• Welcome to The Cave of Dragonflies forums, where the smallest bugs live alongside the strongest dragons.

    Guests are not able to post messages or even read certain areas of the forums. Now, that's boring, don't you think? Registration, on the other hand, is simple, completely free of charge, and does not require you to give out any personal information at all. As soon as you register, you can take part in some of the happy fun things at the forums such as posting messages, voting in polls, sending private messages to people and being told that this is where we drink tea and eat cod.

    Of course I'm not forcing you to do anything if you don't want to, but seriously, what have you got to lose? Five seconds of your life?

Pokémon Registration Office

Status
Not open for further replies.
Re: Pokémon Registration Office

mareep
[Jaune] Mareep [M]

Signature Move: Electric Shield
When Jaune was just a small Mareep, he was a very curious Mareep. One day, he stumbled upon a hostile adult Flaaffy, who proceeded to attack Jaune by tackling him. Jaune, who was very scared, without thinking, used Thunder, which had been recently taught to him by his mother. But, instead of striking the Flaaffy, it solidified around Jaune, acting as a shield. The reason for this was that he wasn't taught very well, and he didn't know what to do. Jaune messed up on Thunder, and instead of attacking the opponent or himself, Jaune barely managed to direct the attack away from himself, and it solidified. Jaune later wold that he had recently seen other pokemon use Protect, and had wanted to learn it. Alas, he could not. Due to this, he remembered at the split second the Thunder messed up, he remembered seeing Protect, and tried to mimic it. Of course, Jaune didn't want to get hit in the first place, so he went on the defensive, he wasn't a very aggressive kid in the first place, and his mother always taught him to have good manners, even when attacking. The Flaaffy was thrown back, and ran off in horror. Jaune was shocked by what he had been able to do, so for the next few weeks he vigorously practiced this by having his mother, although reluctant, try to use Tackle on Jaune. He was hit a few times, thought it was soft hits, but he managed to make it more powerful. Unfortunately, when he realized this, he accidentally paralyzed his mom. Thankfully, it wasn't permanent.
Type: Electric / Stat: Special/Accuracy: 100%/ Target: Self / Energy: 9% / Duration: 2 actions
Effects: Jaune spends one action preparing the shield, and on the following action lets it loose. It makes a shield that faintly glows with electricity, and makes a dome about a foot wide and a foot tall. Any enemy who touches the shield is affected as if it were hit by Thunder. They are thrown back by the force of the shield. So, the attack fails. 20% chance of paralyzing the opponent. Projectiles can pass through, although they are weakened, and are weakened by about 1/4 of the original damage taken off. Ground-types can dig under the shield and attack like that. Also, the ground-types are thrown back, but not as far, and no damage to them. Normally, they are thrown back 3 feet. Ground-types are thrown back 1 1/2 feet. Any attack aimed at Jaune while the shield is up will fail (unless projectile or non-physical attack/no contact].
Usage Gap: Once per battle

Whoops, sorry; I didn't approve Jaune herself. But this post doesn't have the bank link, so if you could stick it in there for the next post?
Anyway, I don't see how personality has to do with the ability to create a shield out of a Thunder attack. Also, the description sort of implies that Jaune can't use Protect, but it doesn't say that in the effects, so I'm confused there. I think you should take the Protect thing out entirely and replace it with another reason, because as it is now, it's making the description hard to understand and it doesn't make much sense anyway.

[Mal] Elekid (m)
Signature Move: Troebelectric Effect

"The triboelectric effect (also known as triboelectric charging) is a type of contact electrification in which certain materials become electrically charged after they come into contact with another different material and are then separated (such as through rubbing). The polarity and strength of the charges produced differ according to the materials, surface roughness, temperature, strain, and other properties."

Mal charges himself to the point where he cannot contain the electricity anymore and then launches at his opponent with maximum speed. Though the impact is light, it is too fast to dodge and the electricity stored is so hot it leaves bright scorch marks where the opponent was hit.

