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Pokémon Registration Office

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Re: Pokémon Registration Office

From being so enraged? o_o And also from being connected to other teammates, I assume.

[Epona] Rapidash (F) <Levitate>
Signature move: Haunted Guard

Epona is a fiercely protective horse. She will not allow anyone she considers a friend to come to harm—and if they do, all hell will break lose, quite literally.

Once angered, a bright white aura spreads from Epona and surrounds her. The light is so bright that opponents can hardly bare to look at her for fear of being blinded. She then lunges at the opponent and thrashes out at them with her hooves and horn until her rage is calmed.
After the initial strike the white aura grows much weaker; though it’s still visible, it wouldn’t blind anyone.

If Epona has any teammates, the white aura spreads to them as well, connecting all teammates. The aura starts off weak—not strong enough to blind anyone, that is—but each time the Pokémon is attacked, the aura glows bright again and the Pokémon enters a short rage, thrashing and kicking as Epona did. This replaces whatever attack they were supposed to use unless said attack can be combined with Haunted Guard, i.e. Façade would work while Attract would not. If the two attacks are combined, it does not count as two actions, since Haunted Guard was used by Epona and the Pokémon is merely counter-attacking.

In order for Haunted Guard to be used, either herself or one of her teammates must have their health at 50% or lower. This attack can still be used in a single battle, but there will be no counterattacks.

Type: Ghost / Stat: Physical / Damage: 10% initial attack, 5% counterattacks / Accuracy: 95% / Target: Single / Energy: 6% initial attack; 2% counterattacks / Effects: Epona or one of her teammates must be at 50% health or lower for her to use Haunted Guard; each time the aura glows brightly, any opponent that looks at the aura’s accuracy goes down by 1; each time a Pokémon counterattacks, their attack goes up by 1. The opponents' accuracy cannot fall below -6 and Epona's teammate's attack may never rise above +6. / Duration: 1 action for initial attack, 5 actions for counter-attacks / Usage Gap: 3 rounds from end of all effects

Body Mod: Fire/Ghost
+ Shadow Ball, Shadow Sneak, Confuse Ray
- Tail Whip, Growl

1 2
 
Re: Pokémon Registration Office

[Dreamcatcher] Munchlax (Male)
Ability: Thick Fat

[Harbinger] Duskull (Male)
Ability: Levitate

[Sharkbait] Carvahna (Female)
Ability: Rough

Bank

Check your math in the bank.

And for me, an evolution:

2 exp gained here, so

[Räsvelg] Spraylet (M)

into

[Räsvelg] Pandive (M)
 
Re: Pokémon Registration Office

[Dreamcatcher] Munchlax (Male)
Ability: Thick Fat

[Harbinger] Duskull (Male)
Ability: Levitate

[Sharkbait] Carvahna (Female)
Ability: Rough

Bank

Approved, but next time you need to repost everything again.
 
Re: Pokémon Registration Office

A little too late, but >:(

[Ouroboros] Dragonair (F) Shed Skin
Experience: 0
Links: Obtained
Body Mod: Signature Attribute: Divine Aura

Dragonair can freely control the weather by taking on an aura; this ability is so special that nearly every pokédex entry relates to it. Most league-approved dragonair can't control the weather much more easily than other pokémon, however; they have to use the appropriate move.

Ouroboros practised this ability long before the destruction of ASB Central, meditating to bring out her aura and attempting to use it to influence the weather. She found that dance was the easiest way to bring out her aura, so she had to dance throughout her practice. It was slow going at first - she was able to summon a light breeze, then a stronger wind, but nothing very grand. As she practised, her aura grew stronger, and she was able to sense it even more.

Eventually, when Ouroboros used one of her normal weather-changing moves, she understood how her aura moved the clouds or strengthened the sunlight, so she grew adept at using it. However, to bring out her aura, she still needed to perform the dance, though she no longer needed to dance every moment she wanted to have control over the weather. She'd gained the ability to simply concentrate to bring out the aura, but it was much more difficult. She became satisfied, feeling it was enough, and presented it to her trainer so she could use it in battle.

After this achievement, though, a great fire destroyed ASB Central and she was lost as floating data along with many other pokémon. It seemed like forever that she was in this state, away from the sun and the rain and the breeze, and she missed them dearly. When she was finally recovered, she immediately went outside and felt the weather once more, using her aura to manipulate it and loving the sensation. Eventually, without the interruption of battle, she was able to fully master the ability to manipulate the weather with her aura, now exuding the aura at all times without even consciously thinking about it.

Effects: Ouroboros constantly exudes a gentle aura that, while generally invisible, can be sensed by even the most oblivious pokémon. For most, it's just a subtle feeling, giving them a general idea of where she is, so they receive a +1 bonus to accuracy when she is the target. Psychics and pokémon with the natural ability to sense auras are even better at locating her; when these pokémon target her, her evasion is considered negated (making double team clones useless) and they receive an extra +2 accuracy bonus.

When actively using her Divine Aura to change or sustain a weather effect, her crystal orbs glow, adding another +1 accuracy bonus to anyone trying to target her, as long as they can see the light.

