimidate instead of Cloud Nine. His Sleep Talk can only ever roll an offensive move. He also gains the move Slash but loses Refresh, Calm Mind, Psych Up, Attract, and Captivate.

Also, if I wanted to make Intimidate his ability in addition to any others upon evolution instead of replacing his natural ability, I could do that right?
Is this based on on any particular Freddy movie? I'm probably going to have re-watch the lot again. The backstory could use a bit of work to be honest, it'd probably help if you made it more relevant to Pokémon. As it is, it just seems really sparse and doesn't lend itself well to the Pokémon you chose. The hypnosis boost is a bit too powerful too, I'd settle with increasing its accuracy a bit for now.

I think secondary abilities are fine as long as you include a drawback.

Approved.

It's been a long time since I've done this, but I have a signature attribute of my own.

Typhlosion
[Khao] Typhlosion (M) <Blaze> @Magmarizer

Signature Attribute: Bound to the Lion

If there’s one thing in the world that Khao would die for, it’s his Magmarizer. He and his Magmarizer (who he affectionately calls Leo) have been together since the beginning. As a child, he loved to explore – he still does now. He found his Magmarizer on one of his first excursions. Khao was captivated by the object: it was pleasantly warm to the touch and reminded him of his own fire. He dragged many novel objects home, but his Magmarizer was the only toy he never tired of. When he matured and left his mother’s den, as all Cyndaquil eventually must, he took his Magmarizer with him. For years it was his only company, and on cold winter nights he curled up around it to keep himself warm.

Eventually, though, he was caught by the ASB League. Thinking nothing of the Magmarizer, those who caught Khao left the object behind. Khao was understandably distraught when he was sent out of his Pokeball for the first time in front of his new trainer. He kicked and pounded at the ground in a frenzy, spat small embers at his new trainer when she tried to comfort him, all the while wailing, “Where’s Leo? Where is Leo?!” It took a saintly amount of patience and several cookies to calm the hysterical Cyndaquil.

Khao’s new trainer went to great lengths to keep him happy. For days she talked to him, tried to coax him into telling her what was wrong, if she could do anything to help. When she finally learned who (or rather, what) Leo was, she walked right to the nearest official ASB store and bought Khao a brand new Magmarizer. Khao was ecstatic. He gave a squeal of happiness and hugged his trainer’s leg, then promptly curled around the new “Leo” and fell asleep, purring contentedly.

Since then, Khao made sure that Leo was with him at all times. He vowed the two would never be separated again. But reality hit him in the face: the opponents he faced in battle were interested in Leo, too. They would steal him, take him away, and he would never see him again. Several Pokemon came frighteningly close to stealing Leo, but they were always stopped by something or other (paralysis, for example). Clearly, the gods acknowledged that Khao and Leo should not be separated. Just as clearly, Khao knew his luck could not last, so he decided to take matters into his own hands.

Khao asked his trainer to make sure that Leo stayed with him always. Surgically attached to him, bound to him with the strongest material – he didn’t care how. Khao’s trainer decided to bind Leo to him with fire-proofed and fortified ropes of the strongest Ariados silk. This material was light yet durable, harder to break than the toughest steel. Leo settled at the center of Khao’s chest; the ropes of silk that kept Leo in place wrapped around his midsection and above his shoulder blades, tied in a dead knot on his back. The contraption fit snugly, was impossible to untie, and was nigh indestructible. To be doubly sure, Khao’s trainer took up on his other suggestion: she paid a licensed Pokesurgeon to attach some of Khao’s muscles to Leo and cover the base with Khao’s skin and fur. Khao was satisfied. Though he could no longer sleep comfortably on his stomach, he knew no-one would be able to take Leo away from him, and that was all that mattered.

Effects: Khao’s Magmarizer is attached to his chest with ropes of fire-proofed, fortified Ariados silk that is nearly indestructible. It is also surgically attached to his chest: the base is covered with skin and fur, and muscles are connected to the object. Because of that, Khao gains the ability Sticky Hold. He may still use Covet, but the stolen item will immediately be discarded. He may not Fling his Magmarizer.
Looks good, but considering how useful the magmarizer is to Khao, you'll probably need a minor drawback. And, just to clarify I guess, he gains sticky hold in addition to blaze, and it doesn't replace it, right? (Bleh, sorry for being so picky with clarifications)

Retrying this. Underlined the parts that are new or altered.