Electric / Physical / Damage: 4% / Accuracy: 100% / Target: 1 / Energy: 4% / One action
Priority +1. Opponent is burnt and paralyzed.
Usage Gap: Every 4 rounds

[Niska] gastly (m)
Signature Move: Bogart

Niska uses dark energy to manipulate his own image, making himself look even bigger and scarier then he already did. His ghostly body twists and grows in shape, changing to whatever form the opponent fears most; a huge dragon, a spider, their mother yelling at them for failing their grades. While none of this is actually real, it all looks real to his opponent, and it will do its job to intimidate.



While Niska remains under the effects of Bogart, the opposing Pokémon has a %50 chance of being too scared to use contact moves against him (during a double battle, this would have no effect on Niska’s partner). The opposing Pokémon also has their attack lowered by –2, lasting as long as Bogart lasts. 

Attacks such as Miracle Eye, Odor Sleuth, and Foresight end the effects of this attack. 



Dark / Other / -- / -- / Target: One / Energy: 5% / Duration: 2-5 rounds (randomized)
Opposing Pokémon have a %50 chance of being unable to use contact moves against Niska; lowers opposing Pokémon’s attack by –2
Usage gap: 5 rounds from end of all effects

[Doakes] ekans (m) <Shed Skin>

The ekans is approved.

The description for the elekid's move is passable, I guess, but it really wouldn't hurt to have a reason as to why your elekid can charge himself up to such an extent while others can't.
Anyway, it's far too overpowered for a baby Pokemon. I'd have something like Will-o-Wisp or Thunder Wave take around 4% energy by itself. Change the energy cost to 6% and choose either burn or paralysis, or have a 40% chance of each status condition occuring. Finally, the description says that the attack is too fast to dodge, but the summary says that it has 100% accuracy. So, does it have a, say, Surf-like accuracy, or an Aerial Ace-like accuracy?

Gastly is also not evolved, so I'd suggest raising the energy cost and cutting the duration. 5% base energy plus 2% energy per action to maintain the illusion seems fine. 3~6 actions is about the farthest I'd go.
 
Re: Pokémon Registration Office

[Mal] Elekid (m)
Signature Move: Troebelectric Effect

"The triboelectric effect (also known as triboelectric charging) is a type of contact electrification in which certain materials become electrically charged after they come into contact with another different material and are then separated (such as through rubbing). The polarity and strength of the charges produced differ according to the materials, surface roughness, temperature, strain, and other properties."

Mal is fascinated with the science of electricity and enjoys practicing and manipulating the energies in any way he can. Through this he has learned to employ it in an interesting way. He charges himself to the point where he cannot contain the electricity anymore and then launches at his opponent with maximum speed. Though the impact is light, it's so fast that it's nearly unavoidable and the electricity stored is so hot it leaves bright scorch marks where the opponent was hit.

Electric / Physical / Damage: 4% / Accuracy: 100% / Target: 1 / Energy: 6% / One action
Priority +1. 40% of burn and/or paralysis.
Usage Gap: Every 4 rounds

It has surf-like accuracy.

[Niska] gastly (m)
Signature Move: Bogart

Niska uses dark energy to manipulate his own image, making himself look even bigger and scarier then he already did. His ghostly body twists and grows in shape, changing to whatever form the opponent fears most; a huge dragon, a spider, their mother yelling at them for failing their grades. While none of this is actually real, it all looks real to his opponent, and it will do its job to intimidate.



While Niska remains under the effects of Bogart, the opposing Pokémon has a %50 chance of being too scared to use contact moves against him (during a double battle, this would have no effect on Niska’s partner). The opposing Pokémon also has their attack lowered by –2, lasting as long as Bogart lasts. 

Attacks such as Miracle Eye, Odor Sleuth, and Foresight end the effects of this attack. 



Dark / Other / -- / -- / Target: One / Energy: 4% + 2% energy per action to maintain/ Duration: 1-3 rounds (randomized)
Opposing Pokémon have a %50 chance of being unable to use contact moves against Niska; lowers opposing Pokémon’s attack by –2
Usage gap: 5 rounds from end of all effects

5 + 2 per action seemed a bit much for Niska, since the attack isn't that powerful to begin with.
 
