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Pokémon Registration Office

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Re: Pokémon Registration Office

...really? Strange, when I read the dex entry for it I thought it was Levitate exclusive. Huh.
 
Re: Pokémon Registration Office

Sorry. When I first saw it in the Birthday Thread for me, it didn't have the ability on it. I looked at the link now, it has Levitate


[] Tsuki (M)
Ability: Levitate.

Claimed here~


Also. I'd like to claim my second gift~

Tsuki (F)
Ability: Levitate


Here it is~
 
Re: Pokémon Registration Office

Okay, a few things to go through here...

Spinda (F)
Ability: Tangled Feet

and a magmarizer to purchase.

Also, going to evolve my ralts with these.

Kirlia (F)
Ability: Synchronize

Next, using this (1 EXP) to evolve my magby, in conjunction with these two EXP.

[Igneous] magmar (M)

And got these:

[Lutchrium] Nidoran M (M)
Ability: Rivalry

[Lutchrium] Yanma (F)
Ability: Speed Boost
 
Re: Pokémon Registration Office

Okay, a few things to go through here...

Spinda (F)
Ability: Tangled Feet

and a magmarizer to purchase.

[...]

And got these:

[Lutchrium] Nidoran M (M)
Ability: Rivalry

[Lutchrium] Yanma (F)
Ability: Speed Boost

Approved.

Also, going to evolve my ralts with these.

Kirlia (F)
Ability: Synchronize

Next, using this (1 EXP) to evolve my magby, in conjunction with these two EXP.

[Igneous] magmar (M)
If a pokémon evolves twice and by level the first time, the first evolution requires two experience points to complete UNLESS that pokémon falls into one of the following two groups:

Group 1: Beldum, Bellsprout, Gastly, Geodude, Machop, Oddish, Poliwag, Ralts, Whismur, Zubat
Group 2: Aron, Bagon, Dratini, Duskull, Elekid, Gible, Horsea, Larvitar, Magby, Magnemite, Rhyhorn, Spheal, Swinub, Trapinch

Members of group one require three experience points to complete their first evolution, and those in group two require four.
 
Re: Pokémon Registration Office

How's this?

Baltoy
[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 an action if it takes more than 15% damage in one action; BoTelTep does not lose energy on that action. BoTelTep does not spinning if commanded to Chill, Do Nothing, or to use a non-damaging, non-concentration move.

I guess it's okay, unless Negrek thinks otherwise. Approved.

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 fear [triggered by the Ability Intimidate and any moves inducing fear such as Scary Face, Roar, etc.] as well as frustration and anger [repeated failure in battle and moves inducing anger and annoyance such as Taunt], 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 lightly burned but takes the damage every other round. This stat prevents him from taking on any other severe status ailments. His body also induces light burns to enemies who attack him head on with physical damage of 6+ but being that he is out of his element/type the damage his foe recieves is too deducted every other round. The heat from his body has a 5% chance of inducing burns for his own physical attacks. When in this state his STAB is ineffective. Kabuto is relieved of this state when returned to his Pokeball, or during a change in weather to rain.

Sig. Move: None

-->Okay, well I took most of your advice and I do agree that I did jump around too much. It made my explanations very off. Well I never did say environment (I said element) and as for paralysis it was because the effect is treated like a status ailment preventing any others. I believe I cleaned up all of it but of course that is up to you. Thank you very much. ^^

My baby ^^

I meant element, sorry. Either way, I wasn't sure what you'd intended. What is his "element"? Would being back in this "element" bring the damage back up? If not, why even mention that it's reduced in the first place? What does "6+" mean? If it's 6%, that's awfully high--severe burns usually do about 4% damage for most refs, iirc.

Iin ASB a pokémon can be afflicted with more than one status condition at once. It is possible to be burned and paralyzed at the same time, for example. I would remove that clause from the mod.

Also, I think Kusari would like you to repost the bank/purchase links.

personal-range means "affects Nenya only"; actually, I'd rather say "affects Nenya as the primary target" just so stuff like tailwind counts. (okay, dratini doesn't get tailwind. whatever.)