Grimer
[Misslead] Grimer (F)
Ability: Stench

Signature Attribute: Leader in Charge

As relatively known, Grimer appear when X-rays from the moon light up sludge on dirty streams. Or so the Pokédex says, but some bits of it are perceived as sketchy. Regardless, it's no secret that they originate at least partially from running grime on rivers.

Misslead's birthplace was one of the environmentalists' go-to whine. It had not one, but two notable pollution problems. Closer to the basin, heavy industry dumped copious amounts of assorted waste metals -- mostly lead -- into the water. This is where this Grimer and several others originated and lived with, well, a diet rich in iron.

Further down the stream, one of the most badly regulated power plants ever built uses the water for several purposes. This has led not only to further metallic waste, but also, the occasional discharge. Most normal aquatic life couldn't thrive on these waters because of the electric shocks. What lived there, became adapted to it.

Having much metal in her bodily composition as well as exposition to frequent voltages, Misslead would sooner or later pick up a fair amount of electric charge. Of course, after the PRO took her away from the treacherous riverbed, it would be expected for her to discharge eventually. However, having lived most of her life in a state of shock, she didn't want to let go. This led to a bizarre but needed measure: routinely recharges.

When Metallica Fanboy bought this Grimer, he was advised to continue the treatment, and didn't disagree to it. Both for her own need, and for the at least amusing effects it brought to battle.

Effects: Misslead's type is Poison/Electric. If Misslead is struck by an Electric-type attack, she gains 1+ Special Attack. Additionally, she starts the match at 2+ Speed, as the electricity makes her movements more limber. None of her stats can exceed 6+. Additionally, if Misslead uses an indirect healing move against Steel-types, it's treated as being super-effective, regardless of actual type. If Misslead is struck by a Psychic-type move, it is treated as doubly effective, due to the high conductivity as well as additional radiocactivity of Misslead's body. Misslead can also use Magnet Rise, but only for half of the time she would normally be granted (rounded down), and she loses her Electric-typing afterwards unless she's struck by an Electric-type attack she didn't use or she accesses an electrical source. Upon losing Electric-type, Misslead also loses any Special Attack and/or Speed bonuses gained through this attribute, and loses 1- Attack and Special Attack each round. Lastly, Misslead cannot use Acid Armor and no longer has Stench as an ability.
OK, the drawbacks make this a lot more evened out. Approved.

[Stuxnet] Porygon (N)

Porygon
Ability:Download
Signature Move:Exploitation


Description:

The origins of the Zuxnet virus are unknown. What's painfully obvious, however, is it's intention-Zuxnet is little more than a weapon, the first to be made entirely of code. It is twenty times more advanced than any other virus ever created. Instead of relying on phony security clearances to get through firewalls and other protection, it uses Zero Days, holes in the programming that even the programmers are unaware of. These Zero Days fetch a high-price on the black market. Zuxnet has been found in a variety of places, from traffic lights to oil pipelines to nuclear power plants. It will simply lie in wait, unless it finds a target, namely the latter two of that list. It has the power to disrupt these heavily, and report back that everything was fine. Zuxnet wreaked havoc in foreign countries such a Iran.

But then the unthinkable happened.
Zuxnet infected a living organism, a Porygon. The virus was quickly cordoned off, so that the weapon of code could not become a Pokémon-controlling one. Indeed, the idea of an army of Porygon and it's evolutions controlled by a machine terrified people, so the world's finest intervened and sealed the Porygon off, digitally, so that it could not connect to the internet or transmit the virus to other Pokémon. But the virus became too ingrained in the Porygon's software to be removed. That Porygon is Zuxnet now. And it did what it was designed to-it found Zero Days, holes in the programming.
In life.
It seems our entire reality is merely computer code. Whether this was written by some god, or if we are merely a simulation made by someones else, or if this is something that occurs in nature, is unknown. Regardless, Zuxnet can see these holes. And it can find the holes in them, the millions upon millions of them in ever cubic foot, and exploit them. It can be commanded to exploit specific Zero Days in an effort to inflict damage. However, the code is too complex for the Porygon to have any real control over the effects, and so the results are always sporadic and unpredictable.

Type:Normal
Stat:N/A
Base Damage: 1-10%
Accuracy:Always Hits
Target:Random Pokémon in battle
Energy:1-10%
Duration:One Action

Effects:
Stuxnet's exploitation of Zero Days inflicts random typeless damage (between 1% and 10%) at a random cost of energy (between 1% and 10%) to a random Pokémon in battle.
Usage Gap:None

(Though this attack can inflict 30% damage to an enemy for 1% energy, I believe it is balanced by the fact that he is just as likely to inflict 30% damage to himself for 30% energy).

