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Pokémon Registration Office

Re: Pokémon Registration Office

luftballon9:

====== drifloon sigthing attempt 9 ======

pseudosci magibabble yay

[Puff] drifloon (f)
Body modification: Living Force

All drifloon have learned, when young, that the proper course of action when faced with a potential threat is to gather as much energy as possible (in fact, gather the energy beforehand if threats are expected) and then blast any targets at maximum power. If it is a fellow drifloon, it will be a great waste of energy, but nobody will get hurt; but anything else is unlikely to want to stay much longer.

The necessity of the intermediary step to gather energy usually goes unquestioned -- it seems obvious, after all: it is generally not possible to gather that much energy while attacking, so one has to prepare it before attacking.

The learned realize that justifications of this sort are more or less lies to children -- more safety guidelines than physical reality; being only barely physical beings themselves, drifloon thinkers noticed, early on, that there is a certain energy reservoir present in all pokémon life which is not difficult to access and trivial to draw energy from -- the same, incidentally, which powers most attacks. They called it vis viva then, though as time passed, it was increasingly called the living force. (Literal scientific accuracy seems to have fallen by the wayside in favor of blind idiot translation.)

The living force reservoir stores a tremendous amount of energy; certain drawbacks, however, make its use rather impractical. For one, the threshold at which directly accessing the living force is more practical than expending energy the usual way is rather high; and second, having the massive amounts of energy involved (is enough to be massive, after all) drawn out of one's body is a bit unhealthy. Furthermore, energy drawn from the living force reservoir tends to be somewhat tainted by the elemental energies associated with the source pokémon -- and, thus, for drifloon, not safe to blast at each other with. (There is, after all, something to be said for safety.)

When Puff noticed, however, her reaction did not include either practicality or safety concerns. Simply throwing the large amounts of energy is at least a useful use, after all, even if a bit inefficient; as a resident of Asber, Puff holds a complete disregard for health and safety guidelines, both for herself and for others; and, as a ghost (even of a type not especially known for cursing), she recognizes that if phenomenal cosmic power requires sacrifices, the sacrifices aren't actually that bit a deal as long as one gets enough value out of it.

And in this case, speed is power. Or perhaps it is better to say power is the ability to cram as more effect into the same amount of time. Strength makes one's actions more effective; defenses make others' actions less effective than one's own; being fast enough lets one prevent others from taking some actions altogether; but ultimately, some actions are simply more effective than others, and those other actions are entirely wastes of time. If the cost of the most effective action is greater, then let it be greater -- if it gets the job done faster, it still saves that most invaluable resource, time.

Still, it is preferable to foist the cost on someone else -- which is precisely what the living force reservoir is most practical for: if one wanted to use one's own energy to do something, it might be more practical to simply use one's own energy the usual way; but when one wishes to use another's energy, there simply aren't that many alternatives.

There is the small problem of accessing another's energy reservoir, which can actually be quite difficult if they are unwilling, but this does not diminish just how valuable it can be when one does need it. For most, it would take too much time and too much effort to use in battle; but to Puff, the appeal of semi-phenomenal, nearly cosmic power outweighs the mild annoyance of actually having to put effort into working on doing it quickly. Indeed, having developed her technique so, Puff no longer sees value in the usual intermediate step; she refuses to use it on principle.

This power is fundamentally the same as that invoked by Secret Power, but Puff's use of it is irrevocably tainted by the manifestation of her Hidden Power; as such, Puff is unable to call upon either of those effects normally.

Effects: Puff, normally inclined to drift with the winds, ceases motion for an instant, spreading her "arms" upward. The source pokémon begins to glow with a bright light, then to tremble slightly as the light breaks apart into myriad glowing droplets, which rise and rejoin as a great glowing orb. As the orb absorbs the last of the droplets, it flies off toward the target.

Puff need not use Stockpile (cannot use Stockpile) before using Spit Up or Swallow; instead, a "source" for the energy cost (a specific amount which must be between 10% and 20%) is selected in addition to the target. As part of the execution of the move, the source expends the energy cost and takes damage equal to one-half the energy cost (rounded down). The source selected must be an ally or otherwise noted (in its commands) to be "willing" to act as Puff's energy source.

If Puff is selected as the source, assume the cost of Spit Up or Swallow to be negligible; otherwise, Puff expends an additional 3% of her own energy in the execution.

The moves originate from the source pokémon's position, which Puff does not necessarily control; if so, the source pokémon must have a clear path to and be in range of the target when Puff attempts to use to move for the move to take effect on the intended target. (Assume Puff has enough control over her energy orbs to maneuver them.) Puff herself need only be within range; a clear path is not quite necessary.

Puff's Spit Up is a physical energy attack which takes on the source pokémon's primary type with damage fixed at 1.5 times the amount of energy expended (rounded down); as a fixed-damage attack, its damage class and type are usually relevant in case of immunities and certain effects which act on those attributes.

Puff's can select a target to be healed by Swallow instead of necessarily healing herself.

Puff can evaluate and understand conditionals based on the numerical value of a pokémon's energy.

Movepool changes: -Hidden Power, -Secret Power, -Stockpile.