[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 move which affects herself as the primary target, she may take -1 to priority and spend 5% additional energy to (not randomly) select a new type which is either weak (not-very-effective or ineffective) or strong (super-effective) 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.)

clarified now?

Yup. Approved.

I thought that seemed too good to be true. Forget the kirlia, and take four EXP for the magby.

[Igneous] magmar (M)

Uh... none of the battles you linked to for rare candy exp had anything to do with you? o.O; Why do you even have links to those?

For me-ish.

Cranidos (F)

Grimer (M) <Sticky Hold>

Moon Stone
 
Re: Pokémon Registration Office

Uh... none of the battles you linked to for rare candy exp had anything to do with you? o.O; Why do you even have links to those?

They're EXP that were donated to my shop. Ordinarily I wouldn't use them to make a rare candy for myself, but do want magmar now.

Back already?

Cranidos (F)

[Phytophthora] Grimer (M)
Ability: Sticky Hold
 
Re: Pokémon Registration Office

They're EXP that were donated to my shop. Ordinarily I wouldn't use them to make a rare candy for myself, but do want magmar now.

Back already?

Cranidos (F)

[Phytophthora] Grimer (M)
Ability: Sticky Hold

Well, if the Boss Lady says it's okay, I guess it's okay. I've edited my previous post so it says 'approved', since you've linked to that one in your profile. Everything else is fine as well.
 
Re: Pokémon Registration Office

Going to try and get a Signature Attribute approved for Skippy.

Spinarak
[Skippy] (Male)
Ability:
Insomnia
Move Mod: None
Body Mod: Expression
Skippy has always been fascinated by the face on his back, and this interest led him to experiment with it. He eventually discovered he could manipulate it based on his emotions, and from there discovered in friendly duels that this would often affect him opponent. He was then captured, and his trainer took a keen interest in this special talent, using it to help him win.
Effects: Skippy can take an action to change the expression on his back, using up 1% energy to do so, and affect all Pokémon on the field, save those with no eyes (Staryu, Starmie, Zubat), those that are for any reason oblivious to him (Simple or Oblivious abilities, Attracted, Taunted, Confused, etc.) or those who seem to have no emotions (Bronzor, Probopass, etc.). These are as follows:
Happy: The default. No added effects except powering up Return.
Sad: Boosts Frustration's power. Pokémon will have a 5% chance of being too sad to follow orders and just sitting there, wallowing in self-pity.
Angry: Boosts Frustration's power. Mimics mild Taunting.
Surprised: Pokémon will be more easily surprised, and more likely to recoil in shock. Increases all attacks' Flinch chance by 10%.
Bored: Pokémon will become restless, reluctant to Chill or Sleep. Basically adds Vital Spirit to all Pokémon in addition to any other abilities.
Skippy cannot use these if Taunted, Attracted, Confused, etc.
 
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Re: Pokémon Registration Office

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 fear [triggered by the Ability Intimidate and any moves inducing fear such as Scary Face, Roar, etc.] as well as frustration and anger [repeated failure in battle and moves inducing anger and annoyance such as Taunt], 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 lightly burned but takes the damage every other round. His body also induces light burns to enemies who attack him head on with physical damage with a base of 6% and up but being that he is of Water Type the damage his foe receives is too deducted from his Health every other round rather than every round. The heat from his body has a 5% chance of inducing burns for his own physical attacks. When in this state his STAB is ineffective. With this severe increase in body temperature, Grass moves are reduced by 1/4 their original base damage before weakness is applied. Kabuto is relieved of this state when returned to his Pokeball, or during a change in weather to rain.