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

[Scylla] Cloyster (M)
Cloyster
Ability:Shell Armor

Signature Attribute:Extraordinary Lineage

Scylla was a fearsome beast indeed. It lived on one side of a narrow channel, opposite it's counterpart, Charybdis. The channel was so narrow, ships could not avoid both creatures. The wiser captains avoided Charybdis, the whirlpool monster that would destroy an entire ship, and sailed by Scylla's side, allowing it to pluck up six men with its six heads, so fast that they would be on the deck one minute, gone the next. Tales of its terror spread far and wide, but there was always something for Scylla to eat. Life was good for the monster However, on one occasion, it devoured the wrong sailor. It could not be sure which one, as they were all the same. But apparently one had had a life outside its own, a family. Children. A wife. A powerful wife. She later tracked it down, this Witchwoman, and encursed the monster of old, the gigantic beast, to be bound in the tiny body of a Shelder, and she cast the now defenseless murderer into the rocks. But now Scylla has evolved into a more formidable beast, and is eager to taste blood again.

Scylla is not a normal Cloyster. It was the child of two powerful gods, Ceto and Phorcys, and as such, its association with water is not to be overlooked. Just being near water boosts Scylla's performance, and the ordinary lifeless liquid will actually go out of its way to help the beast. However, water is linked very closely to this being's power-if it is not in it or at least touched by it, its performance suffers considerably. Such is the privileges and price of having such unusual parents.

Effects:Whilst in or surrounded by water, (it must be a considerably large body, at least as big as Scylla itself) it gains +2 in Attack, Defense, Special Attack and Special Defense. If it is within a meter or so of water when attacked with a projectile attack, it will leap on its own accord and try to protect it, shaving 2% damage off. However, if Scylla is not surrounded by or in a body of water as large as itself, it loses -1 in Attack and Special Attack.
Stuxnet - I'm a little confused. The base damage reads 1-10%, but you mentioned that it can inflict up to 30% damage. Does it land a strike for each Pokémon in battle or something?

Scylla - Although the stat boosts are circumstantial, they're still too powerful. I'd cut them down a bit.

Also, your descriptions appear to be mainly copy and pasted? I understand you wanted to include their backstory, but since it's already been told, I think it would be better to just include a brief summary of it and then elaborate on the attribute/move itself more.


Charon (Genderless) <Levitate>
Signature Attribute:
Jackhammer Forme
All Rotom can inhabit devices that have a specially modified motor, which is generally limited to a select few: a fan, oven, fridge, washing machine, and lawnmower. These devices in their modified forms have become somewhat commonplace, especially in Asber; they can be routinely purchased or hired out for battles. However, most trainers who come into possession of a Rotom will have a device specially crafted, to make it unique and hopefully give it an edge in battle.

In Charon's case, this device is a jackhammer. Therefore, he accesses a ground-type power and can make the earth shake in battle.

Effects: Charon has access to a Jackhammer Forme, accessed in the same manner as any of his other formes. This Forme is an electric/ground type as opposed to the normal electric/ghost, and can access the move Earthquake.
Approved.

She only gains ten moves, though...
More like Ice Beam and Flamethrower than Blizzard and Inferno.
...and if I add an energy penalty when it evolves?


[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 some 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 can only use any of these attacks 5 times during any given battle.

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 five times throughout the battle: 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, Rain Dance, Dark Pulse, Shadow Ball, Spite, Covet, and Assurance.
Just pointing out that Poochyena already gets sunny day. Maybe you want to change that to something else?

[Crystal] Ralts (Female)
Ability: Trace
Signature Attribute: Dr. Lucafont's Mental Enhancement Chip

Somewhere in the underground society of the local ASB lies Dr. Lucafont's clinic, where all sorts of shady operations are done. Whether for scientific purposes or for plain sadistic humor, most anything you can think of, through the use of illegal procedures, or contraband substances, or both, can be done here. Of course, these operations are all hush hush - no questions asked. While operations are mostly a success, sometimes, there are, for lack of a better word, undesired side effects. There have been rumors of pokemon which have been modified beyond recognition which have been secretly locked up and pokemon who've become mentally ill because of the practices at this clinic, but that's beside the point.

Always looking for pokemon to test new procedures on, Dr. Lucafont, when not performing an operation, wanders around the streets of Asgard, ready to kidnap any unprotected pokemon. Crystal is one of these pokemon test subjects.

