As discussed, this is good but will need to wait for evolution.[The Little One in the Flask] Solosis (M) Magic Guard
Signature Move: Despair for the Conceited
Knowledge is power, and the only power The Little One in the Flask is capable of obtaining. Certainly, his powers and ability to manipulate the physical world are vast, but he has still been stripped of freedom and liberty, shackled to his trainer's will by a poké ball and an institution dedicated to forcing his kind into combat. So he has come to treasure all the power his trainer doesn't keep from his reach, and has learned everything he can using every resource not locked away.
As it turns out, the rarely-used Asber library contains tomes of even the most obscure legends, those pokémon who would never be chained or see combat. The Little One in the Flask was fascinated by such a prospect, and learned everything he could about them. And, when delving into their lore, he learned of even their most treasured secrets, written in the blood of the most dedicated and foolish scientists the humans had to offer. Every single move known to man had been documented, but The Little One in the Flask was only interested in the highest knowledge offered. And, while he doesn't have the physical power to perform such rituals himself, he can teach others the knowledge he has gained.
To perform this move, The Little One in the Flask makes a tempting offer even the most suspicious opponent would find difficult to refuse: power beyond all imagining, the one thing all pokémon strive for. When they agree, as most eventually do, they drop their defences and allow The Little One in the Flask to reach in and give them the knowledge he has worked so hard to obtain. But if they refuse? Well, The Little One in the Flask is aware that all pokémon do truly wish for more power, and will persist in the offer; despite initial misgivings, the target may agree to The Little One in the Flask's dramatic speech.
Though nothing physically occurs until the target screams, the target is subject to an illusion where everything is replaced with a featureless white plain and The Little One in the Flask is replaced with a shape similar to the target's own, but with no colours or features but a sadistic grin. A gate floating in the air opens, and black arms grab the target, drawing it inside. The target then sees streams of knowledge reaching out toward it and pouring into its head, causing an intense headache. But The Little One in the Flask hasn't lied, this time. The target returns in less than an action, with the knowledge The Little One in the Flask promised... but at a terrible price.
Psychic ~ Special ~ Base Power: 5% ~ Accuracy: Never-miss if the target accepts, 60% if the target refuses ~ Target: Single ~ Energy: 5% if the target accepts, 7% if the target refuses ~ Duration: Forever
Effects: The Little One in the Flask opens up the gates of truth to the target, revealing to it a power known only to the gods. Information is poured into the target's head, causing mental strain worth a nigh unchangeable 5% health; even dark-types cannot withstand this stream of information. There is too much information to take in at once, so for the most part, the target is left only with mental pain; however, even the slowest pokémon will manage to pick up a scrap of this information. The target learns one of the legendary signature moves at random, that is, one of the following:
aeroblast, bolt strike, crush grip, dark void, doom desire, freeze shock, fusion bolt, fusion flare, glaciate, heart swap, ice burn, judgment, lunar dance, luster purge, magma storm, mist ball, psycho boost, psystrike, relic song, roar of time, sacred fire, sacred sword, searing shot, secret sword, seed flare, shadow force, spacial rend, techno blast, v-create
But truth only brings despair to the conceited, and the pain, as it turns out, is merely a side-effect of the move, not the price. And the gatekeepers of the truth violently enforce the principle of equivalent exchange. The cost for such an awesome power like that of the gods is everything that makes the individual pokémon unique. With every use of Despair for the Conceited, in exchange for a new legendary signature move, the target loses one of the following attributes in the following order:
1. Signature attributes
2. Signature moves
3. Other body modifications
4. Other move modifications
5. Abilities
6. Typing (secondary types are removed first; typeless pokémon take neutral damage from everything and don't have STAB)
Once the pokémon has run out of things to exchange, it can no longer obtain knowledge, as it cannot pay the price. It then becomes immune to this move for the rest of the battle.
Naturally, the will of the pokémon is chained to that of its trainer. After this move is commanded, the trainer can post to accept or reject the offer of greatness; if no answer is received within the normal DQ period, the pokémon will by default accept the truth.
