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Pokémon Registration Office

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.
 
Last edited:

Sypl

A lone shadow, listening to the source.
Re: Pokémon Registration Office

I'll come back to Honeycomb in a while. I just can't seem to make a good backstory. In the meantime, I'll just make my Ralts a Magnetic Rainbow Angel.

[Borealis] Ralts (Female) <Trace>
Signature Move: Aurora Lance
When Borealis was hatched, the northern lights were overhead. Ever since then, Borealis has been fascinated with them. Her trainer helped by buying her a pair of wings so she could examine them up close. Borealis, using her wings, flew above the clouds and absorbed the waves of light. Ever since, she has been able to shape this energy into usable tools in battle.
Effects: Borealis summons a lance made out of energy to attack the opponent. The attack goes like this: She summons the lance, and proceeds to charge at the opponent with it. This attack has no secondary effects. This attack takes 2 actions to execute (Creating the lance and attacking) and can be interrupted.
Type: Psychic / 15% / Accuracy: 85% / Target: One Pokemon / Energy: 10% / Duration: 2 actions.
Usage Gap: Two rounds.
 

Lord of the Fireflies

Back in black.
Re: Pokémon Registration Office

I'll come back to Honeycomb in a while. I just can't seem to make a good backstory. In the meantime, I'll just make my Ralts a Magnetic Rainbow Angel.

[Borealis] Ralts (Female) <Trace>
Signature Move: Aurora Lance
When Borealis was hatched, the northern lights were overhead. Ever since then, Borealis has been fascinated with them. Her trainer helped by buying her a pair of wings so she could examine them up close. Borealis, using her wings, flew above the clouds and absorbed the waves of light. Ever since, she has been able to shape this energy into usable tools in battle.
Effects: Borealis summons a lance made out of energy to attack the opponent. The attack goes like this: She summons the lance, and proceeds to charge at the opponent with it. This attack has no secondary effects. This attack takes 2 actions to execute (Creating the lance and attacking) and can be interrupted.
Type: Psychic / 15% / Accuracy: 85% / Target: One Pokemon / Energy: 10% / Duration: 2 actions.
Usage Gap: Two rounds.
The backstory is slightly insufficient. Usually, absorbing waves of light so high in the skies (and close to the poles) cause nothing but a violent sunburn. To my knowledge, only grass-typed Pokémon have the body structure to absorb the energy from the sun (because of the chlorophyll their blood contain or something, idk exactly). However, it's not hard to invent stuff Psychic-types can do with their powers, but you have to be precise and somewhat credible (usually, no "he flew close to the sun so boom it can create a lance of light). Finally, the description should be clearer: How can it be interrupted? You should really lurk around a bit before attempting to create signature stuff, to get the grasp on it. Fear not, things go slowly around here, so you won't miss anything by being patient.



Also Kusari what about my Gligar D:
 
Re: Pokémon Registration Office

I'm waiting for my bias to subside because my dw-related move is so much better >:| no okay so mostly the main effect of the "light drowsiness" thing is that the opposing trainer is forced to stick in an if-clause for sleep for the next three rounds (also you forgot the actual duration section, even though it's in effects) which is annoying enough that the balance becomes subjective, so... I might get to that when I'm less busy.

And uh, you also missed the bit where a ralts is not going to be capable of a 150 bp sig move essentially ever. It's not about cost any more, and more about how ralts just... can't do that. (And if you need a charging action - all real moves with charging actions have them more or less removed, mind - why would you even want to?) And purely damaging signature moves are laaame.
 

Lord of the Fireflies

Back in black.
Re: Pokémon Registration Office

D: I didn't even know you had one... link?

Yeah, I didn't think of that... How about:


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 / 3% damage, 9% energy / Accuracy: 95% / Target: Single / Duration: One Action

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 has a 40% chance of becoming drowsy and falling asleep at the end of the following action (much like the move Yawn), and an additional 20% chance for each successive hit, as the quantity of Dream Mist flowing in its blood grows much more important each time.

Usage Gap: Three Rounds.
 
Re: Pokémon Registration Office

Well, it was a while ago. and, erm, a signature attribute, rather.

I'm going to say no on the increasing sleep chance, and duration should specify how long the dream ability effect lasts. Usually usage gap is "from the end of all effects", so.
 

Lord of the Fireflies

Back in black.
Re: Pokémon Registration Office


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 / 3% damage, 9% energy / Accuracy: 95% / Target: Single / Duration: One Action to use, effects dispel after five rounds.

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, for five rounds. After the effects dispel, the target's ability becomes the one it had upon being sent out. Additionally, the target has a 40% chance of becoming drowsy and falling asleep at the end of the following action (much like the move Yawn).

Usage Gap: Three Rounds.
 

Lord of the Fireflies

Back in black.
Re: Pokémon Registration Office

In the Usage Gap? Because I really mean right after the move is used there. Otherwise, in the end, it's a eight rounds usage gap, and it's a bit much for my taste...

Or should I keep the usage gap as it is and make the effect permanent?
 