===== Notes =====

on Spit Up: the efficiency goes to less than or equal to 3 damage to 2 energy and 1 hp, with maximum of 30%/20%/10% a shot. this ... well, to be sure, it is large, but not really excessively so. consider that, say, a 0 exp charizard's blast burn is 18% damage for 11% energy, an efficiency of some 1.64 -- indeed, the same applies for any STAB user of any of these, as well as Head Smash and possibly Focus Punch. this is ... a common damage amount, if we momentarily ignore typing, with the wide spread of hyper beam and giga impact -- namely, almost every fully-evolved pokémon and then a few NFE. but okay, drifloon is immune to normal; but Thunder and Blizzard are fairly widely distributed, and occur with Rain Dance and Hail quite frequently, so let us consider a SE non-STAB BP 110 Acc 100 attack as an abstraction, with 15% damage per action at 7% cost, which is 2.14 efficiency. Spit Up has a defined 1.5 efficiency, and incurs a rather significant 1/3 damage recoil; as healing usually comes at 2:1 (which it isn't actually, due to action economy), putting it down to a 1.2 efficiency. mooching others' energy drops it further down; and, since I have to supply the source anyway, it should only allow blasting through an ally's energy ridiculously quickly under most circumstances. perhaps a bit to quickly, but eh, you tell me.

on Swallow: at 2.5x energy cost minus 0.5x energy cost, this swallow is about even with other direct recovery and with heal pulse, and is further limited by Unnerve and Embargo, which don't affect conventional healing. with the energy cap reduced to 20%, the healing cap goes down to 50%, on par with conventional healing; but taking that damage cuts it down to net 40%. compared to two-turn Swallow, this version is 25% faster and 20% costlier. healing others is ... strictly less effective than a heal pulse, and often worse than pain split. seems reasonably balanced -- drifloon already did have direct healing, I'm just making it ... pretty much even, marginally better on average, I think? but is more a thematic thing than anything, so.
 
Re: Pokémon Registration Office

Zeus

Body Modification: Born of Thunder

Zeus was born in an obscure area bordering the Kanto region, along the same mountain range that holds Mount Silver. When his parents, a Braviary and a Mandibuzz, came together, they knew full well how hard it could be competing with other birds for space in the crowded valleys. So the two of them ascended to near the peak of one of the mountains, far enough up to where they were alone... or so they thought. A few days after they had their egg, they discovered they had actually settled in the territory of a Zapdos. Not one to let this intrusion go unpunished, he tried to drive the two off his mountaintop. However, the two wouldn't give up so easily. They confronted Zapdos, fighting beak and talon to defend their nest and egg. Though bruised and bloodied, they kept up the fight for days, to where even Zapdos himself was beginning to become exhausted. His aggression started to fade, and he became more and more impressed with these dedicated parents. Eventually he gave in, allowing them to not only keep their place, but giving them a gift, blessing their chick with a touch of his power. He also took on some of Zapdos's appearance, being born with black and bright yellow plumage instead of the normal red, white, and blue.

Effects: Zeus changes his type from Normal/Flying to Electric/Flying. He loses the following moves:
Crush Claw, Frustration, Rain Dance, Sunny Day, Fury Attack, Defog, Rock Tomb, Shadow Claw

And gains the following:
Thunder Wave, Spark, Wild Charge, Thunderbolt, Charge Beam
 
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Re: Pokémon Registration Office

[Raviel] Zorua (Male) <Illusion>
Body Modification:
Zydrate Comes in a Little Black Fox

A while ago, a number of Pokemon were bred and genetically engineered for a special purpose - as a helper Pokemon to doctors, intended as a living being capable of dispensing powerful painkillers. Raviel was not one of this Pokemon. At least not at first - a black market attempt to do the same thing, but for a different purpose soon sprung up - said painkiller was extremely addictive as a street drug. The Zorua family was chosen due to its ability to disguise itself, and bearing sharp claws and teeth. And so Raviel was born.

Effects: His body produces the powerful painkiller Zydrate in his jaws and claws, and it constantly oozes forth.This has interesting effects in battle - the pain-dulling effect makes him unable to cause flinching, since a Pokemon attacked with his claws or teeth won't feel it as well. However, this lets him hit harder and deeper without retaliation, boosting attacks made that way by 1% Damage. In addition, after a Pokemon has been hit with an attack this way, the Zydrate has entered their system and its working its effects - the Pokemon will find itself drawn to Raviel subconsciously, looking for a chance to get more in their body, increasing Raviel's accuracy against them by 5%. This does not stack on the same Pokemon, and can be purged from the body via Refresh or similar. This effect in its entirety does not affect Poison-typed Pokemon, or ones with Immunity.
 
Re: Pokémon Registration Office

[Blackbeard] Cappun (Male) <Illusion>
Signature Move: Queen Anne's Revenge

Blackbeard, being a Cappun, has always had the pirate spirit. His trainer decided to help with that, so he bought him an actual pirate's boat for him to use in battle. The boat came with some uninvited guests, however. The spirits of dead pirates still lingered on the boat, and Blackbeard decided to use this to his advantage in battle.