Re: Pokémon Registration Office

Aaaand buying a magnemite. :v

[Dexter] magnemite (x) <Magnet Pull>
Sig Move: Magnet Drain
Zerzin can feel whether there are any electrical or magnetic (steel) type Pokémon on the arena with his Magnet Pull ability. If there are, he will choose one (or his trainer will), and then he will either pull the other Pokémon to itself or, if they weigh more then Zerzin, Zerzin will be pulled (gently, of course) to them. Thanks to his ability, this is unavoidable; he will see through double team clones or other accuracy changes, the exception to this being if the pokemon is impossible to reach (underground, etc.) Once he reaches the other Pokémon, Zerzin will attach himself to them with an electrical current; he is almost impossible to remove (read below). While he is attached to a Pokémon, he will suck energy or health (whichever he is commanded) and take half of the energy/health for himself.

Zerzin can be removed in a number of ways; attacks that would make it hard for him to remain attached, or attacks that would disrupt the electrical current connecting him to the targeted pokemon, would likely disconnect him.
If the targeted Pokémon has the ability Static, x1.5 energy/health will be drained (rounded up).
If Zerzin falls asleep or becomes frozen while sucking energy/health, he will remain attached to the targeted Pokémon but will no longer be sucking energy/health (and the targeted Pokémon will not lose health/energy, either).
Zerzin will remain attached to the targeted Pokémon even if it’s Flying, Digging, Diving, or Bouncing.

While Zerzin is attached to his targeted Pokémon, he cannot attack any other Pokémon. However, he can use attacks other then Magnet Drain on the target Pokémon as long as they are physically possible.

Electric / Other / Damage: %3 (%1 per action, %3 per round) / Accuracy: %101 / Target: one / Energy: 3% initial attack, 1% following actions / Duration: One action to find and attach to target; Zerzin remains attached until removed.
Zerzin locates any electric/steel types on the field and attaches itself to them, then drains %3 energy/health (rounded up).
Usage gap: 3 rounds from being disconnected.

dolla
 
Re: Pokémon Registration Office

[Mal] Elekid (m)
Signature Move: Troebelectric Effect

"The triboelectric effect (also known as triboelectric charging) is a type of contact electrification in which certain materials become electrically charged after they come into contact with another different material and are then separated (such as through rubbing). The polarity and strength of the charges produced differ according to the materials, surface roughness, temperature, strain, and other properties."

Mal is fascinated with the science of electricity and enjoys practicing and manipulating the energies in any way he can. Through this he has learned to employ it in an interesting way. He charges himself to the point where he cannot contain the electricity anymore and then launches at his opponent with maximum speed. Though the impact is light, it's so fast that it's nearly unavoidable and the electricity stored is so hot it leaves bright scorch marks where the opponent was hit.

Electric / Physical / Damage: 4% / Accuracy: 100% / Target: 1 / Energy: 6% / One action
Priority +1. 40% of burn and/or paralysis.
Usage Gap: Every 4 rounds

It has surf-like accuracy.

[Niska] gastly (m)
Signature Move: Bogart

Niska uses dark energy to manipulate his own image, making himself look even bigger and scarier then he already did. His ghostly body twists and grows in shape, changing to whatever form the opponent fears most; a huge dragon, a spider, their mother yelling at them for failing their grades. While none of this is actually real, it all looks real to his opponent, and it will do its job to intimidate.



While Niska remains under the effects of Bogart, the opposing Pokémon has a %50 chance of being too scared to use contact moves against him (during a double battle, this would have no effect on Niska’s partner). The opposing Pokémon also has their attack lowered by –2, lasting as long as Bogart lasts. 

Attacks such as Miracle Eye, Odor Sleuth, and Foresight end the effects of this attack. 