Sig. Move: None


->Okay, it seems I wasn't clear enough on the whole way the burn inflictions work. Instead of taking damage (like 3% or so) every round, the damage is taken every other round. So for example...Round 1, the Pokemon is burned and takes 3% damage...Round 2, nothing...Round 3, takes 3% damage...Round 4, nothing...and so on. It isn't reduced but the effects happen in greater spans of time. The 6% is simply the minimum of the enemies base damage before the Pokemon is officially burned from having physical contact with Kabuto. Otheriwise I modified the rest and replaced the preventive stat piece with a slight aid in versing Grass moves. I'll get to that post. ^^
 
Re: Pokémon Registration Office

Mah kitteh desires a sig move. It'll probably be very silly.

[Whiskers] Skeline (M)
Ability:
Pressure

Signature Move: Feline Territorial Marking

Whiskers, as a fully-grown tomcat (even if he's dead), tends to...spray. This is a way to mark his territory, and it tends to smell. A lot. He'll even mark other creatures in this manner, which marked (pardon the pun) the birth of this move.

To use it, Whiskers sprays the target, coating whatever body part he managed to reach with the noxious smelling stuff. If he managed to get the target in the mouth, eyes, nose, or similar, or the skin of anything with absorbent skin (Poliwag, etc), it results in a mild poisoning (It acts like regular poisoning; Steel and Poison types are unaffected). The spray's strong, musky smell also makes it easier to find the target, increasing accuracy of attacks made against them by 5 additional percent for ranged attacks, and 10 for contact. Other feline Pokemon on the battlefield will also become aggressive towards the target, granting them a +1 Bonus to Attack, but only when attacking the affected target. It also renders Double Team useless. The smell wears off after 3 rounds.

This spray won't work if the target has it's own overpowering natural smell (Gloom, Stunky, etc), but can affect Ghost-types, though it wears off if the target Phases. It can also be removed by immersing the sprayed part entirely in water, sand, or flames.


Type: Poison / Stat: Non-damaging / Base Damage %: N/A / Accuracy: 85% / Target: Single / Energy: 3% / Duration: 3 Rounds or until removed
Effects: Mild Poisoning (Sometimes), Increases Accuracy of moves against affected Pokemon (+5% Ranged, +10% Contact) as long as smell persists, grants feline Pokemon (Besides Whiskers) +1 Attack Bonus Vs. Affected Pokemon.
Usage Gap: 3 Rounds after end of effects


(stop laughing we're all adults here >:( )
 
Re: Pokémon Registration Office

Mah kitteh desires a sig move. It'll probably be very silly.

[Whiskers] Skeline (M)
Ability:
Pressure

Signature Move: Feline Territorial Marking

Whiskers, as a fully-grown tomcat (even if he's dead), tends to...spray. This is a way to mark his territory, and it tends to smell. A lot. He'll even mark other creatures in this manner, which marked (pardon the pun) the birth of this move.

To use it, Whiskers sprays the target, coating whatever body part he managed to reach with the noxious smelling stuff. If he managed to get the target in the mouth, eyes, nose, or similar, or the skin of anything with absorbent skin (Poliwag, etc), it results in a mild poisoning (It acts like regular poisoning; Steel and Poison types are unaffected). The spray's strong, musky smell also makes it easier to find the target, increasing accuracy of attacks made against them by 5 additional percent for ranged attacks, and 10 for contact. Other feline Pokemon on the battlefield will also become aggressive towards the target, granting them a +1 Bonus to Attack, but only when attacking the affected target. It also renders Double Team useless. The smell wears off after 3 rounds.

This spray won't work if the target has it's own overpowering natural smell (Gloom, Stunky, etc), but can affect Ghost-types, though it wears off if the target Phases. It can also be removed by immersing the sprayed part entirely in water, sand, or flames.


Type: Poison / Stat: Non-damaging / Base Damage %: N/A / Accuracy: 85% / Target: Single / Energy: 3% / Duration: 3 Rounds or until removed
Effects: Mild Poisoning (Sometimes), Increases Accuracy of moves against affected Pokemon (+5% Ranged, +10% Contact) as long as smell persists, grants feline Pokemon (Besides Whiskers) +1 Attack Bonus Vs. Affected Pokemon.
Usage Gap: 3 Rounds after end of effects


(stop laughing we're all adults here >:( )

What about Pokemon with, say, Water Veil or Flame Body or Magma Armour? And will the effects wear off in a Sandstorm, seeing as how sand nullifies the effects? And to avoid any confusion (though it's pretty clear already; this is just to be safe) you should mention that even though the move is Poison-typed, it affects Steel-types, save for the mild poisoning part, of course.
 
