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Old 02-13-2013, 07:41 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Typhlosion Explosion View Post

Volcano [Cyndaquil] (M)
Ability: Blaze
Obtained: Starter

Signature Move: Solar Punch
Spoiler:

Cyndaquil love basking in the sun, for hours even. This one learned how to make use of it. When the conditions are normal, or it is sunny, Volcano can absorb the sun and concentrate it to maximum levels, releasing the energy with his fists. This speedy punch is close-range, meaning Volcano is left vulnerable if it misses. If the attack misses, Volcano's defenses are lowered two stages for one turn. May cause flinching.

Type: Grass
Base Power: 75
Accuracy: 90%
Classification: Physical
Energy Modifier: 5
Impact: Adjacent opponent(s).
Priority: None [0]
Effects: Defenses are lowered two stages if the attack misses for one turn. Add 25 base power in Sunny weather. Cannot be used during Rain, Hail, or Sandstorm weather.
1-90: No Flinch
91-100: Flinch
Usage Gap: None. The move cannot be used in Rain.



Gobi [Krookodile] (F)
Ability: Moxie
Obtained: UPD

Signature Move: Sky Claw
Spoiler:

The desert is known for it's sandstorms and sand streams. But what's the cause for such raging sand? Fierce winds. Gobi remembers the hardships of stinging sands. She slowly mastered the winds with her claws, able to take down any opponent with them. Gobi, now a Krookodile, knows how to use the wind, and she's not afraid to.

Type: Flying
Base Power: 75
Accuracy: 95%
Classification: Physical
Energy Modifier: 15
Impact: Adjacent opponent(s).
Priority: None [0]
Effects: Gobi slashes her opponents with claws of flying energy. The force may scare the target into flinching. Add 20 base power if in a Sandstorm.
1-80: No Flinch
81-100: Flinch
Usage Gap: Every other round.
both approved. [2/2]

Quote:
Originally Posted by Neku Sakuraba View Post
Thanks for pointing that out, Velo. First, I originally meant status moves like you said. Also, moves like Growl, Leer, whatever else that changes stats. I wasn't sure if those were status or not for some reason, given I can derp. A lot at some points. Anyways, moves that don't exactly require the user to move around a lot like Scratch and the such. Second, Dig would cause the tunnel to collapse a little bit, trapping the Dig user more. I wasn't sure if that should be in there, given it would completely be a game breaker. Anyways, listed below is the edited version. Tell me if I should change more!


[Sabaku Doragon] Trapinch (M)
Ability: Hyper Cutter
Obtained: [Fedora's Birthday]
Signature Move: Desert Pit
Spoiler:
Trapinch naturally dig pits in the desert to trap it's prey at the bottom. This had helped in the wild until Lord Fedora took him, gave him to Jenn who which gave it to me until he had trouble with battles. He seemed to not be able to attack his enemies like he could inside pits. So, he developed a plan.

Sabaku Doragon (S.D.) digs a pit as he would in the wild. However, this one can be gotten out of. SD just loves to watch his opponents crawl out in pain. Back to the move. He then proceeds to cover up the pit to hid it. Taunting the opponent so he/she/it could come towards him, the cover breaks, trapping the foe. Now, for a while, SD can attack without missing.

Type: Ground
BP: ---
Accuracy: 100%
Classification: Special
Energy Mod: 15
Impact: Single Target
Priority: 2
Effects: SD creates a hole to trap the opponent in. Once the foe falls into the hole, he/she/it is trapped for four actions. No moves can be used except for the following:

-Moonlight
-Sunny Day
-Rain Dance
-Hail
-Recover
-Morning Sun
-Chill

In short, any move that is a status move. As well as ones that can lower stats. All moves that SD uses on the opponent successfully hit unless they have no effect on the Pokemon. This move cannot be used on other Ground type Pokemon, seeing as they could dig a tunnel out of there. This does not work on Flying type Pokemon either unless they are somehow grounded.
Usage Gap: Once per battle
this is going to be a mess to referee. I need you to reword it in a MUCH simpler fashion... try your best to mimic the Compendium.

Quote:
Originally Posted by Latio-Nytro View Post
Hammuhyd (Male Gabite)
Sand Veil
Sig Move: N/A
Tutor Move: N/A
Obtained as Starter.
Evolved at the Evolution Dojo

NEW SIGGY: Predator's Ocular
Spoiler:
Description: A predator learns to survive by killing prey. Prey learn to survive by either being too tough to dare attack or too fast to dare hit. If a predator cannot adapt to the speed and resilience of his foe, it will surely die out as a species. So a predator adapts.

For Hammuhyd, his adaption was a keener eye than most of his kind. Indeed, a very, very keen eye. He has a knack of picking out details, some almost invisible to the (typically) untrained eye of his kindred species. Of course, it would have to be taken a step further to be useful: Just because a sharp eye exists doesn't mean it will serve a purpose unless its trained to spot certain things. In this case, the most important, most vulnerable, and most dangerous to hit spot on the targets body, using similar characteristics, a good grasp on biology, and a predator's instincts to pick them out.

In battle, in order to use this, Hammuhyd must pick a singular target. It doesn't exactly appear as if he's doing anything other than vigorously inspecting the foe he targets-he doesn't move himself, but rather, simply examines exactly who his foe is-and where it would best be nailed. It would appear that there aren't any immediate consequences: He just looked at you. In all aspects, it would appear as if he wasted a turn doing nothing. However, his immediate next move proves this theory ultimately wrong: the next attack he does homes in on his target, almost magnetically, and automatically hits that hugely vulnerable critical point. It doesn't end there: For a good time afterwards, that point is going to stick in Hammuhyd's head and he will have a terribly easier time hitting them, further allowing for his opponent to hate on the Land Shark as he attempts to brutally shred you into his next Christmas ribbons. Clones might interfere at first, but Hammuhyd's training can allow for him to identify the real one...It's a bit more tedious, though.

Type: Normal (Why would it be anything else?)
BP:...You're joking, right?
Accuracy: 100%
Classification: Status
Energy Mod: +9% to the next used attack. On top of that, +2% for each clone of the target on the field, if any.
Priority: 0
Effect: Next action, Hammuhyd is guaranteed to land a critical hit on the enemy with any physical move (IE, Earthquake, Dragon Rush). This effect does not work if the move is a status move or a special move, but the energy cost still applies. This effect identifies clones on the field and will target the real user, regardless of the move used after Predator's Ocular. After Predator's Ocular is used, Hammuhyd also has his critical hit level raised by two (Like if it used Focus Energy). this effect is also regardless of the move used after Predator's Ocular, but this effect immediately wears off once the opponent leaves the field.
Usage Gap: 2 Rounds after the opponent targeted leaves the field.


...OK, hoping for approval. Or alternatively, what I should edit to gain approval.
no. critical hits have a 6.25% chance of happening for a reason... focus energy has an EM of 3, and only 6 for a guaranteed critical is silly... higher EM or a bigger drawback.
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