Dark / Other / -- / -- / Target: One / Energy: 4% + 2% energy per action to maintain/ Duration: 1-3 rounds (randomized)
Opposing Pokémon have a %50 chance of being unable to use contact moves against Niska; lowers opposing Pokémon’s attack by –2
Usage gap: 5 rounds from end of all effects

5 + 2 per action seemed a bit much for Niska, since the attack isn't that powerful to begin with.
For the elekid, up the usage gap to five rounds. This is also quite a bit too powerful. Do any two of removing the priority, reducing the damage, or cutting the effect chances in half. Alternatively, wait until he evolves and submit a slightly weaker version.

Niska's is approved.

Aaaand buying a magnemite. :v

[Dexter] magnemite (x) <Magnet Pull>
Sig Move: Magnet Drain
Zerzin can feel whether there are any electrical or magnetic (steel) type Pokémon on the arena with his Magnet Pull ability. If there are, he will choose one (or his trainer will), and then he will either pull the other Pokémon to itself or, if they weigh more then Zerzin, Zerzin will be pulled (gently, of course) to them. Thanks to his ability, this is unavoidable; he will see through double team clones or other accuracy changes, the exception to this being if the pokemon is impossible to reach (underground, etc.) Once he reaches the other Pokémon, Zerzin will attach himself to them with an electrical current; he is almost impossible to remove (read below). While he is attached to a Pokémon, he will suck energy or health (whichever he is commanded) and take half of the energy/health for himself.

Zerzin can be removed in a number of ways; attacks that would make it hard for him to remain attached, or attacks that would disrupt the electrical current connecting him to the targeted pokemon, would likely disconnect him.
If the targeted Pokémon has the ability Static, x1.5 energy/health will be drained (rounded up).
If Zerzin falls asleep or becomes frozen while sucking energy/health, he will remain attached to the targeted Pokémon but will no longer be sucking energy/health (and the targeted Pokémon will not lose health/energy, either).
Zerzin will remain attached to the targeted Pokémon even if it’s Flying, Digging, Diving, or Bouncing.

While Zerzin is attached to his targeted Pokémon, he cannot attack any other Pokémon. However, he can use attacks other then Magnet Drain on the target Pokémon as long as they are physically possible.

Electric / Other / Damage: %3 (%1 per action, %3 per round) / Accuracy: %101 / Target: one / Energy: 3% initial attack, 1% following actions / Duration: One action to find and attach to target; Zerzin remains attached until removed.
Zerzin locates any electric/steel types on the field and attaches itself to them, then drains %3 energy/health (rounded up).
Usage gap: 3 rounds from being disconnected.

dolla
Usage gap should be five rounds. I see what you did there with the accuracy. Other than that it's fine.
 
Re: Pokémon Registration Office

[Dexter] magnemite (x) <Magnet Pull>
Sig Move: Magnet Drain
Zerzin can feel whether there are any electrical or magnetic (steel) type Pokémon on the arena with his Magnet Pull ability. If there are, he will choose one (or his trainer will), and then he will either pull the other Pokémon to itself or, if they weigh more then Zerzin, Zerzin will be pulled (gently, of course) to them. Thanks to his ability, this is unavoidable; he will see through double team clones or other accuracy changes, the exception to this being if the pokemon is impossible to reach (underground, etc.) Once he reaches the other Pokémon, Zerzin will attach himself to them with an electrical current; he is almost impossible to remove (read below). While he is attached to a Pokémon, he will suck energy or health (whichever he is commanded) and take half of the energy/health for himself.

Zerzin can be removed in a number of ways; attacks that would make it hard for him to remain attached, or attacks that would disrupt the electrical current connecting him to the targeted pokemon, would likely disconnect him.
If the targeted Pokémon has the ability Static, x1.5 energy/health will be drained (rounded up).
If Zerzin falls asleep or becomes frozen while sucking energy/health, he will remain attached to the targeted Pokémon but will no longer be sucking energy/health (and the targeted Pokémon will not lose health/energy, either).
Zerzin will remain attached to the targeted Pokémon even if it’s Flying, Digging, Diving, or Bouncing.