I SURE DO KNOW HOW TO GET LOST FOR LONG PERIODS OF TIME okay let me finally try this again-

Firstly, I planned to have both - mostly because Inner Focus make sense anyway in the sense to flinching would be an attempt against his physical form, while the possessors would not be directly affected - not to mention, if one does become disrupted another fills in shortly after.
BUT there was a detail I forget to add - I wanted Katsu to permanently be a Riolu, for purposes of my own story behind him as well as a direct effect of being possessed as he is, making a happiness evolution different, difficult and/or impossible. Thus, although he (or maybe it should be said his ethereal friends..) is far more powerful than a normal Riolu, he can't directly become more so, at least not normally and for the cases of ASB possibly never. That should hopefully clear up those intentions.
- He should possibly be considered a fully evolved Pokémon for the purposes of certain situations, such as the battle you (Kratos) recently posted looking for fully evolved Poke's only due to his abilities, but still suffer the pre-evolution damage penalty due to the body's pure physical limitations. It also helps to balance him this way, I feel.

Also - Bad Dreams would -not- be cancelled if somehow both were asleep. Although the spirits would lose control over Katsu, the sleeping opponent is still in a mentally vulnerable state allowing the spirits to continue doing their stuff. However - I should add the clause that Bad Dreams can only activate -initially- if Katsubousha is awake at the time, so if, say, he is put to sleep and then the opponent uses Rest, he cannot actually haunt his opponent until he himself is back to his awakened and Ghost/Fight type state, and of course only considering they're still sleeping themselves.

His typing should be active right from the state of battle - as I mentioned, he becomes nervous in actual conflict, which gives enough of a mental vulnerability within himself to allow full possession. It doesn't need any sort of trigger initially.

And his moves were mostly a selection of higher-powered physical moves I felt required a more focused disposal of physical conditioning and focus or otherwise, and especially considering how I noted his body would be highly contorted. Doing something like heavily stomping to cause and Earthquake, or jumping in a way that he could perform such a kick as HJK would be very difficult to pull off and the spirits in control likely would not even bother, instead opting for their more ethereal ways of attacking. It was more of a balance thing, I suppose, he loses most of his more power-based Fighting moves as well as some coverage and utility, such as being unable to heal himself in any direct way by losing Rest. Quick Attack is in the same vein, as I don't think his whole body would be apt to be able to move like that - but I left Mach Punch due to him likely still being able to work his fists adequately, although if you preferred I removed that as well it wouldn't be an issue - albeit I see no reason to limit Vacuum Wave so one way or another he will have a Priority Fighting move.