Using this aura, Ouroboros can change the weather without taking a full action or using the actual move. While the most obvious use for this is summoning any standard weather effect, it's not limited to those - she can manipulate the weather or the air around her however she pleases, as long as it's possible in the arena she's battling in. She can emulate the effects of some moves, like creating a tailwind, if they rely on the effect of the weather itself. However, if the weather-like effect uses mystical properties for its effects, or any other attribute not found in natural weather (e.g. mist and razor wind), she cannot copy those effects. She cannot change the weather more than once per round except for clearing it.

It doesn't take a full action to change the weather, so she can for example cause it to be sunny and use a flamethrower in the same action, but it costs extra energy to do both at once. Thus, while it usually only takes half the usual energy to change the weather, she uses an additional 2% if she uses a damaging attack on the same action. She cannot change the weather while using a move that requires great concentration (like detect) or is exceptionally powerful (over 100 base power). She can also clear any weather (unless it's inherent to the arena), using a full action and 2% energy per weather effect cleared; she disperses the energy sustaining the weather, so it doesn't take energy to sustain clear weather conditions. Alternatively, she can spread her aura to create clear weather conditions around a certain area, with no initial cost but otherwise counting as a sustained weather condition. This creates spheres where the weather is completely calm with a 2m radius centred around each orb. Raging sands, raindrops, and hail will be forced to fall around these protective spheres, though they'll be much stronger than usual directly outside her aura.

Because she's directly using her aura to manipulate the weather, she can sustain it as long as she likes and it is not interrupted, but it costs 1% energy per action to sustain the weather move. She cannot sustain two weather effects at once, even if it's just a tailwind and a sunny day. She cannot sustain the weather effect if enraged (such as by taunt or swagger), moderately confused or worse, or otherwise totally unable to concentrate at least a little on the weather (most likely by a move directly attacking her mind). Just ceasing to sustain the weather any longer doesn't take energy.

Since she has such a hold over the weather, it's more difficult for others to change the weather when she does so - but not impossible! Weather-changing moves are more powerful, generally, than her type of manipulation, and will override her command. When she's actively using Divine Aura, other weather moves cause 5% typeless damage to Ouroboros. Naturally, she can just exert control over the weather again, but so can the opponent. This only occurs if it would clear whatever weather effect she's summoned; rain dance while she's making it sunny would hurt, but summoning a sandstorm doesn't make it stop raining, so it won't hurt her then.

Additionally, no weather effect will directly harm her (as raging sands will not pass through her aura to attack her directly), even if she's not the one that summoned it. Its other effects will still affect her, however, so sandstorm will lower her accuracy.

Should she use a weather-changing move rather than her Divine Aura to change the weather, there is no upkeep cost and it doesn't harm her if the weather is changed. She can also have a secondary weather-like effect (such as rain dance and fog) after using a weather-changing move.
 
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Re: Pokémon Registration Office

I think this makes a different amount of sense. Whether this is a good thing or not is left to the reader to decide.

I don't know what you're saying with this. Do you mean that she falls if she's within two meters of a dark type?

Artifact of a scrapped revision. Didn't proofread, evidently.
But yes, though, I can change that range if needed.

[Vilya] ralts (f)
Ability: Synchronize

Signature Attribute: Envy of Birds
Vilya has, since her childhood, watched birds, and envied their freedom in the air, their ability to fly to any place that strikes their fancy. When a Xatu on its migration flight came, she asked it how it flied, and how she could fly as well It could not help her with the flying, but told her it was possible, though that she would have to find her own way.
Knowing that it was possible was possible was half the battle; after many attempts, a workable method was found - using psychic power to lift from the ground. This, practiced many times, became almost effortless for Vilya to maintain, such that she now remain suspended in the air whenever possible. Being out of practice at getting back up, this requires extra energy.
Spending far too much time in the air has caused not being in the air to feel uncomfortable, which happens when some power interferes with the psychic power keeping Vilya afloat.

Effects: Vilya is treated as inherently hovering / consentually flying, with a normal maximum altitude of 6 m (for the sake of argument, an extra meter for every two levels that both the special stats are increased, and a meter down for each decrease in both, to make it vary) but falls to the ground and stays there for a 3 actions when hit by dark-type moves or about 2 meters from a dark-type. She also falls when subject to a powerful (causing >11% damage or so without applying effectiveness) move to which a psychic/flying-type would have a weakness to. Falling from the sky results in (altitude / 2m)% HP damage, rounded down. Landing on the ground drains energy by the triangle number formula (x*(x-1)/2) where x = time in spent air, rounded up, capped at 9%, and distributed over three actions. She also suffers a -1 to speed for these actions as the body adjusts ('air legs', I guess). Returning to the hovering state requires 6% energy.
 
Re: Pokémon Registration Office

A little too late, but >:(

[Ouroboros] Dragonair (F) Shed Skin
Experience: 0
Links: Obtained
Body Mod: Signature Attribute: Divine Aura

Dragonair can freely control the weather by taking on an aura; this ability is so special that nearly every pokédex entry relates to it. Most league-approved dragonair can't control the weather much more easily than other pokémon, however; they have to use the appropriate move.

