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  1. Squad Submissions - Signature Moves - Mark IV
  2. This thread is for the approval of Pokémon signatures only - do not post other Pokémon here. Please use the appropriate threads if you are adding/removing Pokémon or would like a League Official to approve your Pokémon's Hidden Power or attachable item.
  3.  
  4. If you are unsure what to do, you can check the website - under "Creating a Squad" and "Signature Moves" - or ask for help from another ASBer. You must read this entire post before being allowed to submit signatures - click on the spoilers for information.
  5.  
  6.  
  7. Rules
  8.  
  9. Once you have posted in this thread, you can keep editing and updating your signatures as you have new ideas and think of new things to do. You can do this up until the point at which a League Official has processed your post - once this has happened, you must not continue to edit your post. You can create a new post in this thread for any future signatures. Failure to follow this rule will be looked upon sternly.
  10.  
  11. When a League Official will goes through your post, they will approve or reject your Pokemon. Underneath each one, they will write "approved" or "rejected", usually in an appropriate colour. If your Pokémon is approved, congratulations! You can use it in any battle which you start from the time of its approval. If it is rejected, you cannot use it - there is something wrong with the signature which means that it is not ready to be used in the ASB. You must resubmit any rejected sigs in a new post with changes. Usually, these changes are minor. Sometimes, they are more extensive.
  12.  
  13. The current signature approvers are Jerichi, Snorby, Sneaze and Miror. If you are unsure about a signature, you should speak to them, though it is usually better to ask other ASBers for their opinions first. This thread should be updated at least once a month, usually more often than that - if it isn't, feel free to remind us!
  14.  
  15. The encouraged format for Posting a Pokémon in the Squad Submissions is:
  16.  
  17. [Nickname:] [Level #] [Gender] [Pokémon Name]
  18. Biography
  19. Signature
  20. A handy formatter made by Rabscuttle and AshsBabyLapras can be found here
  21.  
  22. These are the only hard and fast rules to keep in mind when formatting your signatures, though:
  23. 1. All signatures must be accompanied by a biography. It doesn't have to be a novel, but we aren't Smogon ASB and don't intend to be any time soon.
  24. 2. Please include Hidden Power type and any attachables your Pokemon might have in your submission, as well as its current evolutionary stage. Levels and gender are optional but encouraged.
  25. 3. No sprites, images, or spoiler tags in your approval post, please. Importantly, this includes the spoiler tag to encompass your entire post that was up to now customary. It's a distraction for us as approvers and makes it difficult to approve on mobile, which slows down the process for everyone.
  26. 4. There may be other things not listed that make it harder to approve your post. If it is not listed here, your sigs will still be reviewed the first time you do it, but you'll receive a message along with your approvals asking you to avoid the practice in the future. If you do it again after being asked not to, your post will be skipped.
  27. 5. Until things settle down after the initial sigs rush due to the wipe, we ask that you please restrict yourself to 15 sigs at a time as a maximum.
  28.  
  29. Guidelines
  30.  
  31. In order to make the signature review process more transparent, we have developed a set of guidelines for signatures that outline what is acceptable for common types of signatures. You are free to play with these guidelines somewhat, as well as create signatures that do not fit within the categories outlined here, but these are the criteria the signature reviewers will be using to judge your signatures. Please familiarize yourself with them!
  32.  
  33. SPOILER: HIDE
  34. Quote:
  35. 0) Reveiwer's Discretion
  36. The sig reviewer reserves the right to both approve signatures that might be outside the guidelines and reject those that are within the guidelines if they deem fit.
  37.  
  38. 1) Type Chart Edits (a.k.a. no more x4)
  39. To drop a weakness one stage, you need to either add another weakness. You cannot pick up or alter immunities, but you can change one of your resistances (e.g. make a Water-type neutral to Ice but resist Dark).
  40.  
  41. To get:
  42. Neutral > x2 resistance
  43. x2 resistance > One x4 resistance
  44. x2 resistance > One immunity
  45. x2 Weakness > Neutral
  46. x4 Weakness > x2 Weakness
  47.  
  48. You must:
  49. Give up one resistance or immunity of any type
  50. Add a x2 weakness
  51. Make a x2 weakness x4
  52.  