Effects: When this attack is used, Blackbeard becomes immobile and surrounded by ghostly energy for 3 actions (Can carry over to the next round). During this time, Blackbeard is considered a ghost type. When the 3 actions have passed, Blackbeard will be possessed by a random ghost from the ship. These effects last until Blackbeard is knocked out.
30% Random Crewmember: Blackbeard gets +1 to attack.
20% John Suled: Blackbeard gets +2 to attack, +1 to speed, and -1 to defense.
10% Robert Arli: Every round, at least one Pokemon will get a guaranteed critical hit.
10% Captain Waln "The Sharpshooter": All of Blackbeard's Special Attacks always hit.
10% Edward Polt: At the end of each round, heal 1/4 of the damage you took.
5% Brooke Tarel: All opponents have 5% less accuracy when attacking you.
5% Nathan Daniels: Fire type attacks cannot get critical hits.
5% Zachary Boone: All flying type attacks deal an extra 5% damage.
5% Failure: Blackbeard could not get the ghost's attention and has used up his only chance to get a bonus.

Ghost / Status/ Base Damage 0% / Accuracy N/A / Target: Self / Energy: 30 / Duration: Until knocked out.
Usage Gap: Once per battle.
 
Re: Pokémon Registration Office

If I've submitted this, I haven't moved the folder it was in:

[Piggly] Swinub (M)
Ability: Snow Cloak
Signature Move: Hail Strike


Piggly was always loved, always cared for, and always loving. He has loved the snow and ice of his original home in the Johto region. Even though all this love flows through him, he still has a rage against those Pokemon from who his parents and herd were killed by.

No one knows exactly what happened, but Piggly’s herd was attacked in the late 20th century. Since then, Piggly has honed in on his ability to use the weather as a weapon. From all the hits he took as a baby during the invasion, he stood strong and now uses the abilities his mother, Mamoswine, used to defend him.

When Piggly uses this attack, a strong hailstorm whips around the arena. The storm can only be stopped is a Pokemon uses any weather changing move that aligns only with its type (Fire- Sunny Day; Water- Rain Dance; Ground- Sandstorm). Piggly also attacks using this move. The hail begins circulating around him and he begins a solitary charge at the opponent. This move costs massive energy and has a very, very slight (10%) chance of freezing the target.

Type: Ice/ Stat: Special/ Base Damage: 70/ Accuracy: 80% / Target: Single-All/ Energy: 30%
Effects: Causes hail that only can be removed by a Pokemon using another weather condition that it shares a type with (Fire- Sunny Day; Water- Rain Dance; Ground- Sandstorm). 10% chance of freezing foe.

Usage Gap: Once per match
 
Re: Pokémon Registration Office

OK, I'll try and get back to Signature Move Approving. Hopefully it won't be too terrible. If I missed anything, let me know!

[Gamzee] Mime Jr. (M) <Filter>

Signature Move: HONK

Gamzee is a cheery and carefree soul, and he’s also a fan of all things clownish. He spends a lot of his free time trying to perfect his clown act, which involves unicycle riding, pie throwing, terrible rapping and lots of honking.

Though his teammates and trainer find this endearing for the most part, they find the constant honking much less cute. Gamzee isn’t exactly very tidy, and he tends to leave his plentiful collection of bicycle horns strewn everywhere. Sometimes he steps on them and scares the shit out of himself. Eventually, his teammates got completely fed up of the noisy rubbish lying everywhere, and forcefully confiscated all of Gamzee’s beloved horns.

Naturally, Gamzee was devastated, but not discouraged. Through some psychic manipulation, the sneaky clown quickly found a way around the ban on honking. He managed to focus his mind altering abilities to create holographic images that took the form of bicycle horns strewn all around him. The horns were still mere illusions however, and similar to double team clones, they would fade out of existence once struck.

Through more trial and error, Gamzee managed to enhance the illusion to include sound, and stepping on the horns caused the “victim” to hear a resounding HONK to echo in their head, one that only they could hear. Needless to say, the effect was pretty startling, and Gamzee quickly found a way to use his newfound trick in battle.

Type: Psychic / Energy: 6% / Duration: One action
Effects: Gamzee takes a moment to focus his psychic abilities, then surrounds himself with illusionary bicycle horns. The default amount is three horns, and this increases by one for each +2 special attack boost Gamzee currently has, capping at five horns. While the horns are strewn about, the opponent has a 20% chance to step on one and flinch when they attempt to attack Gamzee or his ally with a contact move. The horn disappears once stepped on. If Gamzee is surrounded by 3+ horns, he can choose to dispel them all at once, which unleashes a damaging sound-wave equivalent to a hyper voice. They can be removed by rapid spin, and the illusion is also dispelled by foresight and odour sleuth. Levitating and flying Pokémon are unaffected. The horns disappear when Gamzee faints. This is also considered a sound based move.
Usage Gap: Two rounds after all the horns fade.

Approved.

Syler (Male Golbat) <Inner Focus>
Signature Move: Brain Food
Some monsters eat brains just for brains' sake. Syler is different. He needs them - not the taste, no, he needs what they contain. The energy, the knowledge; he can't live without it. To do so would mean being... without it - being him, powerless, alone. He has no choice.