Ouroboros practised this ability long before the destruction of ASB Central, meditating to bring out her aura and attempting to use it to influence the weather. She found that dance was the easiest way to bring out her aura, so she had to dance throughout her practice. It was slow going at first - she was able to summon a light breeze, then a stronger wind, but nothing very grand. As she practised, her aura grew stronger, and she was able to sense it even more.

Eventually, when Ouroboros used one of her normal weather-changing moves, she understood how her aura moved the clouds or strengthened the sunlight, so she grew adept at using it. However, to bring out her aura, she still needed to perform the dance, though she no longer needed to dance every moment she wanted to have control over the weather. She'd gained the ability to simply concentrate to bring out the aura, but it was much more difficult. She became satisfied, feeling it was enough, and presented it to her trainer so she could use it in battle.

After this achievement, though, a great fire destroyed ASB Central and she was lost as floating data along with many other pokémon. It seemed like forever that she was in this state, away from the sun and the rain and the breeze, and she missed them dearly. When she was finally recovered, she immediately went outside and felt the weather once more, using her aura to manipulate it and loving the sensation. Eventually, without the interruption of battle, she was able to fully master the ability to manipulate the weather with her aura, now exuding the aura at all times without even consciously thinking about it.

Effects: Ouroboros constantly exudes a gentle aura that, while generally invisible, can be sensed by even the most oblivious pokémon. For most, it's just a subtle feeling, giving them a general idea of where she is, so they receive a +1 bonus to accuracy when she is the target. Psychics and pokémon with the natural ability to sense auras are even better at locating her; when these pokémon target her, her evasion is considered negated (making double team clones useless) and they receive an extra +2 accuracy bonus.

When actively using her Divine Aura to change or sustain a weather effect, her crystal orbs glow, adding another +1 accuracy bonus to anyone trying to target her, as long as they can see the light.

Using this aura, Ouroboros can change the weather without taking a full action or using the actual move. While the most obvious use for this is summoning any standard weather effect, it's not limited to those - she can manipulate the weather or the air around her however she pleases, as long as it's possible in the arena she's battling in. She can emulate the effects of some moves, like creating a tailwind, if they rely on the effect of the weather itself. However, if the weather-like effect uses mystical properties for its effects, or any other attribute not found in natural weather (e.g. mist and razor wind), she cannot copy those effects. She cannot change the weather more than once per round except for clearing it.

It doesn't take a full action to change the weather, so she can for example cause it to be sunny and use a flamethrower in the same action, but it costs extra energy to do both at once. Thus, while it usually only takes half the usual energy to change the weather, she uses an additional 2% if she uses a damaging attack on the same action. She cannot change the weather while using a move that requires great concentration (like detect) or is exceptionally powerful (over 100 base power). She can also clear any weather (unless it's inherent to the arena), using a full action and 2% energy per weather effect cleared; she disperses the energy sustaining the weather, so it doesn't take energy to sustain clear weather conditions. Alternatively, she can spread her aura to create clear weather conditions around a certain area, with no initial cost but otherwise counting as a sustained weather condition. This creates spheres where the weather is completely calm with a 2m radius centred around each orb. Raging sands, raindrops, and hail will be forced to fall around these protective spheres, though they'll be much stronger than usual directly outside her aura.

Because she's directly using her aura to manipulate the weather, she can sustain it as long as she likes and it is not interrupted, but it costs 1% energy per action to sustain the weather move. She cannot sustain two weather effects at once, even if it's just a tailwind and a sunny day. She cannot sustain the weather effect if enraged (such as by taunt or swagger), moderately confused or worse, or otherwise totally unable to concentrate at least a little on the weather (most likely by a move directly attacking her mind). Just ceasing to sustain the weather any longer doesn't take energy.

Since she has such a hold over the weather, it's more difficult for others to change the weather when she does so - but not impossible! Weather-changing moves are more powerful, generally, than her type of manipulation, and will override her command. When she's actively using Divine Aura, other weather moves cause 5% typeless damage to Ouroboros. Naturally, she can just exert control over the weather again, but so can the opponent. This only occurs if it would clear whatever weather effect she's summoned; rain dance while she's making it sunny would hurt, but summoning a sandstorm doesn't make it stop raining, so it won't hurt her then.

Additionally, no weather effect will directly harm her (as raging sands will not pass through her aura to attack her directly), even if she's not the one that summoned it. Its other effects will still affect her, however, so sandstorm will lower her accuracy.

Should she use a weather-changing move rather than her Divine Aura to change the weather, there is no upkeep cost and it doesn't harm her if the weather is changed. She can also have a secondary weather-like effect (such as rain dance and fog) after using a weather-changing move.

'Weather-changing moves are more powerful, generally, than her type of manipulation' - Does that mean that weather that she summons will be weaker than normal? And if so, weaker how?

It seems rather overpowered at the moment; I'd say remove the 'no weather effects directly harm her' part, since that doesn't really make much sense. Sand can just, yaknow, blow through an aura. Especially if she isn't the one that summoned the weather.
 