  53. If you want to take a x4 to x1, you must pick up at least one other weakness. The weakness you pick up or resistance you drop must also be meaningful (e.g. a Steel-type dropping a Dragon resistance in exchange for a drop in a Fighting weakness is not actually meaningful).
  54.  
  55. 2) Type Changes
  56. Type changes must be within some level of reason. You can't have your Pokémon sprout wings to become Flying or die to become a Ghost type. There are no banned type changes (yes, you can have your Dark/Steel/Fairy type changes), but type changes outside of fairly standard changes (things like Water/Bug Masquerain, Bug/Electric Volbeat, pure Rock Rhyhorn etc.) will be fairly heavily scrutinized. If you lose a type via a type change, you cannot keep unlimited energy of that type (familiarity is fine though), and you must lose the benefits granted by that type’s type characteristic. You will also gain the weakness/resistance spread, though you may need to modify it for balance.
  57.  
  58. Unless the Pokémon will be gaining more or have as many weakness than it previously had, you generally should generally keep at least one weakness from the type you retain (with the exception of dual to mono type changes). Additionally, you should not have fewer than roughly 2 weaknesses as a result of a type change.
  59.  
  60. You may add moves if you change your type, but you may only add moves of the type you are gaining. If your Pokémon already has a fair number of moves of that type, you will probably not get more than about 1 or 2. If you are changing to a type completely unfamiliar to your Pokémon, you may add up to 6 moves. If you want to add 3 or more moves, you must start dropping moves, though you will get an additional free move in most cases (see Move Set Edits for guidelines on what is acceptable).
  61.  
  62. If a Pokémon loses a type as a result of a type change, they may retain familiarity with that type (and also the ability to fly or swim, though not as fast or well as before), but cannot retain their associated type characteristics.
  63.  
  64. Type changes are considered to be one sig and aside from some possible minor biological alterations (e.g. open flames, electrical arcs, improved wingspans, etc) and new moves, you cannot add additional effects or bonuses outside of what the type might normally obtain. You may, in fact, need to hinder some of the naturally obtained bonuses or sacrifice SC bonuses if the change results in a particularly defensively or offensively robust type combination.
  65.  
  66. If your Pokémon has a Mega Evolution that can change types, you cannot get that change for the base form. Just get the Mega Stone.
  67.  
  68. For a Dual-Type Type Chart that may help you when planning Type Change sigs, click here.
  69.  
  70. 3) Blanket Stat Changes (a.k.a. SC-style changes)
  71. You may change the offensive or defensive capabilities of your Pokémon. However, you may not increase stats permanently any more than 20%. If you change their general offenses or defenses (e.g. this Pokémon deals 10% more damage with physical attacks) or to a single elemental type of attack, you must have some sort of drawback, though you can generally get away with a more restricted boosts, like to punches or kicks, without drawback. Boosting your Pokémon's general offense or a type of move beyond 10% will generally require an increase in energy, though the exact increase acceptable will be at the discretion of the reviewer. These types of sigs are considered one sig and cannot be coupled with other additions. You may only increase or decrease by percentages, not using terms.
  72.  
  73. 4) Moveset Alterations
  74. You may pick up a maximum of 6 moves. These moves may not be more than 3 different types. You can pick up a maximum of two moves without dropping any moves, but if you pick up 3 or more moves, you must drop at least two. Outside of the one "free move", you must drop at least one move of roughly equivalent power or effect for every offensive move you add, and drop one move of any kind for each non-damaging move you pick up. If you have two or more moves that are effectively identical (e.g. Protect/Detect/Safeguard, Heal Bell/Refresh, etc.), you must drop both moves for it to be considered one move. Dropping generic TM moves, such as Round, Natural Gift or Facade, will probably not get you much. If you add a move, your Pokémon must be reasonably able to perform the move for it to work (i.e. have the proper limbs, have similar moves, etc.). If you pick up moves of two or more types that the Pokémon does not naturally have access to, you must give up a type energy. You may not add Transform or Sketch, and Smeargle may not add Sketch slots. Pokémon with extremely limited movesets (such as regional bugs/pupae or Pokémon like Wobuffett) may generally pick up a number of moves without significant drawback, but they must be limited to around 20 at maximum and cannot be more than 6 different types, not counting their STAB.