That's not to say he doesn't enjoy it.

All brains are appealing, but some are more than others. When one strikes his fancy, he'll wrap his giant maw around the pokemon's skull, slicing into their minds and draining knowledge and energy from within. The pokemon will be left with a slice mark around their skull, looking quite like it could have been hacked off if Syler tried hard enough.

Dark / Physical / 10% / 100% / Single / 7% / One action
Effects: Drains energy/health (specified) equal to half the damage dealt, rounded down. If blood gets in the target's eyes, it may lower accuracy at ref's discretion.
Usage Gap: 6 rounds

Approved.

Man, I should have came here earlier!

[Kurow] Poochyena (M)
Ability: Run Away (LOL, I made a mistake, but it's no big deal)
Atribute: Wild Heart
Signature Attack: Dark Descend
A few years ago, in the darkest parts of the world, a dark pack existed. It was the largest group of individual land pokemon the world has ever seen. It was consisted of rogue pokemon, rejected by the world and had no other future. The leader of this pack was a ferocious Mightyena simply named the White Fang. He was the largest Mightyena that has ever lived, and was the king of the wild. He fought like a demon, and was strangely graceful. Some say he was the descendant of the legendary Blue-eyed Beast, a god in Mightyena form that was sent from the stars to free the world from darkness.

One day, however, White Fang had lead the pack into a village. As the villagers screamed in horror as chaos ensued, White Fang clashed with another Mightyena, Terra, and lost. In the middle of the fighting, White Fang howled and the pack left the village without hesitation. Terra disappeared, and the villagers assumed that the pack kidnapped her. They did not know that White Fang settled down with her, and begun a family. About 1 year later, the heir of the pack, Kurow, was born.

Kurow was a gentle spirit who did not like to kill, even when he had to feed. Most important of all, his eyes are pure blue, something that was noted to be the second Blue-eyed Beast. His father had at last decided that the pack was finished, and that it should disappear. However, that night, a being shrouded in darkness killed White Fang. Kurow witnessed this and chased the figure. As he chased him, the being threw a lighting bolt and the forest caught on fire, scaring the entire pack, who where waiting for an order from White Fang.

But there was no order

Kurow cornered the shadowy figure, who slashed Kurow's face to get away. Alone, confused, and tired, he fell into a mighty river and was set adrift. . .

Effect of Wild Heart: Simple; in a pinch it increases his signature move power by 1.5
Effect of Dark Descent: Kurow gathers all of the darkness in his small heart, and slams the opponent with an evil aura. One day, its true power will awaken.

It can only be used once in a battle, it costs an entire round to use, and the move Howl will increase it's power by 1.5 %. It has a possibility of 50% to lower the opponents defense by 1 stage.

It's level of power depends on his HP. Every 10 HP off, it gains an additional 10 damage.

Power: Varies;MIN. of 10 damage at full health, MAX at 100 damage when at 1 HP
Accuracy:90%, Energy 10%, Single target

Also, it should be noted that his left eye has a scar on it from the slash, meaning that his left eye has slightly poorer eyesight than his right.

[Solar] Larvesta (M)
Ability: Flame Body
Signature Attribute: Burning Soul
Signature Attack: Phoenix Lotus

When Kurow woke up, he found himself next to Solar. After a quick battle which ended in a draw, they decided to travel together, in which Kurow said that they will start a pack together and remake the great pack that once was.

Attribute: Burning Soul
Effect: If he uses a fire move right after using one before, it increases in power by 2% NOTE:This does not stack.

Move: Phoenix Lotus
Effect: Causes a burn to the Enemy. If the enemy already has a burn, then this attack doubles in power

Power 40, Accuracy 95, Single, Energy 6%

Description: Solar makes a large cloud of embers that look like flower petals. They explode in a small explosion upon contact.

Kurow:The backstory, while very detailed, hardly explains why Kurow can use this move and why it can use it over other Pokémon. Backstories about Pokémon are nice, but as signature move description, we must be able clearly see how Kurow actually learned the move. And while I am not a signature attribute approver, I can say that the description is sketchy. In the games, "in a pinch" usually refers to 33% health (Torrent, Swarm, etc) or 25% health (berries). Be more precise.

Solar: Now, there is close to no backstory. What makes Solar different from other Larvesta, explaining the fact that it's a signature move/attribute. Try to refer to other sig stuff to get the grasp of how it is supposed to be done.

[Blackbeard] Cappun (Male) <Illusion>
Signature Move: Queen Anne's Revenge

Blackbeard, being a Cappun, has always had the pirate spirit. His trainer decided to help with that, so he bought him an actual pirate's boat for him to use in battle. The boat came with some uninvited guests, however. The spirits of dead pirates still lingered on the boat, and Blackbeard decided to use this to his advantage in battle.