Re: Pokémon Registration Office

Wanting to add a sig move to my Chatot~

[Philharmonic] Chatot (m)
Ability: Tangled Feet
Signature Move: Tone-Deaf

Chatot memorise words and phrases quite well, and Philharmonic is no exception. In fact, most of his kind are quite good at using sound to battle. But Philharmonic has developed a way to play with sound that no other of his kind can. He's very familiar with pitch and melody, able to string words he knows together with a soothing melody and appropreate pitch to make a song. But he can make more than just sweet and simple songs.

First, he recalls as many of the sounds he's heard in his life as he can and regurgitates them backwards with a random volume and pitch, fluctiating from soft and sweet to loud and off-key. This screaming defens all who hear it, and confusing all those in range to hear it by making them fly into a frenzy at the offending sound, and the exertian of blasting so much noise confuses Philharmonic out of fatuge. The soundwave may knock over things that are light, push back light Pokemon (Under 10 pounds), and causes a small ammount of pain. Those who hear the sound are Deafened for three actions, and cannot hear anything but a ringing in their ears for the duration.

Flying Type / Special / 95% Accuracy / 5% Damage / Energy: 8% / Flying Damage, Confusion, deafens all / Target: All / Duration: One Action / Usage Gap: Three Rounds from end of effects
Signature Attribute: Conductor's Baton
Received: Bought
EXP: 0

(if you see any spelling mistakes, please fix? This comp has no spellcheck whatsoever ; ; )
 
Re: Pokémon Registration Office

[Ouroboros] Dragonair (F) Shed Skin
Experience: 0
Links: Obtained
Body Mod: Signature Attribute: Divine Aura

Dragonair can freely control the weather by taking on an aura; this ability is so special that nearly every pokédex entry relates to it. Most league-approved dragonair can't control the weather much more easily than other pokémon, however; they have to use the appropriate move.

Ouroboros practised this ability long before the destruction of ASB Central, meditating to bring out her aura and attempting to use it to influence the weather. She found that dance was the easiest way to bring out her aura, so she had to dance throughout her practice. It was slow going at first - she was able to summon a light breeze, then a stronger wind, but nothing very grand. As she practised, her aura grew stronger, and she was able to sense it even more.

Eventually, when Ouroboros used one of her normal weather-changing moves, she understood how her aura moved the clouds or strengthened the sunlight, so she grew adept at using it. However, to bring out her aura, she still needed to perform the dance, though she no longer needed to dance every moment she wanted to have control over the weather. She'd gained the ability to simply concentrate to bring out the aura, but it was much more difficult. She became satisfied, feeling it was enough, and presented it to her trainer so she could use it in battle.

After this achievement, though, a great fire destroyed ASB Central and she was lost as floating data along with many other pokémon. It seemed like forever that she was in this state, away from the sun and the rain and the breeze, and she missed them dearly. When she was finally recovered, she immediately went outside and felt the weather once more, using her aura to manipulate it and loving the sensation. Eventually, without the interruption of battle, she was able to fully master the ability to manipulate the weather with her aura, now exuding the aura at all times without even consciously thinking about it.

Effects: Ouroboros constantly exudes a gentle aura that, while generally invisible, can be sensed by even the most oblivious pokémon. For most, it's just a subtle feeling, giving them a general idea of where she is, so they receive a +1 bonus to accuracy when she is the target. Psychics and pokémon with the natural ability to sense auras are even better at locating her; when these pokémon target her, her evasion is considered negated (making double team clones useless) and they receive an extra +2 accuracy bonus.

When actively using her Divine Aura to change or sustain a weather effect, her crystal orbs glow, adding another +1 accuracy bonus to anyone trying to target her or her clones, as long as they can see the light.

Using this aura, Ouroboros can change the weather without taking a full action or using the actual move. While the most obvious use for this is summoning any standard weather effect, it's not limited to those - she can manipulate the weather or the air around her however she pleases, as long as it's possible in the arena she's battling in. She can emulate the effects of some moves, like creating a tailwind, if they rely on the effect of the weather itself. However, if the weather-like effect uses mystical properties for its effects, or any other attribute not found in natural weather (e.g. mist and razor wind), she cannot copy those effects. She cannot change the weather more than once per round except for clearing it or actual weather-changing moves.

It doesn't take a full action to change the weather, so she can for example cause it to be sunny and use a flamethrower in the same action, but it costs extra energy to do both at once. Thus, while it usually only takes half the usual energy to change the weather, she uses an additional 2% if she uses a damaging attack on the same action. She cannot change the weather while using a move that requires great concentration (like detect) or is exceptionally powerful (over 100 base power). She can also clear any weather (unless it's inherent to the arena), using a full action and 2% energy per weather effect cleared; she disperses the energy sustaining the weather, so it doesn't take energy to sustain clear weather conditions. Alternatively, she can spread her aura to create clear weather conditions around a certain area, with no initial cost but otherwise counting as a sustained weather condition. This creates spheres where the weather is completely calm with a 2m radius centred around each orb. Raging sands, raindrops, and hail will be forced to fall around these protective spheres, though they'll be much stronger than usual directly outside her aura.

Because she's directly using her aura to manipulate the weather, she can sustain it as long as she likes and it is not interrupted, but it costs 1% energy per action to sustain the weather move. She cannot sustain two weather effects at once, even if it's just a tailwind and a sunny day. She cannot sustain the weather effect if enraged (such as by taunt or swagger), moderately confused or worse, or otherwise totally unable to concentrate at least a little on the weather (most likely by a move directly attacking her mind). Just ceasing to sustain the weather any longer doesn't take energy.