  75.  
  76. 5) Items and Weapons
  77. With the express exception of Delibird (see Delibird's SC for specifics on what is allowed), Pokémon may not bring in outside items to battle aside from those they naturally hold (Kadabra's spoon, Farfetch'd's leek, Timburr's plank, etc.). Small decorations or articles of clothing are allowed, but cannot have any effect on the battle. Sigs may take advantage of weapon-like or item-like things, but they must be energy constructs that fade after a time.
  78.  
  79. 6) Entry Hazards
  80. Entry hazard can only have a single effect, be it damage, a status, a boost or drop or a similar effect. They must be clearable by conventional means. Generally, they must be at least somewhat inefficient.
  81.  
  82. 7) Type Energy Sigs
  83. Pokémon may become familiar with a single type, allowing them more type energy and the associated perks of type familiarity. You may also gain up to 3 moves of that type, but you must drop at least 3 moves. You cannot have sigs that allow for unlimited type energy or that change an unlimited type energy to which you already have access, save for type changes.
  84.  
  85. NFE sigs
  86. A Pokémon being unable to evolve into its final form will count as a drawback which you can use to justify sigs that might be slightly more powerful than those on a fully-evolved Pokémon. However, if you are to grant it the abilities of a fully-evolved Pokémon, being unable to evolve will not be considered a drawback. Additionally, these sigs will not be able to be more than one sig simultaneously or break any major rules, though depending on the Pokémon, the rules may be bent a little in some cases.
  87.  
  88. 9) Status Resistances
  89. You may sig your Pokémon to be resistant to a single status, and possibly immune. Typically, you must have some level of drawback, especially if you gain an immunity to a status. This counts as a single sig.
  90.  
  91. 10) Healing Moves/Effects
  92. Signature moves that heal damage or energy may not heal more than a Hyper Beam’s worth in total. Moves that heal a lump sum of health with one move must spend at least as much energy as the health they heal. Moves that restore energy must have some inherent drawback, be it immobility, time to execute (either in how long it takes to execute or how long it takes for the energy to be restored, i.e. over time) or something similar, and no move may restore more than a Hyper Beam’s worth of energy at one time or a Hyper Beam and a half over the course of the battle. Healing moves may only be used once per Pokémon per battle, though you may use one energy and one health healing move per battle.
  93.  
  94. Draining moves can restore either energy or health and draw from the same sources. However, they may not restore more than 3/4 of what they gain. Diminishing returns apply, and moves that restore more than ½ on their first use must diminish more quickly.
  95.  
  96. 11) New Moves
  97. New moves can be created. The simplest new move, a re-type or edit of an existing move, will generally be passable without much issue. However, certain high power moves, such as Hyper Beam, or moves with unique, guaranteed or potent effects, such as Zap Cannon, may be more difficult to pass. Moves must generally use at least as much energy as they deal damage in most cases. However, moves with unique, guaranteed or potent effects may need to be inefficient (for example, moves guaranteed to deal a certain status should be inefficient). Damaging moves may have up to two effects (e.g. statuses, stat boost/drops, the ability to use more than one type, etc.), but having more than one may require them to be somewhat inefficient. Non-damaging moves should generally not have more than two types of effects, but the number and type of effects will be more flexible, depending on the energy use.
  98.  
  99. New moves may only have one effect beyond damage, be it lowering a stat, inflicting a status, or some other unique effect, without needing higher energy, though having the ability to have multiple effects must increase the energy use. Additionally, the effects must not stack - that is, there can only be one effect triggered by a single use. Moves with multiple effects may only have 3 possible effects. The more likely an effect is to trigger, the more energy inefficient the move should be. Moves with 10%-15% chance to have a secondary effect do not need to be inefficient, but moves with a 20% chance or higher should require more energy. Damaging moves can be two types which you can freely choose from or be a mix of two types for a mix of damage (of which you may choose the proportions). Moves that alter typecharts (like Freeze-Dry) are allowable, but they must be restricted in some way and cannot exceed solid damage. Additionally, they may only make one change to their effectiveness and the sig reviewer has the right to reject moves that create a significant matchup imbalance (such as a Fire attack being supereffective on Ghosts, which generally do not have tools against a Fire-type). New moves may also be of types your Pokémon does not normally have access to or typeless.