Upon "picking up" Crystal, Dr. Lucafont immediately went back to his clinic. After using a few potent sedatives, Dr. Lucafont made his assistants strap Crystal to a gurney and bring her to the operating room. Dr. Lucafont wanted to test his brand new "Mental Enhancement" chip. This chip, supposedly, causes any thought to be "echoed", in effect, increasing the output. A few hours passed, and Crystal, still under the effects of the sedatives, was brought out of the operating room. She was then released back into the streets and was secretly followed by members of Dr. Lucafont's team. The following are observations of the team. Lines immediately following the observations are notes. (They refer to Crystal as patient 027)

1)Patient 027 seems to frequently suffer from headaches.

*The headaches are similar to the migraines often observed in Psyduck.
*Whenever patient 027 suffers from headaches, her psychic powers are extremely powerful.
*Patient 027 doesn't seem to be fully in control whenever these outbursts occur.
*Apparently, these episodes are caused by the chip. The amplification of the thoughts seems to be too much for patient 027's brain.

2)Whenever patient 027 isn't suffering from one of her headaches, her psychic ability, seems to be either as powerful as her ability prior the operation or weaker than her previous ability.

*When her psychic ability weakens, it is probably due to the chip. The chip only works because it gets its power from the electricity in patient 027's brain.
*After being implanted, the chip was able to extremely weaken patient 027's psychic abilities, leaving her with the characteristics of a normal type pokemon. However, over time, through both practice and natural development, she has gotten reacquainted with the psychic skills she lost.

Effects:
Every round, there is a 50% chance that Crystal's psychic abilities are enhanced. This acts like a +2 stat boost to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a +2 in special attack. Every round, there is a 30% chance that nothing happens to Crystal's psychic abilities. Every round, there is a 20% chance that Crystal's psychic abilities are reduced. This acts like a -2 stat reduction to attack and special attack but only applies to psychic type moves. For clarity: If Crystal's psychic abilities are enhanced, and she uses magical leaf, nothing happens. However, if her psychic abilities are enhanced, and she uses confusion, calculations will be done as if Crystal has a -2 in special attack. The stat boosts or stat reductions disappear after every round. These stat boosts or reductions aren't affected by moves such as haze. These stat boosts or reductions do not stack to the +6 and -6 of normal stat changes. Crystal is now a normal and psychic type. However, Crystal has not relearned all her skills yet, so she can't use skill swap, trick room, imprison and future sight.
Approved.
 
Last edited:

blazheirio889

Banned
Pronoun
she
Re: Pokémon Registration Office

I know I'm not a signature attribute approver, but I'd like to point out that removing a Rotom form for another is probably not necessary - Windragon's Rotom has an extra form (chainsaw), and she did not have to give one up to add that.

Anyway, reposting this, changes are underlined.

Typhlosion
[Khao] Typhlosion (M) <Blaze> @Magmarizer

Signature Attribute: Bound to the Lion

If there’s one thing in the world that Khao would die for, it’s his Magmarizer. He and his Magmarizer (who he affectionately calls Leo) have been together since the beginning. As a child, he loved to explore – he still does now. He found his Magmarizer on one of his first excursions. Khao was captivated by the object: it was pleasantly warm to the touch and reminded him of his own fire. He dragged many novel objects home, but his Magmarizer was the only toy he never tired of. When he matured and left his mother’s den, as all Cyndaquil eventually must, he took his Magmarizer with him. For years it was his only company, and on cold winter nights he curled up around it to keep himself warm.

Eventually, though, he was caught by the ASB League. Thinking nothing of the Magmarizer, those who caught Khao left the object behind. Khao was understandably distraught when he was sent out of his Pokeball for the first time in front of his new trainer. He kicked and pounded at the ground in a frenzy, spat small embers at his new trainer when she tried to comfort him, all the while wailing, “Where’s Leo? Where is Leo?!” It took a saintly amount of patience and several cookies to calm the hysterical Cyndaquil.

Khao’s new trainer went to great lengths to keep him happy. For days she talked to him, tried to coax him into telling her what was wrong, if she could do anything to help. When she finally learned who (or rather, what) Leo was, she walked right to the nearest official ASB store and bought Khao a brand new Magmarizer. Khao was ecstatic. He gave a squeal of happiness and hugged his trainer’s leg, then promptly curled around the new “Leo” and fell asleep, purring contentedly.

Since then, Khao made sure that Leo was with him at all times. He vowed the two would never be separated again. But reality hit him in the face: the opponents he faced in battle were interested in Leo, too. They would steal him, take him away, and he would never see him again. Several Pokemon came frighteningly close to stealing Leo, but they were always stopped by something or other (paralysis, for example). Clearly, the gods acknowledged that Khao and Leo should not be separated. Just as clearly, Khao knew his luck could not last, so he decided to take matters into his own hands.