While Zerzin is attached to his targeted Pokémon, he cannot attack any other Pokémon. However, he can use attacks other then Magnet Drain on the target Pokémon as long as they are physically possible.

Electric / Other / Damage: %3 (%1 per action, %3 per round) / Accuracy: %101 / Target: one / Energy: 3% initial attack, 1% following actions / Duration: One action to find and attach to target; Zerzin remains attached until removed.
Zerzin locates any electric/steel types on the field and attaches itself to them, then drains %3 energy/health (rounded up).
Usage gap: 5 rounds from being disconnected.

[Mal] Elekid (m)
Signature Move: Triboelectric Effect

"The triboelectric effect (also known as triboelectric charging) is a type of contact electrification in which certain materials become electrically charged after they come into contact with another different material and are then separated (such as through rubbing). The polarity and strength of the charges produced differ according to the materials, surface roughness, temperature, strain, and other properties."

Mal is fascinated with the science of electricity and enjoys practicing and manipulating the energies in any way he can. Through this he has learned to employ it in an interesting way. He charges himself to the point where he cannot contain the electricity anymore and then launches at his opponent with maximum speed. Though the impact is light, it's so fast that it's nearly unavoidable and the electricity stored is so hot it leaves bright scorch marks where the opponent was hit.

Electric / Physical / Damage: 2% / Accuracy: 100% / Target: 1 / Energy: 6% / One action
Priority +1. 40% of burn and/or paralysis.
Usage Gap: Every 5 rounds

:D
 
Re: Pokémon Registration Office

[Dexter] magnemite (x) <Magnet Pull>
Sig Move: Magnet Drain
Zerzin can feel whether there are any electrical or magnetic (steel) type Pokémon on the arena with his Magnet Pull ability. If there are, he will choose one (or his trainer will), and then he will either pull the other Pokémon to itself or, if they weigh more then Zerzin, Zerzin will be pulled (gently, of course) to them. Thanks to his ability, this is unavoidable; he will see through double team clones or other accuracy changes, the exception to this being if the pokemon is impossible to reach (underground, etc.) Once he reaches the other Pokémon, Zerzin will attach himself to them with an electrical current; he is almost impossible to remove (read below). While he is attached to a Pokémon, he will suck energy or health (whichever he is commanded) and take half of the energy/health for himself.

Zerzin can be removed in a number of ways; attacks that would make it hard for him to remain attached, or attacks that would disrupt the electrical current connecting him to the targeted pokemon, would likely disconnect him.
If the targeted Pokémon has the ability Static, x1.5 energy/health will be drained (rounded up).
If Zerzin falls asleep or becomes frozen while sucking energy/health, he will remain attached to the targeted Pokémon but will no longer be sucking energy/health (and the targeted Pokémon will not lose health/energy, either).
Zerzin will remain attached to the targeted Pokémon even if it’s Flying, Digging, Diving, or Bouncing.

While Zerzin is attached to his targeted Pokémon, he cannot attack any other Pokémon. However, he can use attacks other then Magnet Drain on the target Pokémon as long as they are physically possible.

Electric / Other / Damage: %3 (%1 per action, %3 per round) / Accuracy: %101 / Target: one / Energy: 3% initial attack, 1% following actions / Duration: One action to find and attach to target; Zerzin remains attached until removed.
Zerzin locates any electric/steel types on the field and attaches itself to them, then drains %3 energy/health (rounded up).
Usage gap: 5 rounds from being disconnected.

[Mal] Elekid (m)
Signature Move: Triboelectric Effect

"The triboelectric effect (also known as triboelectric charging) is a type of contact electrification in which certain materials become electrically charged after they come into contact with another different material and are then separated (such as through rubbing). The polarity and strength of the charges produced differ according to the materials, surface roughness, temperature, strain, and other properties."

Mal is fascinated with the science of electricity and enjoys practicing and manipulating the energies in any way he can. Through this he has learned to employ it in an interesting way. He charges himself to the point where he cannot contain the electricity anymore and then launches at his opponent with maximum speed. Though the impact is light, it's so fast that it's nearly unavoidable and the electricity stored is so hot it leaves bright scorch marks where the opponent was hit.