Since she has such a hold over the weather, it's more difficult for others to change the weather when she does so - but not impossible! Weather-changing moves are more powerful, generally, than her type of manipulation, and will override her command. After all, she needs to spend energy to constantly keep the weather going, while weather-changing moves only have an initial cost and are powerful enough to keep going without the weather-summoner's help; with so much power, it's only natural that her control is disrupted. When she's actively using Divine Aura, other weather moves cause 5% typeless damage to Ouroboros (considered self-inflicted, thus ignoring caps, subs, and protect) and disrupting concentration. Naturally, she can just exert control over the weather again, but so can the opponent. This only occurs if it would clear whatever weather effect she's summoned; rain dance while she's making it sunny would hurt, but summoning a sandstorm doesn't make it stop raining, so it won't hurt her then.

Additionally, no weather effect will directly harm her (as raging sands will not pass through her aura to attack her directly), even if she's not the one that summoned it. Her gentle aura calms the weather within, so any effects requiring the weather to touch her are negated (meaning tailwind could only affect allies). Other properties of the weather will still affect her, however, so sandstorm will lower her accuracy. Naturally, when she is most definitely not the slightest bit calm (while under the effects of taunt, swagger, or similar, and three actions after that or until she uses a calming move/chills), her aura reflects that and can no longer protect her.

Should she use a weather-changing move rather than her Divine Aura to change the weather, there is no upkeep cost and it doesn't harm her if the weather is changed. She can also have a secondary weather-like effect (such as rain dance and fog) after using a weather-changing move.
 
Re: Pokémon Registration Office

[Ouroboros] Dragonair (F) Shed Skin
Experience: 0
Links: Obtained
Body Mod: Signature Attribute: Divine Aura

Dragonair can freely control the weather by taking on an aura; this ability is so special that nearly every pokédex entry relates to it. Most league-approved dragonair can't control the weather much more easily than other pokémon, however; they have to use the appropriate move.

Ouroboros practised this ability long before the destruction of ASB Central, meditating to bring out her aura and attempting to use it to influence the weather. She found that dance was the easiest way to bring out her aura, so she had to dance throughout her practice. It was slow going at first - she was able to summon a light breeze, then a stronger wind, but nothing very grand. As she practised, her aura grew stronger, and she was able to sense it even more.

Eventually, when Ouroboros used one of her normal weather-changing moves, she understood how her aura moved the clouds or strengthened the sunlight, so she grew adept at using it. However, to bring out her aura, she still needed to perform the dance, though she no longer needed to dance every moment she wanted to have control over the weather. She'd gained the ability to simply concentrate to bring out the aura, but it was much more difficult. She became satisfied, feeling it was enough, and presented it to her trainer so she could use it in battle.

After this achievement, though, a great fire destroyed ASB Central and she was lost as floating data along with many other pokémon. It seemed like forever that she was in this state, away from the sun and the rain and the breeze, and she missed them dearly. When she was finally recovered, she immediately went outside and felt the weather once more, using her aura to manipulate it and loving the sensation. Eventually, without the interruption of battle, she was able to fully master the ability to manipulate the weather with her aura, now exuding the aura at all times without even consciously thinking about it.

Effects: Ouroboros constantly exudes a gentle aura that, while generally invisible, can be sensed by even the most oblivious pokémon. For most, it's just a subtle feeling, giving them a general idea of where she is, so they receive a +1 bonus to accuracy when she is the target. Psychics and pokémon with the natural ability to sense auras are even better at locating her; when these pokémon target her, her evasion is considered negated (making double team clones useless) and they receive an extra +2 accuracy bonus.

When actively using her Divine Aura to change or sustain a weather effect, her crystal orbs glow, adding another +1 accuracy bonus to anyone trying to target her or her clones, as long as they can see the light.

Using this aura, Ouroboros can change the weather without taking a full action or using the actual move. While the most obvious use for this is summoning any standard weather effect, it's not limited to those - she can manipulate the weather or the air around her however she pleases, as long as it's possible in the arena she's battling in. She can emulate the effects of some moves, like creating a tailwind, if they rely on the effect of the weather itself. However, if the weather-like effect uses mystical properties for its effects, or any other attribute not found in natural weather (e.g. mist and razor wind), she cannot copy those effects. She cannot change the weather more than once per round except for clearing it or actual weather-changing moves.

It doesn't take a full action to change the weather, so she can for example cause it to be sunny and use a flamethrower in the same action, but it costs extra energy to do both at once. Thus, while it usually only takes half the usual energy to change the weather, she uses an additional 2% if she uses a damaging attack on the same action. She cannot change the weather while using a move that requires great concentration (like detect) or is exceptionally powerful (over 100 base power). She can also clear any weather (unless it's inherent to the arena), using a full action and 2% energy per weather effect cleared; she disperses the energy sustaining the weather, so it doesn't take energy to sustain clear weather conditions. Alternatively, she can spread her aura to create clear weather conditions around a certain area, with no initial cost but otherwise counting as a sustained weather condition. This creates spheres where the weather is completely calm with a 2m radius centred around each orb. Raging sands, raindrops, and hail will be forced to fall around these protective spheres, though they'll be much stronger than usual directly outside her aura.

