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Sig Attribute time.
[Electroplasm]
Ability: Levitate
Sig Attribute: Speaker Form
Electroplasm has, like all Rotom, the ablity to take over machines with certain types of motors inside them. However, he has always been jealous of Rotoms who can change into extra forms, such as Chainsaws, phones and computers. He begged his trainer to give him a new form. His trainer worked all night to create a machine for him to posses. He came up with a small Speaker, like the ones attached to computers. This allowed him to release small bursts of sound. He also did not care about sound anymore, being able to create sound himself.
Effects: Electroplasm can use Speaker form when sent out to battle. He gains the Ability Soundproof and loses the Ability Levitate. He gains the Move Hyper Voice and Loses Thunderbolt.
Speaker Form Looks like this:
Uhoh... double whammy time. I've got both a signature attribute AND move for my Spinarak, Niflheim. :V
Signature Attribute: Unwitting Royalty
Niflheim, although she may not look it at first glance, is more than the average Spinarak specimen. She was born as a queen of her hive, and as such expected to take on a position of relative royalty for the sake of preservation of her colony. Growing up, she was pampered and cared for, and her body adjusted to utilising its command and reproductive cycles. Her colony is located in a darkened forest, as well - and populated not only by Spinarak, but by an unknown strain of small insects. The insects are somewhat fragile, but possess a wide array of abilities, and for strange reasons, are highly manipulable by Spinarak produced pheromones. Strangely, these insects are also reproductively compatible with Spinarak, and queen-status induviduals can be fused with the ability to asexually reproduce them.
But yet, for all this privilege; it's not what Niflheim wanted. She watched with envy as she was unwittingly prepared to take a hive queen role the warriors of the Hive, the Spinarak who ventured out and were prepared for battle. One day, though, it became too much - and in a spurt of what was considered disturbing individuality, Niflheim fled her hive. She seeked the freedom of the average Spinarak, the excitement of hunting.. But her body was not adjusted for it. She found herself quickly outdone by even those who should be far weaker than her.
But then she realised something - for all the ill-effects, she still had control over her own mobile hive, and with the ability to produce her own minions indefinitely, she seemed to have not only a chance - but an edge in combat. Although her weaknesses are apparent, she turns her abilities into a veritable aircraft carrier of a controller, attacking with a preference for her swarms. As a result, however, she is highly sluggish - and vulnerable to damage herself if her minions are unable to disable an opponent.
-Effects-
Nifheim is able to control various swarms of a peculiar race of insects, as well as reproduce them indefinitely. She is always surrounded by them, however they only actively participate in battle once commanded. Quick commands can be made, however, providing a wide range of utility to her.
As a side effect, however, her body is enlarged and sluggish. She has difficulty both moving and evading attacks made against her. Nifheim starts the battle with a stat modifier of -6 Speed, and all moves made against her have a 20% increased accuracy.
When using 'Agility' on herself, Nifheim may only increase her speed by one stage instead of two.
Move Mods+
Attack Order, Defend Order, Heal Order
I have Birthday gifts~
[Angel] Skelitten (F)
Ability: Pressure
[Kupo] Rotom (X)
<Levitate>
All found here~
You still need the pokémon format. :P
Also, to clarify, weren't you going to adjust this so that she can't use the moves for the duration of her sig move?
....Argh crud always forgetting something. >n>
Also yes, but I did so.... into the signature move itself. Suppose I'll go ahead and fix it up so it reads that in here too~
[Niflheim] Spinarak (Female)
<Swarm>
Signature Attribute: Unwitting Royalty
Niflheim, although she may not look it at first glance, is more than the average Spinarak specimen. She was born as a queen of her hive, and as such expected to take on a position of relative royalty for the sake of preservation of her colony. Growing up, she was pampered and cared for, and her body adjusted to utilising its command and reproductive cycles. Her colony is located in a darkened forest, as well - and populated not only by Spinarak, but by an unknown strain of small insects. The insects are somewhat fragile, but possess a wide array of abilities, and for strange reasons, are highly manipulable by Spinarak produced pheromones. Strangely, these insects are also reproductively compatible with Spinarak, and queen-status induviduals can be fused with the ability to asexually reproduce them.
