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Pokémon Registration Office

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.
 
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.
 
Re: Pokémon Registration Office

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

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

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 / 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.
 
Re: Pokémon Registration Office

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 / 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.
 
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.
 
Re: Pokémon Registration Office

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 / 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

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 / 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.
 
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.
 
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!
 
Re: Pokémon Registration Office

Indeed, no signature moves/attributes about other forum members without their permission.
 
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.
 
Re: Pokémon Registration Office

Beedrill
[Jomeo] Beedrill (M)
Signature Attribute: God Save the Queen
Jomeo is a Beedrill (in case that weren't obvious), and as a Pokemon accustomed to the hustle and bustle on an enormous hive, he was once part of a hive mind, even as a small fuzzy Weedle. As with all hive-minded Pokemon, once domesticated, his mind rearranged some things to better make sense of his new accomodations: The Omskivar was now his Queen, and his Task was to Battle; fortunately, he had been a Drone to begin with, and not a wimpy Harvester, so there was no real replacement needed there; every Pokemon was an Enemy unless otherwise specified by the Queen, and The Omskivar could be trusted to know what was an Enemy and what wasn't. It took a week or so, but with the quick evolution coupled with his fast insect thought patterns, Jomeo adjusted to this mindset and lived a somewhat normal life for a Beedrill, despite capture and domestication.

Until She came.

There was chaos in the streets; three legendaries, gods in their own rights, were rampaging throughout the town, and The Omskivar had been called upon as part of a citywide task force. Whirlpool, a consort of The Omskivar's, had entrusted him with a weapon; a Vespiquen, one of biological warfare by means of Drone Combee. The Omskivar had taken her outside one day to examine and observe her, and as she appeared from her Pokeball, Jomeo's mind reverted to its base thought patterns in an instant (or maybe less!):

Queen. Protect Queen. Task. Task is Protect Queen. Task is Kill Enemy. Kill Enemy Protect Queen.

He burst out of his Pokeball, and The Omskivar had to wrestle him to the ground (taking a few Twineedles and Poison Stings that really fucking hurt okay) for fear of his life. With a small amount of mental coaching by his Ralts (and some entirely necessary restraint by most of his other Pokemon), The Omskivar was able to recorrect Jomeo's brainwaves, and explain to him what was happening, but it was too late. While Jomeo was more civilized and was able to keep up with his Battling Task, the core Order was irrevocably dedicated to his Queen: Buzzcomb the Vespiquen. You see, Beedrill will serve their own kind as their Queen without a second thought, but there is something in the instincts of them all to flock to the nearest Vespiquen if they can find one. Some have speculated that it lies with the Vespiquen, and her natural command over male Anthophilae, though female Beedrill have been known to gravitate towards Vespiquen as well. This may be due to the abundance of food or mates that comes with a hive of Combee and Beedrill; in any case, Jomeo never stood a chance. He pledged himself to Buzzcomb formally the first opportunity he got, and he has never willingly left her side.

When he learned that she was to fight three legendary Pokemon, he was shocked. He begged her not to go, to let him go in her place; a Drone was expendable, but the Queen must live! She would hear none of it. Valiant though he was, it was the Queen's ultimate Task to Defend the Hive, even if it meant Death. As she flew courageously into battle, Jomeo could do nothing but watch from a distance as, to his horror, she disappeared into the mouth of a dragon that reeked of Death. The moment he lost sight of her, Jomeo was convinced he had lost her.

Beedrill are not prone to remorse or even mourning, but Jomeo entered a days-long period of grief after this. Perhaps he thought he had Failed his Task, or he had wanted to Mate with Buzzcomb. One thing mattered to him, and that was the Death of his Queen. The Omskivar was unable to find him for weeks, and after receiving Buzzcomb from the Asber Pokemon Center Emergency Ward, he looked everywhere for his Beedrill. Finally, Buzzcomb herself flew into the forest to search; after a week, she returned with his limp form, in a sleep so deep he seemed dead.