Khao asked his trainer to make sure that Leo stayed with him always. Surgically attached to him, bound to him with the strongest material – he didn’t care how. Khao’s trainer decided to bind Leo to him with fire-proofed and fortified ropes of the strongest Ariados silk. This material was light yet durable, harder to break than the toughest steel. Leo settled at the center of Khao’s chest; the ropes of silk that kept Leo in place wrapped around his midsection and above his shoulder blades, tied in a dead knot on his back. The contraption fit snugly, was impossible to untie, and was nigh indestructible. To be doubly sure, Khao’s trainer took up on his other suggestion: she paid a licensed Pokesurgeon to attach some of Khao’s muscles to Leo and cover the base with Khao’s skin and fur. Khao was satisfied. Though he could no longer sleep comfortably on his stomach, and powerful shoves caused the skin and muscle there to stretch painfully, he knew no-one would be able to take Leo away from him, and that was all that mattered.

Effects: Khao’s Magmarizer is attached to his chest with ropes of fire-proofed, fortified Ariados silk that is nearly indestructible. It is also surgically attached to his chest: the base is covered with skin and fur, and muscles are connected to the object. Because of that, Khao gains the ability Sticky Hold in addition to all other abilites. He may still use Covet, but the stolen item will immediately be discarded. He may not Fling his Magmarizer. Additionally, since his Magmarizer is not naturally part of him and sticks awkwardly out, a powerful shove or blow will painfully stretch the skin and muscle attached to his Magmarizer. As such, physical attacks with a base power at or higher than 60 aimed at his Magmarizer will deal 1% more damage after all calculations.
 

Eta Carinae

I really loved that farm.
Re: Pokémon Registration Office


(Gemini) Klink [X] <Minus> @King's Rock
Signature Attribute: Engineered Rivalry

Unbeknownst to many, industrial products such as bolts, beams, and gears are not all manufactured by the same company. In reality, the industrial business is a lot like any other, with different companies fighting over their buyers, though they do not often use advertising. The hardest part about purchasing something from these companies is that it is often very difficult to distinguish two different iron beam from each other.

Sadly, such a fate happened to affect Gemini. Before becoming a Klink, "minigears" are assigned their partners for life, literally repelling all others until they find their twin. In this case however, the two minigears chosen to become Gemini were actually manufactured half way around the world from each other. The first gear, the classic blue-nosed specimen was created right in Unova. While the alternate pink-nosed design was created all the way in the far-off region of Orre. These two were still destined for each other though, and as such they finally did connect.

While together they are known as Gemini, they are so different that they have adapted different names for each other. The blue-nosed gear is Castor, and the pink-nosed is known as Pollux. These names are derived from Greek and Roman myth, where Castor and Pollux were twins known as "the Gemini". While in mythology the two twins had few differences, these twins are polar opposites. Castor is the strong-willed, rule-obeying, battle-hungry minigear that assumes the top position, while Pollux is a snarky, witty, lazy, and relatively anti-battle minigear who rests at the bottom of the Klink.

Because of their differences, Castor and Pollux have always argued. Castor is usually focused enough in battle to resist the urge, but sometimes his counter-part just drives him up the bloody wall. Because of this, there is a small chance every action that the two will waste their time arguing instead of acting. If they are ordered to Chill however, they have no chance of arguing for the next three actions.

However, there are advantages to being manufactured diffferently. The most prominent is that each minigear was made to excel in a certain aspect of attacking. Castor is all about brute force, while Pollux prefers to enforce more tactical strategies (when he actually decides to battle). Therefore, each Klink can sacrifice a bit more energy when using a direct-damaging attack to either increase its power or increase the chances of a secondary effect activating.

Effects: Gemini's two mingears, Castor and Pollux, were manufactured in different places. Because of their differences, there is a 5% chance each action that the two will not perform their action and instead argue. However, if they Chill, the effect disappears for the next three actions. Castor, being built to increase damage, can be ordered to increase the BP of a direct-damaging move by 10. Pollux, being made to utilize secondary effects, can multiply the chances of a secondary effect occurring by 1.5 when a direct-damaging attack is performed. Only one effect can be performed at once, and each effect can only be ordered once per round. To use the effects, Gemini will use 1.5x the energy normally used to perform the attack.

Better?
 
Last edited:
Top