[Katsubousha] Riolu (Male)
<Inner Focus / Bad Dreams>

Signature Attribute: Ghost Hotel
- Katsubousha is, for all intents and purposes, a normal Riolu at most times. He does however, come from a powerful bloodline - one that, for reasons unknown, attracted spectral attention to him in particular. Katsu is possessed by a variety of ghosts, and when threatened, frightened or otherwise nervous his body goes limp allowing them full control of his actions - and Katsu himself for the most part never personally sees battle. This keeps a certain cycle going, making him nervous to fight, which allows the spirits control, which means he never conditions himself for it. The spirits have, however, grown to share a symbiotic-like relationship with him, and in addition to having disposition towards his own feelings and views, seem to be under the same method of control as normal captured Ghost types.
With these spirits gain control, they will begin to incorporate their own abilities with those of their host - although they cannot fully utilise him themselves. In addition while under their control, Katsu will be pulled partially into the spirit world; effectively making him a part-Ghost type, and weaknesses and resistances will be modified as such.
Katsu's body tends to take strange forms while under control of the spirits, and he often shuffles sideways, swings his upper body and arms loosely, or even bends over backwards nearly crabwalking. In addition to making some movement awkward, It can give off disturbing vibes to his opponents, and should they fall under the effects of sleep some of his errant spirits can prey on this - effectively granting him the 'Bad Dreams' ability.
Katsu is also incapable of phasing, due to his body still being a technically feasible object, and if Katsu himself can be reached and calmed by way of Sleep status or similar, the spirits will temporarily lose their control until the effect ends, cancelling his Ghost subtype. While sleeping, Katsu's 'Bad Dreams' cannot activate, and will only afflict an opponent should he be conscious. This ability will activate as soon as Katsubousha is conscious on the field with a sleeping enemy, and will remain in effect once activate until the time of their waking. In addition, Attract has a 50% chance of working from both genders due to the spirits making up every gender and preference.

Effects:
-Katsubousha is considering to be a Fight/Ghost type, and weaknesses, resistances, immunities and STAB are adjusted accordingly.

-Sleep cancels Ghost typing temporarily. (Until awoken) Sleep Talk cannot use any moves listed in Move Mods, both gained and lost types.

-Attract will work at a 50% chance from both genders.

-Gains 'Bad Dreams' ability in addition to natural 'Inner Focus'. Damage from Bad Dreams lowered to 2% per action. 'Bad Dreams' can only activate while Katsubousha is awake. It will activate at the soonest point Katsu's body is conscious on the field with a sleeping enemy, and only de-activate upon their waking.

-Katsubousha may not evolve. For purposes of battles requiring fully evolved Pokémon he is considered to be final form, however due to the physical limitations of this smaller form he still suffers the damage and energy penalties associated with younger Pokémon.

Move Mods:
- Quick Attack, Earthquake, Poison Jab, Attract, Rest, Reversal, Cross Chop and Hi Jump Kick
+ Shadow Ball, Confuse Ray, Spite, Hypnosis, Haze, Trick Room, Snatch and Destiny Bond
As Kratos said, I don't think you should be able to dictate whether Katsu is fully evolved for battles that require fully-evolved 'mon, but for those that prohibit them, you probably shouldn't be able to use him. Also, rather than calling the attacks he gains/loses move mods, please list them as something else (because Katsu still has a move mod open in addition to his attribute); it's a bit confusing. Other than that, fine, I think.

Going to try and get a Signature Attribute approved for Skippy.

Spinarak
[Skippy] (Male)
Ability:
Insomnia
Move Mod: None
Body Mod: Expression
Skippy has always been fascinated by the face on his back, and this interest led him to experiment with it. He eventually discovered he could manipulate it based on his emotions, and from there discovered in friendly duels that this would often affect him opponent. He was then captured, and his trainer took a keen interest in this special talent, using it to help him win.
Effects: Skippy can take an action to change the expression on his back, using up 1% energy to do so, and affect all Pokémon on the field, save those with no eyes (Staryu, Starmie, Zubat), those that are for any reason oblivious to him (Simple or Oblivious abilities, Attracted, Taunted, Confused, etc.) or those who seem to have no emotions (Bronzor, Probopass, etc.). These are as follows:
Happy: The default. No added effects except powering up Return.
Sad: Boosts Frustration's power. Pokémon will have a 5% chance of being too sad to follow orders and just sitting there, wallowing in self-pity.
Angry: Boosts Frustration's power. Mimics mild Taunting.
Surprised: Pokémon will be more easily surprised, and more likely to recoil in shock. Increases all attacks' Flinch chance by 10%.
Bored: Pokémon will become restless, reluctant to Chill or Sleep. Basically adds Vital Spirit to all Pokémon in addition to any other abilities.
Skippy cannot use these if Taunted, Attracted, Confused, etc.
Very poorly described. How does the face on Skippy's back have all these effects on the opposing pokémon? When you say "all pokémon," does that include or exclude Skippy? How much is frustration boosted by the expressions that cause boosts for it?