Because she's directly using her aura to manipulate the weather, she can sustain it as long as she likes and it is not interrupted, but it costs 1% energy per action to sustain the weather move. She cannot sustain two weather effects at once, even if it's just a tailwind and a sunny day. She cannot sustain the weather effect if enraged (such as by taunt or swagger), moderately confused or worse, or otherwise totally unable to concentrate at least a little on the weather (most likely by a move directly attacking her mind). Just ceasing to sustain the weather any longer doesn't take energy.

Since she has such a hold over the weather, it's more difficult for others to change the weather when she does so - but not impossible! Weather-changing moves are more powerful, generally, than her type of manipulation, and will override her command. After all, she needs to spend energy to constantly keep the weather going, while weather-changing moves only have an initial cost and are powerful enough to keep going without the weather-summoner's help; with so much power, it's only natural that her control is disrupted. When she's actively using Divine Aura, other weather moves cause 5% typeless damage to Ouroboros (considered self-inflicted, thus ignoring caps, subs, and protect) and disrupting concentration. Naturally, she can just exert control over the weather again, but so can the opponent. This only occurs if it would clear whatever weather effect she's summoned; rain dance while she's making it sunny would hurt, but summoning a sandstorm doesn't make it stop raining, so it won't hurt her then.

Additionally, no weather effect will directly harm her (as raging sands will not pass through her aura to attack her directly), even if she's not the one that summoned it. Her gentle aura calms the weather within, so any effects requiring the weather to touch her are negated (meaning tailwind could only affect allies). Other properties of the weather will still affect her, however, so sandstorm will lower her accuracy. Naturally, when she is most definitely not the slightest bit calm (while under the effects of taunt, swagger, or similar, and three actions after that or until she uses a calming move/chills), her aura reflects that and can no longer protect her.

Should she use a weather-changing move rather than her Divine Aura to change the weather, there is no upkeep cost and it doesn't harm her if the weather is changed. She can also have a secondary weather-like effect (such as rain dance and fog) after using a weather-changing move.

Approved.
 
Re: Pokémon Registration Office

All the spelling errors I found are corrected in here.

Wanting to add a sig move to my Chatot~

[Philharmonic] Chatot (m)
Ability: Tangled Feet
Signature Move: Tone-Deaf

Chatot memorise words and phrases quite well, and Philharmonic is no exception. In fact, most of his kind are quite good at using sound to battle. But Philharmonic has developed a way to play with sound that no other of his kind can. He's very familiar with pitch and melody, able to string words he knows together with a soothing melody and appropriate pitch to make a song. But he can make more than just sweet and simple songs.

First, he recalls as many of the sounds he's heard in his life as he can and regurgitates them backwards with a random volume and pitch, fluctuating from soft and sweet to loud and off-key. This screaming deafens all who hear it, and confusing all those in range to hear it by making them fly into a frenzy at the offending sound, and the exertion of blasting so much noise confuses Philharmonic out of fatigue. The sound wave may knock over things that are light, push back light Pokemon (Under 10 pounds), and causes a small amount of pain. Those who hear the sound are Deafened for three actions, and cannot hear anything but a ringing in their ears for the duration.

Flying Type / Special / 95% Accuracy / 5% Damage / Energy: 8% / Flying Damage, Confusion, deafens all / Target: All / Duration: One Action / Usage Gap: Three Rounds from end of effects
Signature Attribute: Conductor's Baton
Received: Bought
EXP: 0

What does deafening pokemon do, in battle-related terms? Saying it does damage doesn't need to be listed as an effect if you show its base power. The effects section would be clearer if it was listed as "Deafens and confuses targets; confuses Phil" or something, also.

Moves with the target designation "all" generally affect "all but user". It seems like you might mean for Phil to be affected by everything. Either way, you should clarify.

I also find it strange that the pure sound can physically knock away opponents as heavy as 10 pounds (maybe not heavy, but they're not usually blown away by wind so easily) but only do 5% damage, when most sound-based damaging attacks are stronger and don't have such a powerful physical force. Most of them just cause pain by assaulting eardrums, which this already does pretty effectively. Remove it or find another way to explain it (e.g. automatically fleeing from the sound, with the bonus that it works regardless of weight, but it shouldn't be the sound wave's physical effects).
 
Re: Pokémon Registration Office

Check your math in the bank.

And for me, an evolution:

2 exp gained here, so

[Räsvelg] Spraylet (M)

into

[Räsvelg] Pandive (M)
Approved.

I think this makes a different amount of sense. Whether this is a good thing or not is left to the reader to decide.