Effects: When this attack is used, Blackbeard becomes immobile and surrounded by ghostly energy for 3 actions (Can carry over to the next round). During this time, Blackbeard is considered a ghost type. When the 3 actions have passed, Blackbeard will be possessed by a random ghost from the ship. These effects last until Blackbeard is knocked out.
30% Random Crewmember: Blackbeard gets +1 to attack.
20% John Suled: Blackbeard gets +2 to attack, +1 to speed, and -1 to defense.
10% Robert Arli: Every round, at least one Pokemon will get a guaranteed critical hit.
10% Captain Waln "The Sharpshooter": All of Blackbeard's Special Attacks always hit.
10% Edward Polt: At the end of each round, heal 1/4 of the damage you took.
5% Brooke Tarel: All opponents have 5% less accuracy when attacking you.
5% Nathan Daniels: Fire type attacks cannot get critical hits.
5% Zachary Boone: All flying type attacks deal an extra 5% damage.
5% Failure: Blackbeard could not get the ghost's attention and has used up his only chance to get a bonus.

Ghost / Status/ Base Damage 0% / Accuracy N/A / Target: Self / Energy: 30 / Duration: Until knocked out.
Usage Gap: Once per battle.

Hm, I'd say this move is quite on the edge o the acceptable, as it is quite powerful, has many effects but does have a massive drawback. I would Approve it for now, but you better be prepared to it being refused by Negrek eventually.

If I've submitted this, I haven't moved the folder it was in:

[Piggly] Swinub (M)
Ability: Snow Cloak
Signature Move: Hail Strike


Piggly was always loved, always cared for, and always loving. He has loved the snow and ice of his original home in the Johto region. Even though all this love flows through him, he still has a rage against those Pokemon from who his parents and herd were killed by.

No one knows exactly what happened, but Piggly’s herd was attacked in the late 20th century. Since then, Piggly has honed in on his ability to use the weather as a weapon. From all the hits he took as a baby during the invasion, he stood strong and now uses the abilities his mother, Mamoswine, used to defend him.

When Piggly uses this attack, a strong hailstorm whips around the arena. The storm can only be stopped is a Pokemon uses any weather changing move that aligns only with its type (Fire- Sunny Day; Water- Rain Dance; Ground- Sandstorm). Piggly also attacks using this move. The hail begins circulating around him and he begins a solitary charge at the opponent. This move costs massive energy and has a very, very slight (10%) chance of freezing the target.

Type: Ice/ Stat: Special/ Base Damage: 70/ Accuracy: 80% / Target: Single-All/ Energy: 30%
Effects: Causes hail that only can be removed by a Pokemon using another weather condition that it shares a type with (Fire- Sunny Day; Water- Rain Dance; Ground- Sandstorm). 10% chance of freezing foe.

Usage Gap: Once per match

The base damage is written in %, as in the actual damage it would do on a Pokémon neutral to it without boosts / penalties applied to it. The backstory is also sketchy at best, as it doesn't really explain how Piggly actually learned it. Finally, 30% energy is massive, so you might want to lower it to around 10%.
 
Re: Pokémon Registration Office

OK, I'll try and get back to Signature Move Approving. Hopefully it won't be too terrible. If I missed anything, let me know!

Hm, I'd say this move is quite on the edge o the acceptable, as it is quite powerful, has many effects but does have a massive drawback. I would Approve it for now, but you better be prepared to it being refused by Negrek eventually.

I will be ready to edit.
 
Re: Pokémon Registration Office

My turn!


Spr_4p_207_m.png

Chizholm – male
Ability: Immunity​

Signature Move: Slumber Fangs

Chizholm is one of the few Pokémon in the entire League captured in the mystic Dream World by some unknown machinery ran by dark magic hidden deep in underground chambers at Lacuna Labs. Well, this is the story most Asberians believe, and the only one explaining how Dream World stuff suddenly appear in Negrek’s hands, just at the right time, to be given away to Tournament Winners or particularly effective referees. But no matter how Chizholm managed to leave the Dream World and land into Quidam’s Squad, he brought with him a trait normal Gligar lack. Dream Mist flows in his veins.

Not only Dream World Pokémon have access to special abilities ignored by the rest of their kind, but some of them are directly affected by the very atmosphere of their native land. In the Dream World, Dream Mist is everywhere: It is found in fractional quantities suspended in mid-air, swirling in its liquid forms through streams and rivers, and even mixed with the snow that falls over the northern parts of the mystic country. So much that some of its inhabitants become, shall we say, infected by it. Most of the time it isn’t important, making the affected Pokémon a tad sleepier, squarely lazy in some cases (Durant comes to mind). But others grow used to it and manage to gain control over it.

Chizholm is one of them. Dream Mist in its most concentrated form flows in parallel to the toxin in his fangs and stinger, and he can make use of it in battle.

Poison, Physical / Base Damage - 3% / Accuracy - 95% / Target – Single / Energy – 9%

Chizholm attaches himself to the foe and bites it weakly - just enough to get his fangs under the target’s skin – and begins pumping Dream Mist into the target’s bloodstream. The highly concentrated toxin spontaneously turns the foe’s ability into the one it would have in the Dream World. Additionally, the target becomes slightly drowsy, having a 5% chance of falling asleep at the end of each action for a period of three rounds.

Usage Gap: Four Rounds.
 
Re: Pokémon Registration Office

[Marva] Elgyem (Female) <Synchronize>
Signature Move: Neuralyzer

Elgyem's evolutionary family is known to be able to modify the memories of people and Pokemon at will, to remove any recollection of having seen this elusive species. Marva, however, has thought of a much better application of this ability when in battle - wipe the foe's mind temporarily of the memory of past battles, making them fight as if they had never battled at all before.