Re: Pokémon Registration Office

Well, not really. Usage gaps are from the end of all effects mainly so you can't have a steady stream of the move's special effect going; if you wanted the effect to last forever, you'd usually be limited to using the move once per battle.
 
Re: Pokémon Registration Office

Eh... duration to three rounds, usage gap to two rounds from the end of all effects, and drowsiness chance to 20-30%, maybe.
 

Lord of the Fireflies

Back in black.
Re: Pokémon Registration Office


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 / 3% damage, 9% energy / Accuracy: 95% / Target: Single / Duration: One action to use, effects dispel after three rounds.

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, for three rounds. After the effects dispel, the target's ability becomes the one it had upon being sent out. Additionally, the target has a 30% chance of becoming drowsy and falling asleep at the end of the following action (much like the move Yawn).

Usage Gap: Two rounds after end of all effects.
 
Re: Pokémon Registration Office


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 / 3% damage, 9% energy / Accuracy: 95% / Target: Single / Duration: One action to use, effects dispel after three rounds.

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, for three rounds. After the effects dispel, the target's ability becomes the one it had upon being sent out. Additionally, the target has a 30% chance of becoming drowsy and falling asleep at the end of the following action (much like the move Yawn).

Usage Gap: Two rounds after end of all effects.
Approved.
 

shy ♡

whispers in gay
Re: Pokémon Registration Office

res's bulbul (Female Eelektrik) <Levitate>
Signature Attribute: Dwarfism

Occasionally, a pokemon will be born with a slight mutation. Although rare, this is the main contributor towards evolution - good or bad mutations, they are always necessary. res's bulbul was, perhaps not the victim per-say, but certainly the subject of one of these mutations.

When born, res's bulbul appeared average-sized. But like most bulbuls, it was expected to grow, and this expectation was not met. Well - it grew, maybe, but at such a slower pace than its comrades, and so much less, that it was practically unnoticeable. Where other eelektrik come in at an average size of 3'11.2" (1.2 m), res's bulbul is less than a quarter of that, at 0'5.0".

Because of its tiny stature, res had to double its focus in battle. It lived all its life being the little one, being picked on, and it spent just as long learning - studying everything and everyone, their weak spots and how to use and abuse them. It was certainly not one who could go with brute force; it had to use sheer logic instead.

Effects: res's bulbul is 0'5.0" long; this gives it an inherent +1 evasion boost and -1 attack loss, which max out at +/- 7. It also gains the ability analytic in addition to levitate.
 

1. Luftballon

Banned
Pronoun
it
Re: Pokémon Registration Office

res's bulbul (Female Eelektrik) <Levitate>
Signature Attribute: Dwarfism

Occasionally, a pokemon will be born with a slight mutation. Although rare, this is the main contributor towards evolution - good or bad mutations, they are always necessary. res's bulbul was, perhaps not the victim per-say, but certainly the subject of one of these mutations.

When born, res's bulbul appeared average-sized. But like most bulbuls, it was expected to grow, and this expectation was not met. Well - it grew, maybe, but at such a slower pace than its comrades, and so much less, that it was practically unnoticeable. Where other eelektrik come in at an average size of 3'11.2" (1.2 m), res's bulbul is less than a quarter of that, at 0'5.0".

Because of its tiny stature, res had to double its focus in battle. It lived all its life being the little one, being picked on, and it spent just as long learning - studying everything and everyone, their weak spots and how to use and abuse them. It was certainly not one who could go with brute force; it had to use sheer logic instead.

Effects: res's bulbul is 0'5.0" long; this gives it an inherent +1 evasion boost and -1 attack loss, which max out at +/- 7. It also gains the ability analytic in addition to levitate.
veto! veto!
 

Negrek

busy dizzy lazy
Staff member
Re: Pokémon Registration Office

Indeed, no signature moves/attributes about other forum members without their permission.
 

shy ♡

whispers in gay
Re: Pokémon Registration Office

Todger (Female Eelektrik) <Levitate>
Signature Attribute: Dwarfism

Occasionally, a pokemon will be born with a slight mutation. Although rare, this is the main contributor towards evolution - good or bad mutations, they are always necessary. Todger was, perhaps not the victim per-say, but certainly the subject of one of these mutations.

When born, Todger appeared average-sized. But like most todgers, it was expected to grow, and this expectation was not met. Well - it grew, maybe, but at such a slower pace than its comrades, and so much less, that it was practically unnoticeable. Where other eelektrik come in at an average size of 3'11.2" (1.2 m), Todger is less than a quarter of that, at 1'0.0".

Because of its tiny stature, Todger had to double its focus in battle. It lived all its life being the little one, being picked on, and it spent just as long learning - studying everything and everyone, their weak spots and how to use and abuse them. It was certainly not one who could go with brute force; it had to use sheer logic instead.

Effects: Todger is 1'0.0" long; this gives it an inherent +1 evasion boost and -1 attack loss, which max out at +/- 7. It also gains the ability analytic in addition to levitate.

[Sekhmet](Skitty)
<Normalize>
Buying AHBE move: Entrainment
You don't have to post those here.
 
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