[Vilya] ralts (f)
Ability: Synchronize

Signature Attribute: Envy of Birds
Vilya has, since her childhood, watched birds, and envied their freedom in the air, their ability to fly to any place that strikes their fancy. When a Xatu on its migration flight came, she asked it how it flied, and how she could fly as well It could not help her with the flying, but told her it was possible, though that she would have to find her own way.
Knowing that it was possible was possible was half the battle; after many attempts, a workable method was found - using psychic power to lift from the ground. This, practiced many times, became almost effortless for Vilya to maintain, such that she now remain suspended in the air whenever possible. Being out of practice at getting back up, this requires extra energy.
Spending far too much time in the air has caused not being in the air to feel uncomfortable, which happens when some power interferes with the psychic power keeping Vilya afloat.

Effects: Vilya is treated as inherently hovering / consentually flying, with a normal maximum altitude of 6 m (for the sake of argument, an extra meter for every two levels that both the special stats are increased, and a meter down for each decrease in both, to make it vary) but falls to the ground and stays there for a 3 actions when hit by dark-type moves or about 2 meters from a dark-type. She also falls when subject to a powerful (causing >11% damage or so without applying effectiveness) move to which a psychic/flying-type would have a weakness to. Falling from the sky results in (altitude / 2m)% HP damage, rounded down. Landing on the ground drains energy by the triangle number formula (x*(x-1)/2) where x = time in spent air, rounded up, capped at 9%, and distributed over three actions. She also suffers a -1 to speed for these actions as the body adjusts ('air legs', I guess). Returning to the hovering state requires 6% energy.
Better, yes. But why does she fall when within two meters of a dark-type, and why do modifications to special defense affect her ability to fly? For the attacks that can knock her out of the air, make it 8% before weaknesses or resistances are applied. And let's just ditch that formula altogether, making it 1% energy per action in the air, cumulative with normal flight cost. Also specify that time is actions.

Kusarigamaitachi

This was the initial list of recommendations regarding the body mod:

Ouroboros - Nooope, being able to change the weather three times in one round so long as something less than BP 50 is used each action, immunity to weather damage, partial blocking of opponent's attempts at changing the weather, and ability to extend weather effects indefinitely is not justified by the drawbacks. Suggested revisions: only one weather move per round via this ability, weather attacks always cost 2% more than normal when used in conjunction with another attack, regardless of power (and you shouldn't say that they will always cost 2% otherwise, since energy for weather attacks varies by scale), your choice of removing either the part about immunity to weather damage or the fact that it's harder for opponents to cast new weather.

You did the first part, but then went and added in the bit about clearing weather effects so that you could still get multiple uses of the ability per round. You added the constant energy upkeep, but doubled the power of attacks usable with it to 100. I... guess you removed the part about opponents having a harder time casting weather-changers, but the sentence about that still remains. You didn't remove the part about weather effects not harming her, even though Whivit asked you to. And then you added this:

She can also clear any weather (unless it's inherent to the arena), using a full action and 2% energy per weather effect cleared; she disperses the energy sustaining the weather, so it doesn't take energy to sustain clear weather conditions. Alternatively, she can spread her aura to create clear weather conditions around a certain area, with no initial cost but otherwise counting as a sustained weather condition. This creates spheres where the weather is completely calm with a 2m radius centred around each orb. Raging sands, raindrops, and hail will be forced to fall around these protective spheres, though they'll be much stronger than usual directly outside her aura.
The last sentence of which, in particular, makes it quite obviously open for ridiculous abuse.

No.
 
Re: Pokémon Registration Office

[Botulinum] Zubat (m) <Inner Focus>

[Fordicia] Turtwig (f) <Overgrow>

[Chitinous] Skorupi (m) <Battle Armour>

$45
 
Re: Pokémon Registration Office

Whivit

From being so enraged? o_o And also from being connected to other teammates, I assume.
What I meant was that there should be something in the move description to indicate that it gives an attack raise.
 
Re: Pokémon Registration Office

[Epona] Rapidash (F) <Levitate>
Signature move: Haunted Guard

Epona is a fiercely protective horse. She will not allow anyone she considers a friend to come to harm—and if they do, all hell will break lose, quite literally.

Once angered, a bright white aura spreads from Epona and surrounds her. The light is so bright that opponents can hardly bare to look at her for fear of being blinded. She then lunges at the opponent and thrashes out at them with her hooves and horn until her rage is calmed.
After the initial strike the white aura grows much weaker; though it’s still visible, it wouldn’t blind anyone.

If Epona has any teammates, the white aura spreads to them as well, connecting all teammates. The aura starts off weak—not strong enough to blind anyone, that is—but each time the Pokémon is attacked, the aura glows bright again and the Pokémon enters a short rage, thrashing and kicking as Epona did. This replaces whatever attack they were supposed to use unless said attack can be combined with Haunted Guard, i.e. Façade would work while Attract would not. If the two attacks are combined, it does not count as two actions, since Haunted Guard was used by Epona and the Pokémon is merely counter-attacking.

In order for Haunted Guard to be used, either herself or one of her teammates must have their health at 50% or lower. This attack can still be used in a single battle, but there will be no counterattacks.

Due to the intense rage Epona and/or her teammates are feeling, and the connection the aura builds between the teammates, their physical attack rises each time they are forced to counterattack. This stat boost is for all teammates, even if only one of them used a counterattack, since it's the aura that is boosting their attack and the aura that connects them. Because of this, however, once Haunted Guard is ended, any boost to attack that the pokemon received from Haunted Guard goes back to normal. (If they had a boosted attack from any other source, it doesn't apply, and is not shared between teammates.)