Electric / Physical / Damage: 2% / Accuracy: 100% / Target: 1 / Energy: 6% / One action
Priority +1. 40% of burn and/or paralysis.
Usage Gap: Every 5 rounds

:D
Zerzin is approved. For Mal, pick either burn or paralysis. You can add the other back in at a later evolution stage.
 
Re: Pokémon Registration Office

[Mal] Elekid (m)
Signature Move: Triboelectric Effect

"The triboelectric effect (also known as triboelectric charging) is a type of contact electrification in which certain materials become electrically charged after they come into contact with another different material and are then separated (such as through rubbing). The polarity and strength of the charges produced differ according to the materials, surface roughness, temperature, strain, and other properties."

Mal is fascinated with the science of electricity and enjoys practicing and manipulating the energies in any way he can. Through this he has learned to employ it in an interesting way. He charges himself to the point where he cannot contain the electricity anymore and then launches at his opponent with maximum speed. Though the impact is light, it's so fast that it's nearly unavoidable and the electricity stored is so hot it leaves bright scorch marks where the opponent was hit.

Electric / Physical / Damage: 2% / Accuracy: 100% / Target: 1 / Energy: 6% / One action
Priority +1. 40% of burn.
Usage Gap: Every 5 rounds

:[
 
Re: Pokémon Registration Office

[Vandal] Smeargle (M)
Ability: Own Tempo
Signature Attribute: Permanent Ink

Vandal is an odd sort of Smeargle. He wants desperately for his art to be recognized and become well-known, not just as another generic Smeargle. As a result, before a match, he will dip his tail in permanent ink, which temporarily replaces the ink his tail normally secretes, allowing his creations a sort of permanency.

Effects: Anything Vandal paints with the permanent ink (such as wings) will not fade until the end of battle, or until he is switched out. However, at the same time, any move he Sketches using permanent ink cannot be overwritten. The permanent ink contains 5 doses-each dose is enough to Sketch one move, and perhaps half a temporary mod. After it runs out, the mixture his tail now secretes will force him to either wait 6 actions for the permanent ink's remains to completely drip out, or spend 2 actions wringing it out.

Bank link will go here derp derp
 
Last edited:
Re: Pokémon Registration Office

Hey there, just got approved, and I'd like to purchase some Pokemon!


Ponyta.png

[Elizaveta] Ponyta (F) $10
Ability: Flash Fire


Wailmer.png

[Salt] Wailmer (F) $13
Ability: Water Veil


sandshrew.png

[Splice] Sandshrew (M) $5
Ability: Sand Veil


Starly.png

[Roderich] Starly (M) $5
Ability: Keen Eye


Comes to $33. Bank post
 
Last edited:
Re: Pokémon Registration Office

Alright, I was hopi--

128693622758288726.jpg


[MC Hammer] Makuhita M (Guts)
Signature Move: Stop! It's Hammer Time

MC Hammer just wants to dance. Therefore, he decided to practice a move that would stop his opponent and let him strut his stuff.

He begins by telling his opponent to stop. Then, he conjures a boombox out of thin air that plays the riff from Superfreak, and begins dancing.

During this time, however, he does not like it when his opponent attempts to attack him. Therefore, if interrupted, he will go on a crazy thrash-fest and beat the crap out of everyone.

Fighting / Physical / Damage: 5% / Accuracy: 100% / Target: 1 / Energy: 4% to stop, 3% for each hammertime/ Four actions
On the first action, MC Hammer will say stop. This has a priority of +2 and basically flinches the opponent out of their actions for that round.
After that, MC Hammer will spend the next three actions dancing. If the opponent attempts to attack Hammer during this time, he will retaliate by beating them up, dealing 5 damage.
Usage of Taunt of Torment while Hammer is dancing will cause him to stop short and punch whoever dared to insult his dancing. The punch will cause 8% damage instead of 5%, though.
Usage Gap: Once per match
 
Re: Pokémon Registration Office

[Vandal] Smeargle (M)
Ability: Own Tempo
Signature Attribute: Permanent Ink

Vandal is an odd sort of Smeargle. He wants desperately for his art to be recognized and become well-known, not just as another generic Smeargle. As a result, before a match, he will dip his tail in permanent ink, which temporarily replaces the ink his tail normally secretes, allowing his creations a sort of permanency.