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 fear [triggered by the Ability Intimidate and any moves inducing fear such as Scary Face, Roar, etc.] as well as frustration and anger [repeated failure in battle and moves inducing anger and annoyance such as Taunt], 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 lightly burned but takes the damage every other round. His body also induces light burns to enemies who attack him head on with physical damage with a base of 6% and up but being that he is of Water Type the damage his foe receives is too deducted from his Health every other round rather than every round. The heat from his body has a 5% chance of inducing burns for his own physical attacks. When in this state his STAB is ineffective. With this severe increase in body temperature, Grass moves are reduced by 1/4 their original base damage before weakness is applied. Kabuto is relieved of this state when returned to his Pokeball, or during a change in weather to rain.

Sig. Move: None


->Okay, it seems I wasn't clear enough on the whole way the burn inflictions work. Instead of taking damage (like 3% or so) every round, the damage is taken every other round. So for example...Round 1, the Pokemon is burned and takes 3% damage...Round 2, nothing...Round 3, takes 3% damage...Round 4, nothing...and so on. It isn't reduced but the effects happen in greater spans of time. The 6% is simply the minimum of the enemies base damage before the Pokemon is officially burned from having physical contact with Kabuto. Otheriwise I modified the rest and replaced the preventive stat piece with a slight aid in versing Grass moves. I'll get to that post. ^^
In general I think the problems you have are in wording. Why not say something like, "...When Kabuto is in this state and an opponent uses a contact attack against him, that opponent gains a mild burn that deals it 3% damage every other round. However, the heat also damages Kabuto, and he takes 3% every other round as well."

Likewise, why not just say that Kabuto's weakness to grass is reduced by one level while he is in this state? It doesn't have exactly the same effect, but it's much simpler.

When you say that Kabuto's own contact attacks have a chance of causing a burn, do you mean a regular burn, or an attenuated burn like the ones foes can get by touching him? If the former, why a regular burn there and not upon foe contact?

In general this seems a little bit too powerful, especially for a kabuto.

Other

Still looking for signature move/attribute approvers.
 
Re: Pokémon Registration Office

I didn't think Water Veil or Magma Armour would mean that the Pokemon was constantly doused in water/fire... Water Veil just makes them damp, doesn't it? I should re-read the Attack and Abilities Guide again. Anywho, clearing up some stuff;

[Whiskers] Skeline (M)
Ability:
Pressure

Signature Move: Feline Territorial Marking

Whiskers, as a fully-grown tomcat (even if he's dead), tends to...spray. This is a way to mark his territory, and it tends to smell. A lot. He'll even mark other creatures in this manner, which marked (pardon the pun) the birth of this move.

To use it, Whiskers sprays the target, coating whatever body part he managed to reach with the noxious smelling stuff. If he managed to get the target in the mouth, eyes, nose, or similar, or the skin of anything with absorbent skin (Poliwag, etc), it results in a mild poisoning (It acts like regular poisoning; Immunity Pokemon, Steel, and Poison types are unaffected, though the other effects still apply to those types). The spray's strong, musky smell also makes it easier to find the target, increasing accuracy of attacks made against them by 5 additional percent for ranged attacks, and 10 for contact. Other feline Pokemon on the battlefield will also become aggressive towards the target, granting them a +1 Bonus to Attack, but only when attacking the affected target. It also renders Double Team useless. The smell wears off after 3 rounds.

This spray won't work if the target has it's own overpowering natural smell (Gloom, Stunky, etc), but can affect Ghost-types, though it wears off if the target Phases. It can also be removed by immersing the sprayed part entirely in water, sand, or flames. Rain and Sandstorm weather effects make the effects wear off faster; after 2 rounds for Sandstorm, and 3 Actions for rain. Pokemon with Magma Armour, Flame Body, or Water Veil can spend one action to rid themselves of the smell, but the Poison, if any, will still linger.