To do this, she uses her psychic power to compel the foe to look at her hand, which then unleashes a pulse of cyan light, wiping the foe's memories for a short time. The target must be able to see her, and as such a blind Pokemon will not be effected.

Type: Psychic / Non-Damaging / Accuracy: 95% / Target: One Pokemon / Energy: 6% / Duration: One action for use, effects last 3 rounds.
Effects: Target looses all memory of past battles for 3 rounds. This will cause them to loose all EXP/Evolution bonuses to damage output (depending on ref scale) for that time, causing the ref damage scale to treat them as a first-stage Pokemon of their evolutionary line with 0 EXP. This does not permanently remove EXP or evolution. The target must be able to see her, and as such a blind Pokemon will not be effected.
Usage Gap: Three rounds after effects end.
 
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Re: Pokémon Registration Office

eh decided to make certain edits before it got looked at, so

[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 funding for their projects).

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 or anti-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 learned by any other means; it takes years to incur the scarred soul essential to shadow energy.

XD002 is always in a nasty, hateful mood, so she will never build up a resistance to moves that play on anger and negative emotions (such as taunt, torment, and swagger) and their effects last twice as long. Conversely, even the most subtle or delicate manipulations can’t make her feel affection (attract, captivate, cute charm), joy or self-satisfaction (helping hand, encore, flatter), or fear (leer, glare, intimidate), and any attempts will fail completely. She will favour shadow rush 1.0 over struggle if, for example, taunt or torment prevent her from following orders, purely out of a desire to cause more harm.

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's emotions will rise to a fever pitch, plunging her into "reverse mode". In reverse mode, if commanded to perform a move that isn't shadow-type, she has a 25% chance of petulantly refusing to fulfill her orders. She will be unable to use items or have items used on her. Additionally, she attacks herself for 2% damage at the end of every action. By giving into the shadows on her heart, though, XD002 gains STAB on all shadow attacks. Reverse mode automatically wears off after three rounds, and she returns to normal, or it can be overridden by hyper mode (see the Shadow Attack Guide for details). Reverse mode and hyper mode can only otherwise end early if the trainer takes an action to "call" to her, bringing XD002 back to her senses, but this cannot be part of a conditional, and she must be able to hear her trainer for this to work.

Furthermore, by closing the door to her heart, Cipher froze her mental state so there was no risk of recovery. However, this also means she could not use any moves she tried to sketch in battle; her abilities as a smeargle are limited to sketch, chill, struggle, tail whip, doubleslap, iron tail, protect, and captivate no matter how many moves she memorised.

For referee convenience, the Shadow Attack Guide is provided here. Additional references can be found at Bulbapedia and Veekun.
 
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Re: Pokémon Registration Office

[Honeycomb] Litwick (Female) <Flash Fire>
Signature Move: Living Fire
Wild Litwick are known to steal the life of humans and Pokemon it crosses paths with. Even after capture, Honeycomb still wanted to use this power. Using Fire and Ghost type energy, she created a move that should never had been thought of.

Effects: Honeycomb must charge for one action prior to using this move. When she is done charging, she releases an enormous spurt of fire from her candle and shoots it at the enemy. This does 30% damage to Honeycomb in the process. If the fire hits an enemy, that enemy takes 50% damage and causes a burn. For every 2% of damage the opposing Pokemon takes, Honeycomb heals that much health. If it would heal to more than 100%, Honeycomb is knocked out due to the immense amounts of life changing hands.
Fire / Special/ Base Damage 50% / Accuracy 75% / Target: One Pokemon / Energy: 50 / Duration: Healing is permanent
Usage Gap: 3 rounds.
 
Re: Pokémon Registration Office

[Honeycomb] Litwick (Female) <Flash Fire>
Signature Move: Living Fire
Wild Litwick are known to steal the life of humans and Pokemon it crosses paths with. Even after capture, Honeycomb still wanted to use this power. Using Fire and Ghost type energy, she created a move that should never had been thought of.

Effects: Honeycomb must charge for one action prior to using this move. When she is done charging, she releases an enormous spurt of fire from her candle and shoots it at the enemy. This does 30% damage to Honeycomb in the process. If the fire hits an enemy, that enemy takes 50% damage and causes a burn. For every 2% of damage the opposing Pokemon takes, Honeycomb heals that much health. If it would heal to more than 100%, Honeycomb is knocked out due to the immense amounts of life changing hands.
Fire / Special/ Base Damage 50% / Accuracy 75% / Target: One Pokemon / Energy: 50 / Duration: Healing is permanent
Usage Gap: 3 rounds.

No.
 
Re: Pokémon Registration Office

It's basically way too powerful. You'd never get that much damage in one ago, especially for a first stage Pokémon. The backstory needs some fleshing out too. Have a look through the thread at some earlier approvals to get a better idea of how much damage you can dish out.
 
Re: Pokémon Registration Office

Oh, fine.

First of all, your description is insufficient, since it doesn't really put any effort into describing how the attack was developed. Or how it works.