Effects: Anything Vandal paints with the permanent ink (such as wings) will not fade until the end of battle, or until he is switched out. However, at the same time, any move he Sketches using permanent ink cannot be overwritten. The permanent ink contains 5 doses-each dose is enough to Sketch one move, and perhaps half a temporary mod. After it runs out, the mixture his tail now secretes will force him to either wait 6 actions for the permanent ink's remains to completely drip out, or spend 2 actions wringing it out.

Bank link will go here derp derp

Vandal himself is approved; the attribute needs some clarification, though.

The way the "5 doses" sentence is worded, it sounds like it says that a single does is enough to create half of a temporary mod. Is that what you meant, and are you still referring to things like wings? Specify.

Furthermore, at least some referees have all of a smeargle's attacks come from the paint on its tail. Since I'm assuming you don't want that to be permanent, I would specifically state that the used attacks are not included (though why there would be any difference I don't know; if the permanent ink is all he has access to, then any flamethrowers or whatnot he used during that time would logically be "permanent" as well).

What do you mean by "forced to wait 6 actions/spend 2 actions wringing out the ink"? Can Vandal not take any other action at all until that point? Is he just prevented from sketching anything else (and again, given the way smeargle's attacks might be reffed, would that effectively equate to being unable to attack)? Why does he have to wait for the ink to go away before being able to do whatever?

I don't know how replacing sketched stuff works; I'd at least wait for Negrek to answer the question you asked in the rules thread.

Hey there, just got approved, and I'd like to purchase some Pokemon!


Ponyta.png

[Elizaveta] Ponyta (F) $10
Ability: Flash Fire


Wailmer.png

[Salt] Wailmer (F) $13
Ability: Water Veil


sandshrew.png

[Splice] Sandshrew (M) $5
Ability: Sand Veil


Starly.png

[Roderich] Starly (M) $5
Ability: Keen Eye


Comes to $33. Bank post

Approved.

Kammington

That is not the picture I told you to use. >|
 
Re: Pokémon Registration Office

...Ah, what the hell, might as well start building up my team into a ridiculous amount of Pokémon that I'll probably never use.

One Skorpi, Tentacool and Zubat please, for a total of $30.

Skorpi (M) Ability: Sniper

Tentacool (M) Ability: Clear body

Zubat (F) Ability: Inner focus
 
Re: Pokémon Registration Office

[Mal] Elekid (m)
Signature Move: Triboelectric Effect

"The triboelectric effect (also known as triboelectric charging) is a type of contact electrification in which certain materials become electrically charged after they come into contact with another different material and are then separated (such as through rubbing). The polarity and strength of the charges produced differ according to the materials, surface roughness, temperature, strain, and other properties."

Mal is fascinated with the science of electricity and enjoys practicing and manipulating the energies in any way he can. Through this he has learned to employ it in an interesting way. He charges himself to the point where he cannot contain the electricity anymore and then launches at his opponent with maximum speed. Though the impact is light, it's so fast that it's nearly unavoidable and the electricity stored is so hot it leaves bright scorch marks where the opponent was hit.

Electric / Physical / Damage: 2% / Accuracy: 100% / Target: 1 / Energy: 6% / One action
Priority +1. 40% of burn.
Usage Gap: Every 5 rounds

:[
Approved.

Alright, I was hopi--

[MC Hammer] Makuhita M (Guts)
Signature Move: Stop! It's Hammer Time

MC Hammer just wants to dance. Therefore, he decided to practice a move that would stop his opponent and let him strut his stuff.