But yet, for all this privilege; it's not what Niflheim wanted. She watched with envy as she was unwittingly prepared to take a hive queen role the warriors of the Hive, the Spinarak who ventured out and were prepared for battle. One day, though, it became too much - and in a spurt of what was considered disturbing individuality, Niflheim fled her hive. She seeked the freedom of the average Spinarak, the excitement of hunting.. But her body was not adjusted for it. She found herself quickly outdone by even those who should be far weaker than her.
But then she realised something - for all the ill-effects, she still had control over her own mobile hive, and with the ability to produce her own minions indefinitely, she seemed to have not only a chance - but an edge in combat. Although her weaknesses are apparent, she turns her abilities into a veritable aircraft carrier of a controller, attacking with a preference for her swarms. As a result, however, she is highly sluggish - and vulnerable to damage herself if her minions are unable to disable an opponent.
-Effects-
Nifheim is able to control various swarms of a peculiar race of insects, as well as reproduce them indefinitely. She is always surrounded by them, however they only actively participate in battle once commanded. Quick commands can be made, however, providing a wide range of utility to her.
As a side effect, however, her body is enlarged and sluggish. She has difficulty both moving and evading attacks made against her. Nifheim starts the battle with a stat modifier of -6 Speed, and all moves made against her have a 20% increased accuracy.
When using 'Agility' on herself, Nifheim may only increase her speed by one stage instead of two.
During the effect of Niflheim's signature move, Crimson Swarm, her move mods (Attack, Defend, Heal Order) may not be used.
Move Mods+
Attack Order, Defend Order, Heal Order
Um, yeah, now I am getting overlooked.It's one thing if some people's attributes are actually getting approved and yours are not, but please do try to be patient.
Wait wait wait, you're approving other people's signature attributes? Didn't you say a few pages back:
Um, yeah, now I am getting overlooked.
...
*Is rather annoyed*
[BoTelTep] (Genderless)
Ability: Levitate
Move Mod: None
Body Mod:
Rapid Spinning: BoTelTep has always been somewhat hyperactive, even for a Baltoy. Its spinning is remarkably fast, and it causes a strong breeze, so when BoTelTep is on the field, Spikes or Toxic Spikes (although they would be ineffective on BoTelTep anyway) are eliminated for all Pokémon, and the Fog condition is cleared. Any attack based on manipulating the air to hurt BoTelTep (Gust, Air Slash, etc.) has its damage reduced by a quarter, as do attacks based on things in the air (Silver Wind, etc.) and non-damaging moves of this type have their accuracy reduced by 15%. Also, any Pokémon using a Contact-based move takes 1% Untyped Damage. This is tiring, however, so BoTelTep uses up 1% Energy every action it is spinning. BoTelTep stops this temporarily when commanded to use an move that damages the opponent, a concentration move or when it is Asleep or commanded to stop. This leaves BoTelTep ‘free’ to take a hit on that action without hurting the opponent, and eliminates the energy loss. BoTelTep also stops spinning for an extremely short time if taking more than 25% damage in one attack, but starts again after a second. There is enough time for any move above normal priority to hit in this if used by a Pokémon with above 60 base Speed. BoTelTep does not stop spinning when commanded to Chill, Do Nothing or use a non-damaging, non-concentration move.
Effects: When BoTelTep is on the field and goes closer than about a metre’s range from a Spikes or Toxic Spikes, they are cleared. The Fog weather condition is nullified when BoTelTep is on the field, as are Mist and Haze attacks. Attacks like Gust based on manipulating the air around BoTelTep have their damage reduced by a quarter, as do attacks like Silver Wind relying on things in the air. Non-damaging attacks of these types, like Sleep Powder, have their accuracy educed by 15%. Any Pokémon using a contact-based move on BoTelTep takes 1% untyped damage. This mod costs BoTelTep 1% Energy per action. BoTelTep stops spinning for an action if commanded to use a move that damages the opponent or a concentration move, or when Asleep or commanded to stop (this does not require a full action, so BoTelTep could ‘stop spinning and use Mud-Slap’, for example). Any of these things will allow the opponent to attack on that action without taking damage, and eliminate BoTelTep’s energy loss. BoTelTep also stops spinning for a very short time if it takes more than 25% damage in one action; BoTelTep still loses energy on that action, and there is only enough time in this for a +priority attack to hit if used by a Pokémon with above 60 base speed. BoTelTep does not spinning if commanded to Chill, Do Nothing, or to use a non-damaging, non-concentration move.
now I'm going to call "too far back to be noticed".
refinement time!