Type: Ghost / Stat: Physical / Damage: 10% initial attack, 5% counterattacks / Accuracy: 95% / Target: Single / Energy: 6% initial attack; 2% counterattacks / Effects: Epona or one of her teammates must be at 50% health or lower for her to use Haunted Guard; each time the aura glows brightly, any opponent that looks at the aura’s accuracy goes down by 1; each time a Pokémon counterattacks, every pokemon on Epona's team's attack goes up by +1. The opponents' accuracy cannot fall below -6 and Epona's teammate's attack may never rise above +6. / Duration: 1 action for initial attack, 5 actions for counter-attacks; boost to attack disappears after Haunted Guard is finished / Usage Gap: 3 rounds from end of all effects

Body Mod: Fire/Ghost
+ Shadow Ball, Shadow Sneak, Confuse Ray
- Tail Whip, Growl

1 2

Edited.
 
Re: Pokémon Registration Office

[Epona] Rapidash (F) <Levitate>
Signature move: Haunted Guard

Epona is a fiercely protective horse. She will not allow anyone she considers a friend to come to harm—and if they do, all hell will break lose, quite literally.

Once angered, a bright white aura spreads from Epona and surrounds her. The light is so bright that opponents can hardly bare to look at her for fear of being blinded. She then lunges at the opponent and thrashes out at them with her hooves and horn until her rage is calmed.
After the initial strike the white aura grows much weaker; though it’s still visible, it wouldn’t blind anyone.

If Epona has any teammates, the white aura spreads to them as well, connecting all teammates. The aura starts off weak—not strong enough to blind anyone, that is—but each time the Pokémon is attacked, the aura glows bright again and the Pokémon enters a short rage, thrashing and kicking as Epona did. This replaces whatever attack they were supposed to use unless said attack can be combined with Haunted Guard, i.e. Façade would work while Attract would not. If the two attacks are combined, it does not count as two actions, since Haunted Guard was used by Epona and the Pokémon is merely counter-attacking.

In order for Haunted Guard to be used, either herself or one of her teammates must have their health at 50% or lower. This attack can still be used in a single battle, but there will be no counterattacks.

Due to the intense rage Epona and/or her teammates are feeling, and the connection the aura builds between the teammates, their physical attack rises each time they are forced to counterattack. This stat boost is for all teammates, even if only one of them used a counterattack, since it's the aura that is boosting their attack and the aura that connects them. Because of this, however, once Haunted Guard is ended, any boost to attack that the pokemon received from Haunted Guard goes back to normal. (If they had a boosted attack from any other source, it doesn't apply, and is not shared between teammates.)

Type: Ghost / Stat: Physical / Damage: 10% initial attack, 5% counterattacks / Accuracy: 95% / Target: Single / Energy: 6% initial attack; 2% counterattacks / Effects: Epona or one of her teammates must be at 50% health or lower for her to use Haunted Guard; each time the aura glows brightly, any opponent that looks at the aura’s accuracy goes down by 1; each time a Pokémon counterattacks, every pokemon on Epona's team's attack goes up by +1. The opponents' accuracy cannot fall below -6 and Epona's teammate's attack may never rise above +6. / Duration: 1 action for initial attack, 5 actions for counter-attacks; boost to attack disappears after Haunted Guard is finished / Usage Gap: 3 rounds from end of all effects

Body Mod: Fire/Ghost
+ Shadow Ball, Shadow Sneak, Confuse Ray
- Tail Whip, Growl
Approved
 
Re: Pokémon Registration Office

Fiddled with it a bit, is it better?

[Philharmonic] Chatot (M)
Ability: Tangled Feet
Signature Move: Tone-Deaf

Chatot memorise words and phrases quite well, and Philharmonic is no exception. In fact, most of his kind are quite good at using sound to battle. But Philharmonic has developed a way to play with sound that no other of his kind can. He's very familiar with pitch and melody, able to string words he knows together with a soothing melody and appropriate pitch to make a song. But he can make more than just sweet and simple songs.

First, he recalls as many of the sounds he's heard in his life as he can and regurgitates them backwards with a random volume and pitch, fluctuating from soft and sweet to loud and off-key. This screaming deafens all who hear it, and confusing all those in range to hear it by making them fly into a frenzy at the offending sound, and the exertion of blasting so much noise confuses Philharmonic out of fatigue. Those who hear the sound are Deafened for three actions, and cannot hear anything but a ringing in their ears for the duration. Pokemon with more sensetive ears may run and hide from the sound.

A Deafened Pokemon cannot hear very well, so sound-baised attacks won't have any effect of the Pokemon. It will be slightly easier to sneak up on them as well, as they wound't hear their attacker coming.

Flying Type / Special / 95% Accuracy / 5% Damage / Energy: 8% / Deafens and confuses targets; confuses Phil / Target: All but User / Duration: One Action / Usage Gap: Three Rounds from end of effects

Signature Attribute: Conductor's Baton
Received: Bought
EXP: 0


I was going to have being Deafened eliminate If clauses, but that's a tad overpowered methinks.
 
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