Second, 50% damage.

2.1, And guaranteed burn.

2.2, litwick is the first of its line so the power of its signature moves are expected to be rather limited - but even a chandelure would have difficulties getting away with that.

2.3, Even with a 30hp/50pp cost and a charging action, the cost is insufficient. The closest real-move equivalents are probably selfdestruct/explosion, which have 200 and 250 base power at the cost of fainting first, and since this move heals the user, you're expecting to undo the 30hp cost anyway, with some profit.

2.4, and going by the description, high damage looks like it's meant to be the secondary thing you had in mind when designing the move. Your description only mentions life-sapping, but you have ridiculous damage and a guaranteed burn tacked on. For a fully-evolved pokémon, something near even 150 base power usually means damage is basically its sole reason for existence, and beyond that you only begin adding on costs. The fact that you have a healing effect, on its own, means damage has to be scaled back further than usual.

Third, the healing. Draining moves tend to recover half the damage inflicted because more than that is too effective (unless the attack is really weak). Perhaps at a higher evolutionary level, you could have a 100% conversion of damage to health, but that's currently unlikely.

Fourth, your duration is misleading. This is a one-action move where you get health back depending on how much you inflict, while duration implies the healing effect of 2% health for every 2% you inflict lasts longer. Approximately no one will believe that healing would get undone after the move, so specifying that you keep the health is unnecessary.
 
Re: Pokémon Registration Office

It isn't as op anymore (I hope). Made it more of a gamble.

[Honeycomb] Litwick (Female) <Flash Fire>
Signature Move: Living Fire
Wild Litwick are known to steal the life of humans and Pokemon it crosses paths with. Even after capture, Honeycomb still wanted to use this power. Her trainer helped her develop an attack that could suck the life away from her opponent; Fire energy allows the attack to travel through the air, and Ghost energy removes life force.

Effects: Honeycomb must charge for one action prior to using this move. When she is done charging, she releases an enormous spurt of fire from her candle and shoots it at the enemy. This does 30% damage to Honeycomb in the process. If the fire hits an enemy, that enemy takes 10% damage, a guaranteed burn, and is now "Life Marked" (Life Mark is applied before the 10%. Whenever a Pokemon that is Life Marked takes damage, Honeycomb heals half that much HP.
Fire / Special/ Base Damage 10% / Accuracy 75% / Target: One Pokemon / Energy: 35 / Duration: Life Mark lasts until a Pokemon affected by it faints.
Usage Gap: 3 rounds.
 
Re: Pokémon Registration Office

Life mark makes it worse, actually. (Was that the original effect? Because that means my vitriol was justified.) A standard fire-type draining move could have just had its numbers scaled back (to something like 50-75 power, mind, not 100) with half the damage returned as health plus burn chance but this...

Okay, first, stick the description of the attack in the description, because that's what the description is for. Also, you haven't actually improved the description. A little story about how the litwick developed the move and maybe pseudoscience on how it works is more like what I'm talking about. Also, the cost has to make sense in addition to balancing the move; that's part of the description's job, too. Litwick toss fire around all the time. Why does this particular flame inflict 30 damage on the user?

Second, you've still got a guaranteed burn chance. When I pointed that out, I didn't mean "keep this", I meant "this is part of the problem", in case it wasn't clear. Note that 10% base damage and guaranteed burn is essentially what the move inferno does, and inferno has to deal with 50% accuracy, so that in itself is overpowered. 50-75 power is probably closer to what a first stage 'mon can get with a secondary effect, and burn chance 10-20% if you don't have an overpowered secondary effect.

Which you do. So the life mark seems to be the primary effect (because it is the only thing that relates at all to the description), meaning what I said about the damage/burn being tacked on comes back with twice the force. With a draining move, at least you can justify the damage because that's how you drain something in the first place - the life mark is something you'd dedicate a whole move to (and it'd still be overpowered). Not sure you can simply scale it back so that it's not overpowered, really. A status the target can't get rid of, that heals you as a reward for damaging it (which you were going to do anyway), and lasts until it faints? There isn't really a reasonable cost that could justify that.

Anything with a life mark-like effect would also be limited to one use per battle, anyhow.
 
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Re: Pokémon Registration Office

Technically only one page ago, but it's been two months so reposting


[Mr. Wonderful] Male Spiritomb
Ability: Pressure
Signature Attribute: Trickery

Mr. Wonderful is a Ghost/Dark type Pokémon. Both of these types usually mean the Pokémon will be sly and use tricks. Mr. Wonderful is no different.

Ever since being rescued from 'That Damned Tower' as he puts it, he went back to using slyness and cunning to battle his foes. He has often used a few less than fair lies to get a foe to lower their guard. He will go to the ends of the earth as we know it to land a hit, and will go past any barriers that stand in his way. He spent all the time in That Damned Tower conferring with other prisoners in the Spirit Realm, which meant a few Spiritomb form a far off land(dream World) that possessed the Ability Infiltrator. This allows them to hit through barriers and screens. Mr. Wonderful was eager to learn how they harness it, and by doing such, gained it him self.