Usage Gap: 3 rounds from last usage
Unfortunately, this move no longer makes any sense because pickup doesn't have anything to do with money at this point. Perhaps have the move deduct from *your* earnings instead, with the cap based on the number of pokémon your opponent(s) have lost so far during the battle? Other than that it's fine.[Seto Kaiba] Meowth (M) <Pickup>
Signature Move: Screw The Rules, I Have Money!
Seto is a very affluent Meowth. He has built up his picking-up-shiny-stuff business from the ground up, and as a result is very, very rich. Quite phenomenally wealthy, as he does own the most startling quantities of cash. As a result, he has become egotistical and complacent, determined to get whatever he wants. He has come to think of rules and regulations as merely things for lesser, poorer beings who can't afford to buy the favour of the relevant authority. Therefore if he can find any random pocket change, he's not averse to lining the ref's pockets to see that things work out the way he wants; a measly $10 is nothing to him anyway.
Type: Normal / Target: Self / Energy: 2%
Effects: Seto goes over to the referee and discreetly hands them a few coins from his Pickup earnings during the match. The referee will then see to it that the battle goes in Seto's favour in whichever way he specified. The money spent using this move is added to the referee's earnings at the end of the match and deducted from Seto's Pickup earnings; therefore he must have already found enough money to pay for whatever effect he chooses. Seto can never pick up more than $10 during any one battle, including any money spent on bribes. Unless specified otherwise in the list of effects below, Screw The Rules, I Have Money! must be linked to an attack to gain a chosen effect, i.e. Slash + Screw The Rules, I Have Money! ~ Pay Day.
The possible effects are as follows (and must be specified when Screw The Rules, I Have Money! is used):
- +20% accuracy ($2)
- double the chance of inflicting a critical hit ($4)
- 1.5x the chance of secondary effects triggering ($3)
- type of Hidden Power changed to any type of Seto's choosing ($1)
- negate Seto's status conditions (does not require linking) ($1 for mild conditions, $2 for moderate conditions, $3 for severe conditions; prices stack for each condition)
Usage gap: 3 rounds
(also, something I've been meaning to ask for ages: if we have sig modifications from before the Gen V update, and things have been added that they ought to take into account (like my Koffing's sig move probably shouldn't affect Trubbish and Garbodor), do we get to update the mods or do we need to wait until the Pokémon evolve?)
If you have changes you want made just as a correction or something like what you posted, where you're updating for Gen V, just post them here. You don't need to wait for evolution.
Both approved.[Random Number God] Shuppet (M)
Ability: Frisk
Signature Attribute: Chance Manipulation
Random Number God and some friends of his used to hang out below the eaves of a spiteful man's house, eating off his negative emotions. The man, who tolerated their presence (or simply never noticed it), was an old trainer-turned-battle scientist who retired after his studies were long ignored by the ASB's niche. Accompaining the man's life, the Shuppet pack had plentiful access to his research.
The man's latest studies were extensive, tiresome experiments that attempted to unveil what trainers had so far called "dumb luck", to understand what set the odds for attacks' secondary effects to kick in, as well as the effects of certain conditions, such as confusion or paralysis. Eventually, because of how far he was ignored, he had to cancel his operations on that area; after all, somebody had to keep the resources coming.
The man never managed to finish his research, but the horde of Shuppet was intrigued by it. The day a need for battling arose, they put whatever they learned to practice, perfecting the secrets to altering the "odds". Random Number God was particularly intrigued by these, and obssessively practiced the techniques until he could alter every move he knew. Still, it's very hard to remember and apply every one of these techniques, and it tends to take a toll on the user.
Effects: All moves used by Random Number God will have x1.5 times the chance of activating any secondary effects. Any time Random Number God uses a move that he has not used prior in the battle and that is affected by Chance Manipulation, he will move last within the priority bracket, in order to remember clearly the "odd"-boosting procedure. Because performing this attribute is tiresome and difficult, Random Number God will usually not be in his best mindset, having a starting 2- Special Attack and Special Defense. He still can only reach 6- and 6+ with stat boosts, and these reductions will be default, meaning that, if Random Number God's stats are neutralized, said reductions will be in place.