Type: Poison / Stat: Non-damaging / Base Damage %: N/A / Accuracy: 85% / Target: Single / Energy: 3% / Duration: 3 Rounds or until removed
Effects: Mild Poisoning (Sometimes), Increases Accuracy of moves against affected Pokemon (+5% Ranged, +10% Contact) as long as smell persists, grants feline Pokemon (besides Whiskers) +1 Attack Bonus Vs. Affected Pokemon.
Usage Gap: 3 Rounds after end of effects
 
Re: Pokémon Registration Office

Alrighty, understood. Assuming that participation then in those sorts of battles will only be consensual. Either way, editing that bit-

[Katsubousha] Riolu (Male)
<Inner Focus / Bad Dreams>

Signature Attribute: Ghost Hotel
- Katsubousha is, for all intents and purposes, a normal Riolu at most times. He does however, come from a powerful bloodline - one that, for reasons unknown, attracted spectral attention to him in particular. Katsu is possessed by a variety of ghosts, and when threatened, frightened or otherwise nervous his body goes limp allowing them full control of his actions - and Katsu himself for the most part never personally sees battle. This keeps a certain cycle going, making him nervous to fight, which allows the spirits control, which means he never conditions himself for it. The spirits have, however, grown to share a symbiotic-like relationship with him, and in addition to having disposition towards his own feelings and views, seem to be under the same method of control as normal captured Ghost types.
With these spirits gain control, they will begin to incorporate their own abilities with those of their host - although they cannot fully utilise him themselves. In addition while under their control, Katsu will be pulled partially into the spirit world; effectively making him a part-Ghost type, and weaknesses and resistances will be modified as such.
Katsu's body tends to take strange forms while under control of the spirits, and he often shuffles sideways, swings his upper body and arms loosely, or even bends over backwards nearly crabwalking. In addition to making some movement awkward, It can give off disturbing vibes to his opponents, and should they fall under the effects of sleep some of his errant spirits can prey on this - effectively granting him the 'Bad Dreams' ability.
Katsu is also incapable of phasing, due to his body still being a technically feasible object, and if Katsu himself can be reached and calmed by way of Sleep status or similar, the spirits will temporarily lose their control until the effect ends, cancelling his Ghost subtype. While sleeping, Katsu's 'Bad Dreams' cannot activate, and will only afflict an opponent should he be conscious. This ability will activate as soon as Katsubousha is conscious on the field with a sleeping enemy, and will remain in effect once activate until the time of their waking. In addition, Attract has a 50% chance of working from both genders due to the spirits making up every gender and preference.

Effects:
-Katsubousha is considering to be a Fight/Ghost type, and weaknesses, resistances, immunities and STAB are adjusted accordingly.

-Sleep cancels Ghost typing temporarily. (Until awoken) Sleep Talk cannot use any moves listed in Move Mods, both gained and lost types.

-Attract will work at a 50% chance from both genders.

-Gains 'Bad Dreams' ability in addition to natural 'Inner Focus'. Damage from Bad Dreams lowered to 2% per action. 'Bad Dreams' can only activate while Katsubousha is awake. It will activate at the soonest point Katsu's body is conscious on the field with a sleeping enemy, and only de-activate upon their waking.

-Katsubousha may not evolve. For purposes of battles prohibiting fully evolved Pokémon he is considered to be final form and by default may not participate.

-Due to the physical limitations of this smaller form he still suffers the damage and energy penalties associated with younger Pokémon.

Moveset Alterations:
- Quick Attack, Earthquake, Poison Jab, Attract, Rest, Reversal, Cross Chop and Hi Jump Kick
+ Shadow Ball, Confuse Ray, Spite, Hypnosis, Haze, Trick Room, Snatch and Destiny Bond




That should do then?
 
Re: Pokémon Registration Office

Buying a sexy mermaid Myrid!

myrid-transparent.png

[Crystal]Myrid(F)
Abillity:water absorb

55-30=25

Link should quit saving Zelda or just kick Ganondorf's nuts.
 
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