He begins by telling his opponent to stop. Then, he conjures a boombox out of thin air that plays the riff from Superfreak, and begins dancing.

During this time, however, he does not like it when his opponent attempts to attack him. Therefore, if interrupted, he will go on a crazy thrash-fest and beat the crap out of everyone.

Fighting / Physical / Damage: 5% / Accuracy: 100% / Target: 1 / Energy: 4% to stop, 3% for each hammertime/ Four actions
On the first action, MC Hammer will say stop. This has a priority of +2 and basically flinches the opponent out of their actions for that round.
After that, MC Hammer will spend the next three actions dancing. If the opponent attempts to attack Hammer during this time, he will retaliate by beating them up, dealing 5 damage.
Usage of Taunt of Torment while Hammer is dancing will cause him to stop short and punch whoever dared to insult his dancing. The punch will cause 8% damage instead of 5%, though.
Usage Gap: Once per match
Approved.

Screw waiting for more monies, I'm getting a Hennic.

[Pankaja] Hennic (M) <Serene Grace>

derp who needs money.
Approved.

...Ah, what the hell, might as well start building up my team into a ridiculous amount of Pokémon that I'll probably never use.

One Skorpi, Tentacool and Zubat please, for a total of $30.

Skorpi (M) Ability: Sniper

Tentacool (M) Ability: Clear body

Zubat (F) Ability: Inner focus
Approved.
 
Re: Pokémon Registration Office

Vandal himself is approved; the attribute needs some clarification, though.

The way the "5 doses" sentence is worded, it sounds like it says that a single does is enough to create half of a temporary mod. Is that what you meant, and are you still referring to things like wings? Specify.

Furthermore, at least some referees have all of a smeargle's attacks come from the paint on its tail. Since I'm assuming you don't want that to be permanent, I would specifically state that the used attacks are not included (though why there would be any difference I don't know; if the permanent ink is all he has access to, then any flamethrowers or whatnot he used during that time would logically be "permanent" as well).

What do you mean by "forced to wait 6 actions/spend 2 actions wringing out the ink"? Can Vandal not take any other action at all until that point? Is he just prevented from sketching anything else (and again, given the way smeargle's attacks might be reffed, would that effectively equate to being unable to attack)? Why does he have to wait for the ink to go away before being able to do whatever?

I don't know how replacing sketched stuff works; I'd at least wait for Negrek to answer the question you asked in the rules thread.

Yes, I meant that one dose could draw half a temporary mod. And I say he has to wait for the ink to go away because the mixture of artificial ink and his natural ink results in a sort of messed-up mixture that can't be used for proper drawing. Hmm...actually, I think I'll just alter the whole thing.

[Vandal] Smeargle (M)
Ability: Own Tempo
Signature Attribute: Permanent Ink

Vandal is an odd sort of Smeargle. He wants desperately for his art to be recognized and become well-known, not just as another generic Smeargle. As a result, before a match, he will dip his tail in permanent ink, which temporarily replaces the ink his tail normally secretes, allowing his creations a sort of permanency.

Effects: Anything Vandal paints with the permanent ink (such as wings) will not fade until the end of battle, or until he is switched out. However, at the same time, due to the complications caused by drawing elemental moves with permanent ink, he can only use normal-type attacks until he uses up the ink. The ink can allow him to draw one body mod, at the ref's discretion, each battle.

Bleh. Is this worth using up the body mod slot?
 
Re: Pokémon Registration Office

Well yeah, you have enough EXP, but you're missing the proper formatting: you need to list all your Remoraid's stats and then your Octillery's stats, since this counts as getting a new Pokemon. And don't link to your profile; link to the places where you got your EXP instead.
Ah, yes. I've never evolved a Pokemon before so excuse my newness to it.

[Swimmy] Remoraid (F)
Ability: Sniper
Mods: None

TO

[Swimmy] Octillery (F)
Ability: Sniper
Mods: None

Experience: 1 2 3

Once more I'm sorry that I didn't do the right formatting before. Hopefully this is correct.
 
Status
Not open for further replies.
Back
Top Bottom