He learned how to harness his powers of being a ghost to fade through the average Reflect or two. That, and they only go a foot above their user. As a result, his attacks can go through them as well. But due to this, the effects of his other abilities are halved.

Effects: Mr. Wonderful gains Infiltrator in addition to Pressure, but Pressure's the number of time activated is reduced in return. It only activates on two of three actions preformed, randomized by the ref. His foe also starts with a +1 accuracy boost (this can be reset to 0), as he often leaves a few open spots to strike as he focuses mainly on offense.
 
Re: Pokémon Registration Office

Fixed, and added a link to Litwick.
[Honeycomb] Litwick (Female) <Flash Fire>
Signature Move: Living Fire
Wild Litwick are known to steal the life of ponies and Pokemon it crosses paths with. Even after capture, Honeycomb still wanted to use this power. Her trainer helped her develop an attack that could suck the life away from her opponent; Fire energy allows the attack to travel through the air, and Ghost energy removes life force. Honeycomb still isn't ready for such a powerful attack, and takes massive amounts of recoil every time the attack is used.

Effects: Honeycomb releases an enormous spurt of fire from her candle and shoots it at the enemy. This does 30% damage to Honeycomb in the process. If the fire hits an enemy, that enemy takes 10% damage, a guaranteed burn. For the rest of the round, all of Honeycomb's attacks against that opponent heal half the damage dealt to Honeycomb.
Fire / Special/ Base Damage 10% / Accuracy 75% / Target: One Pokemon / Energy: 35 / Duration: Heath Restoring lasts until the end of the round
Usage Gap: 3 rounds.
 
Re: Pokémon Registration Office

Fixed, and added a link to Litwick.
[Honeycomb] Litwick (Female) <Flash Fire>
Signature Move: Living Fire
Wild Litwick are known to steal the life of ponies and Pokemon it crosses paths with. Even after capture, Honeycomb still wanted to use this power. Her trainer helped her develop an attack that could suck the life away from her opponent; Fire energy allows the attack to travel through the air, and Ghost energy removes life force. Honeycomb still isn't ready for such a powerful attack, and takes massive amounts of recoil every time the attack is used.

Effects: Honeycomb releases an enormous spurt of fire from her candle and shoots it at the enemy. This does 30% damage to Honeycomb in the process. If the fire hits an enemy, that enemy takes 10% damage, a guaranteed burn. For the rest of the round, all of Honeycomb's attacks against that opponent heal half the damage dealt to Honeycomb.
Fire / Special/ Base Damage 10% / Accuracy 75% / Target: One Pokemon / Energy: 35 / Duration: Heath Restoring lasts until the end of the round
Usage Gap: 3 rounds.

Second, you've still got a guaranteed burn chance. When I pointed that out, I didn't mean "keep this", I meant "this is part of the problem", in case it wasn't clear. Note that 10% base damage and guaranteed burn is essentially what the move inferno does, and inferno has to deal with 50% accuracy, so that in itself is overpowered. 50-75 power is probably closer to what a first stage 'mon can get with a secondary effect, and burn chance 10-20% if you don't have an overpowered secondary effect.

You seem to have missed this bit. Also about half the rest of that post. If you remove the bit with the higher accuracy inferno entirely you might be able to work with the rest. Like I said, since the primary effect is presumably converting every future damaging move into an indirect healing move for a period, that should be the only effect. There are some instances where you can get away with "so the move does this thing but just so happens to also cause a bit of damage lol" but this is not one of them.

Links are irrelevant. It's possible to quote a dex entry or something - that's standard procedure, really - but you should be able to support the move on the text you write alone. While I can see something that vaguely resembles an attempt to address what I said, it's really not sufficient; the only advice I can give is to look around at other signature moves and figure out what a good signature move description looks like or pay someone to write it for you. It doesn't have to be the pinnacle of writing (or we'd all have to bribe Negrek with candy) - something like

[Marva] Elgyem (Female) <Synchronize>
Signature Move: Neuralyzer

Elgyem's evolutionary family is known to be able to modify the memories of people and Pokemon at will, to remove any recollection of having seen this elusive species. Marva, however, has thought of a much better application of this ability when in battle - wipe the foe's mind temporarily of the memory of past battles, making them fight as if they had never battled at all before.

To do this, she uses her psychic power to compel the foe to look at her hand, which then unleashes a pulse of cyan light, wiping the foe's memories for a short time. The target must be able to see her, and as such a blind Pokemon will not be effected.

Type: Psychic / Non-Damaging / Accuracy: 95% / Target: One Pokemon / Energy: 6% / Duration: One action for use, effects last 3 rounds.
Effects: Target looses all memory of past battles for 3 rounds. This will cause them to loose all EXP/Evolution bonuses to damage output (depending on ref scale) for that time, causing the ref damage scale to treat them as a first-stage Pokemon of their evolutionary line with 0 EXP. This does not permanently remove EXP or evolution. The target must be able to see her, and as such a blind Pokemon will not be effected.
Usage Gap: Three rounds after effects end.

(colours: approved)

has a description sufficient for its effect. Though in your case I'd want more emphasis on how it works, because while it's known psychic energy messes with minds a lot, fire usually doesn't inflict a magic buffed up leech seed on the target.
 
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