Back to the Emergency Ward it was for The Omskivar, where they laid Jomeo out on a stretcher and pumped him with nutrients; he had apparently been starving himself, and how dare The Omskivar allow this? Giratina or no Giratina there was no excuse for this and he should be ashamed of himself. Hours went by, and while his heart rate returned to the normal submachine-gun, Jomeo showed no signs of waking up. He had lost the will to Live, after his Queen had Died. Finally, Buzzcomb realized this, and, after releasing a small cloud of Sweet Scent, managed to rouse Jomeo back into consciousness. He nearly leapt out of his stretcher, and needed to be subdued again, but eventually managed to stay still long enough for Buzzcomb to hover reassuringly over him and formally acknowledge his loyalty to his Queen. As a mark of her gratitude, she tapped him on each shoulder with her right claw, and knighted him Sir Jomeo, the Ever-Loyal. Jomeo buzzed weakly with excitement and vowed that he would never again allow his Queen to be so harmed, and he will (and does!) do anything and everything to keep this promise.

Effects: God Save the Queen will only come into effect if Jomeo and Buzzcomb are both in their Trainer's Active Squad in the battle.

The first time in any battle that Buzzcomb falls under 25% health, Jomeo will pop out of his Pokeball for the next round and attack the opponent with his stingers to defend his Queen. Each action, an attack is chosen at random from the following attacks: ~Twineedle, X-Scissor, Poison Jab, Poison Sting, Fury Attack, Aerial Ace, Pin Missile, Cut, Knock Off~ and used at the opponent. Acting out of instinct, rather than experience, Jomeo can be treated as a basic-stage Pokemon with 0 EXP for the purposes of damage calculation. If there are multiple opponents, the target for each attack will be chosen at random. If Jomeo is called upon in a battle in this manner, and his Trainer has yet to choose one or more of their Pokemon for a match, Jomeo secures his position as one of those Pokemon and must appear again in the battle. Jomeo can be attacked while on the field defending Buzzcomb, but he will not feel the effects (status or otherwise) of the attacks until he is sent out himself in the battle, if at all. To clarify: Jomeo will appear at the beginning of the round after Buzzcomb falls to 25% health or below, and will remain for the full three actions of the round until his Trainer manages to recall him. Also, during this time he is to be referred to as Sir Jomeo the Ever-Loyal, or simply Sir Jomeo.

(Third time submitting, hope it isn't glossed over again)


Cascoon
[Bolla] Cascoon (M)
Signature Attribute: Granite Homeostasis
Long before humans had ever invented the Pokeball, many of the more common Pokemon seen today were quite different. Doduo's predecessors were land-dwelling, scaly beasts with wicked claws and two cunning heads full of razor-sharp teeth; as we already know, Magikarp was once remarkably more formidable as well. The case was the same for the lowly Wurmple. In the prehistoric jungles of Hoennic and Sinnoan Pangea, the ancestor of Wurmple (Helminthus spinosus pseudoscolipus) was the most feared predator, a full Bug/Poison with wicked tail-stingers and spines all over its large, flexible, agile body. It raced through the underbrush, picking off multiple small mammals in a single day to satisfy its huge appetite. Frequently, ancient Helminthus could be seen barrelling through the canopies, chasing down large birds with relative ease. It was without rival in almost every way, and undoubtedly the top of the food chain. This was the reason that, while the metamorphosis process was shaping Helminthus into one of the two ultimate jungle predators--Chloroptera venenosus toxica, an enormous insect that hovered over various altitudes showering its prey with a paralyzing dust, rendering it immobile for weeks and keeping it in one place for later consumption, or Chromopteryx proborhinos papilios, a deceptively festive-colored aerial expert that used its lengthy coiled proboscis to stab and drain its prey, even in impossibly small spaces or underwater--anyway, this was why so many of the chrysalises of Helminthus were attacked while they slept; even long-standing blood feuds would be put aside to prevent the arrival of a Chromopteryx or Chloroptera in the area. It was for this reason that ancient Cascoon began to hide themselves inside of trees or underground (though this was mostly ineffective until they became more condensed and consequently smaller in size), a trait that lives on today. Bolla, however, is a Cascoon from a little bit before that time.

As a Cascoon (technically Porphyropelta pupa fossilis), Bolla wrapped himself in silk around the time that his fellow native jungle-dwellers had realized that this particular phase in his metamorphosis was easily the most vulnerable. Many of his brethren were laid to waste mere days after his transformation, and Bolla was fully aware that he was next. As luck would have it, he was able to slip out of the jungle as fast as his limb protrusions could carry him. He soon found a rocky cave, slipped inside just in time to avoid a Doduoraptor, and pressed himself to the back as the monster's twin heads took turns trying to reach him. Finally, night fell, and Bolla was safe. So he did what all Cascoons do when they are safe; he slept.