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[Sweet Bro] Throh (M)
Ability: Inner Focus
Signature Attribute: IT KEEPS HAPPENING
Sweet Bro's clumsy step is remarkable. As such, treading through obstacled pathes proves exceptionally hard, if not impossible, for him. Even a simple set of stairs can turn out disastrous for him. Yet, he's very thick-headed, and will not learn from previous experiences. He goes as far as completely ignore his pal Hella Jeff's warnings.
Effects: If Sweet Bro fights in an arena that has stairs and tries to climb them, he will immediately tumble down. If he's trying to go up, this only means he fails to climb; if he's coming down, however, he'll stumble all the way down, losing an action and taking 4% of damage. If he's carrying anything -- be it a held item or not -- it'll be dropped at that point. If any Pokemon is near the staircases by the time this happens, there's a 50% chance they'll be struck by the dropped object, receiving damage as though struck by Fling.
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[Hella Jeff] Sawk (M)
Ability: Sturdy
Signature Attribute: I TOLD YOU BRO
Hella Jeff is very much aware of his pal Sweet Bro's shortcoming when it comes to logistics. It doesn't amount to much, however, as the latter is constantly ignoring the former's reminders. However, being equally stubborn, said former is always willing to keep trying, and will reprimand said latter everytime he allows the blundering to go on.
Effects: If Sweet Bro tries to walk down stairs, thus activating IT KEEPS HAPPENING, I TOLD YOU BRO will automatically activate in response. When I TOLD YOU BRO activates, Hella Jeff will immediately drop whatever he's doing to scold Sweet Bro for an action. Hella Jeff also becomes very irritated at that time, and thus, all effects on him that require him to be relaxed are dispelled, and he gains 2+ Attack. His Attack boosts cannot go beyond 6+.
Needs a small drawback.Sig time for my Mincinno!
[Milla] Mincinno (Female)
<Technician>
Signature Attribute: Mightier Than The Sword
Milla is a writer, and a skilled one at that. She is able to take an idea, a concept, an image, and make it her own. She's a worsdsmith, plain and simple, and she is not bound by such things as paper or a typewriter to create her masterpeices. The result of years of hard work and dedication, Milla is still always learning...
She was entranced by books as a young one, dmiring the ability to create a world of boundless beauty, powerful emotions, spinning epic yarns...and all with just words. She learned from a stern old Smeargle as a young Mincinno, taught to always try her best, and she learned a few of her techniques in the process...
And so she practiced her new Sketch ability with a group of friends - Meowth, Tyrannitar, Sawsbuck, Riolu, Ninetales, Gardevoir, Wartortle, and Whimsicott - and they helped her learn the limits of the Sketch technique she had learned. So with her trusty black ballpouint pen always behind her large ear, she felt she was ready to take on Asber.
Effects: Milla gains the move Sketch. However, it can only be used 3 times per battle, and the attacks dissappear from her movepool when the battle ends or she is recalled.
itt my backstories for these are too detailed.
How does Brittany remove her pants more than once?[Brittany] (f) Shed Skin
Signature Move: TheCoatsPants Are Off
Everyone knows that wearing a longcoat is one of the surest ways to show that you’re a Badass, because nothing says “don’t fuck with me” more than having a long dark coat billowing out behind you as you walk. Well, if that's awesome, surely pants must be moreso. Because everyone wears pants.
Well, sometimes things get too serious for pants. Sometimes you need a way to show just how serious things are - and in those moments, taking off your pants is the only thing that works.
Normal / Stat: Self / Target: self / 7% / 3-5 actions (randomized)
Losing the defense of her pants means effectively lowering her def and sp. def by -1; however, she gains +1 to her speed, atk. and sp. atk due to the sudden badass levels increasing.
Every 6 rounds from end of all effects
A note to anyone who might be reading this:
This isn't in the offing. Don't worry about it.There has been discussion (elsewhere) of reducing the length of a standard round to two actions; you may want to reconsider your signature move in light of that.