[nenya] dratini (♀)
body mod:
Nenya had an unusual fondness for the move Natural Gift even in the wild, where, in she was know in her clan for her myriad uses of the move; but still she was not satisfied with her power.
With the free time that comes with being with a trainer, she has perfected her control of the move, learning to manipulate its form, and to form it as a move her own type.
Finally, she learned to imbue it with the various elemental energies she can control; though she is not fully capable of using any particular type, and tends to briefly imbue herself with the same energy; the wild energies also quite reduce the intrinsic power of the move.
However, her mastery of this power ignores her other intrinsic powers: she can no longer express her Hidden Power meaningfully; nor can she draw on the Secret Power.
Effects:
Nenya can project the move Natural Gift in an arbitrary simple shape. This does not have any real effect other than perceptions. Natural Gift is always treated as a 70 base power never-miss attack, regardless of Nenya's signature move; in the action she uses the move, Nenya gains the type of the move as a secondary type, but she does not gain the same-type attack bonus. When sent out, one type of the types of moves Nenya can use, other than dragon (these types being: electric, fighting, fire, ice, normal, poison, psychic, steel, water, and typeless) is selected randomly, and when Nenya uses a personal-range move, she may take -1 to priority and spend 5% additional energy to (not randomly) select a new type which is either weak or strong against the current type; Natural Gift is considered to be that type for Nenya until rerolled or for the duration of the battle. She is unable to use the moves Hidden Power, Secret Power. (Nature Power or any other move which depends on the state of the user, too, but Dratini doesn't get any.)
Added the non-dragon clause due to Dragon/Dragon typing being ridiculous.
Arbitrary simple shape to prevent me form trying to control the trajectory; now I can only maybe use it as a signal system, I guess.
Restricted what types could be selected each time, and bumped up the energy for that activation.
No more STAB, and the power got reduced to Hidden Power level (though the typing control probably makes up for that).
Now it's basically a no-miss Hidden Power with restricted typing, allowing some control over the typing. With temporary type-changing. I'm probably trying still to do too much.
Buyin' new bud...
Kabuto [M]
Battle Armor
Body Mod: Nervous Sweat
Before Kabuto was revived into the present, he was laid in the crevices of an underwater dormant volcano that coincidentally during the day of hatching, had erupted. The heat waves created from the ever so slowly reawakening beast of lava had rearranged some of Kabuto's genes during incubation creating his strange traits.
As Kabuto matured he realized that during times of intimidation and great fear as well as unbearable frustration and anger, his body would respond in violent flares of heat causing him to feel as if his insides were on fire. This made him rise in temperature not just on the inside but on the outside as well.
Effects: During this frightful/angered state he receives damage as if he were burned but can induce burns upon heavy physical contact with an enemy [6% Base Damage and Up], but inflicts damage to he and his enemy every other turn since Kabuto is out of his natural element making the burns less severe to both his own damage and that of his opponents. The heat from his body slightly increases the chance for critical hits, has a 10% chance of inducing burns for his own physical attacks and creates immunity to paralysis. When in this state his STAB is ineffective. Kabuto is relieved of this state when returned to his Pokeball, Asleep or during a change in weather to rain.
Sig. Move: None
By "personal-range" I assume you mean direct contact attack, right? I'd use that term instead, just for clarification, and then it should be fine.
Specify abilities, moon-panther.
Additionally, if a pokémon has only one ability, you do not need to state it. Charmander, for example, always has blaze, so it may be approved without the ability field.