He slept and slept and slept and slept and slept for a very long time. Without stimuli, his body entered a state of homeostasis, and without room to fluctuate with the changing for inside of him, his inner Helminthus died and became the functionary equivalent of a ribcage for an entirely new being, created by the homeostatic properties of the silk that made up the chrysalis. See, present-day Cascoon generally use plantmatter to cover themselves--bark, leaves, grass, maybe the occasional decent-sized branch. The silk doesn't just stick to the items in question; rather, it bonds with them, and seems to draw them into the center of the Pokemon, when in actuality it is trying to make room for more silk to cover the plantmatter. At most, the long-term effect would give the Cascoon a soft green palor, and make the resulting Dustox's wings a little more vibrant, and sometimes more durable in the case of excess bark; however, a Cascoon is virtually never completely covered by anything; it still needs to see and to move around in case of emergency. Rewind a few millenia, and Bolla was unaware of these basic needs. His fight-or-flight had kicked in, and he was in no shape to fight, so fly he did. As he slept, the gravel and rocks all around him stuck to his silk, even as virtually every system in his body stopped working. Eventually, the stone in the cave became grafted into his wrappings, forming a protective casing with impercebtible creases to allow for movement of his limb-spikes (during hibernation, the limbs will twitch every so often to ensure that the silk doesn't stiffen and immobilize them). While this proved to be the best move from a survivalist standpoint, Bolla was thereby prevented from further evolution, and would have to remain this way for the duration of his life. Naturally, being encased in stone spikes (not to mention much bigger than the average Cascoon) gave Bolla a number of useful abilities, the most prominent of which is heightened Defense and a secondary Rock typing, coupled with a wider moveset and slower reaction time, due to the extra bulk and the weighty stone shell; when The Omskivar found him while prospecting for Pale Spheres (he really wanted that Happiny doll okay), Bolla was startled and woozy after countless centuries of complete equilibrium, but as he regained control over his body, he quickly became a titan in his own right.

Effects: Bolla is considered a Bug/Rock Pokemon. His body is encased almost entirely in stone, and he is about twice as big as a normal Cascoon (at the tip of his spikes he is 1.4 meters, about the height of a grounded Carnivine, and he weighs in at 260.0kg). He is able to move the same way a Cascoon normally would, except that his limbs are essentially thin cones of rock. His eyes and mouthparts are not covered by this stone shell. For purposes of damage scales and Pokemon restrictions, Bolla is considered a fully-evolved Pokemon, and under no circumstances may he evolve any further. Due to the density of his shell, he gains an inherent +2 to Defense, and will reset to +2 under the effects of Clear Smog, Haze and the like. However, due to his bulky figure and heavy armor, he also has an inherent -2 in Speed; this follows the same rules as the Defense boost, with the added curse that he will automatically lose all Speed ties. His skin does not shed; therefore, his ability is not Shed Skin, but Battle Armor. He also has attained the following moveset (read: he can use any of these moves, but none that are not on this list):

Rollout
Defense Curl
Body Slam
Steamroller
Pin Missile
Harden
Tackle
Poison Sting
Glare
Leer
Snore
Iron Defense
Sleep Talk
Toxic
Substitute
Headbutt
Double Team
Rock Polish
Spikes
Shell Smash
Giga Drain
Protect
Natural Gift
Attract
Captivate
Return
Frustration
Rest
Hidden Power
Secret Power
Swagger
Sunny Day
Rain Dance
Solarbeam
Endure
Facade
Struggle Bug
Smack Down
Bulldoze
Rock Smash
Megahorn
Mud Sport
String Shot

The ability to use Bug Bite is lost due to the limited mobility of his mouthparts. Finally, he cannot stick to things as easily as he could without the rocky coating. His limbs continue to secrete silk, but his body is simply too heavy to be supported on any less than four strands (or sticking to things with at least four limb-spikes, such as a ceiling or tree trunk). Therefore, any climbing or hanging that he does using silk will take four times the energy that it normally would, using four silk lines instead of one, unless specified otherwise in the command chain.

(considering he is supposed to be considered a fully-evolved Pokemon I would hope this was okay)
 
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