  100.  
  101. New, undamaging moves are generally a bit more flexible in the number and intensity of effects they can cause, but typically moves cannot cause two effects simultaneously. Energy must be roughly proportional to the effects. Unlike damaging moves, undamaging moves can generally have a high chance of success without a great deal of energy penalty, but potent statuses, such as freeze or burn, or unique effects may naturally command higher energy use, particularly if they are more likely to succeed than not.
  102.  
  103. 12) Boosts and Drops
  104. Boosts and drops must generally function as normal. You have a boosting move that boosts at most two stats one stage or one stat two stages without drawback, though any more boosts must require at least one two drops or one drawback. This same rule applies for any boosts or drops applied to opponents or allies. For each stage of a non-drawback boost or drop applied, you must spend roughly light energy (though if it is as a consequence of a damaging move, you will generally get one stage for free or minor energy, provided it is not guaranteed).
  105.  
  106.  
  107.  
  108. Tips
  109.  
  110. SPOILER: HIDE
  111. When submitting a signature, first ask yourself these three questions:
  112.  
  113. 1) Have I actually read the signature rules and guides? More than once? Have I looked at many signatures around the ASB for ideas and inspiration?
  114.  
  115. 2) Is there anything about this signature's power, energy usage, type, effects that I haven't told the ref?
  116.  
  117. 3) If my opponent had a Pokemon with the signature I am submitting, would I think that it was fair?
  118.  
  119. If the answer to any of these is a no, your sig is probably not going to pass.
  120.  
  121.  
  122.  
  123. Now, here's an example of a decent signature move:
  124.  
  125. Shelly: Level 1 Male Squirtle
  126. Shelly is a tough little Squirtle, given to me by Professor Oak at the start of my journey. He's been through some exciting adventures with me, always happy and ready to meet new people. He works hard in training, always the last one to finish up as he practices his moves. He's especially good at blowing bubbles, firing them at opponents with great accuracy and power. In fact, he learned a signature attack that uses bubbles in a really fun way!
  127. Signature Move: Bubble Blaster (Water)
  128. Shelly charges briefly and fires out a big ball made up of soapy bubbles. The ball deals major damage if it strikes the opponent and might leave them covered in soapy residue, which can slow them down a little bit for up to a round. This attack takes major energy. Shelly spent so long practicing this attack, she forgot to learn how to use Skull Bash.
  129.  
  130. There are several things to note about this signature. Firstly, it's got a nice lot of biography. This is actually contained above the signature attack itself, but can sometimes be useful for those approving sigs. If you haven't written a bio, it shows us that you only care about having a powerful sig, and that's not what this is about. You should write especially good and long bios if you want to give your pokémon a different type. Never put biographical facts in the signature itself - keep them in the biography section.
  131.  
  132. The signature has a name and, in brackets, tells you what type it is. If your signature is an attack, make sure to list the type - this tells refs what type of damage it might deal and what type of energy it uses. It also lists the damage and energy of the attack - major damage, major energy. If your signature attack doesn't list this kind of information, it will not pass. Usually, attacks use as much energy as they deal damage, but if your attack has lots of secondary effects, you might have to make it cost more energy.
  133.  
  134. The signature lists a particular characteristic of the attack - it can slow foes down - and tells us that the attack is a big ball of bubbles. Helping refs visualise the attack and telling them its effects will be helpful. The sig also lists a drawback - that Shelly can't use Skull Bash. Not all signatures require drawbacks, but many do in order to balance them out. This might be forgetting moves, being slower or less powerful, taking extra damage from a certain type. Anything really, as long as it truly balances things.
  135.  
  136. The above is an example of a Signature Attack. There are several other types of signatures - Signature Training, Signature Characteristics and Type Changes. It doesn't really matter what you call the signature as long as you make it clear what's going on. Generally, training will give pokémon access to new moves or some advanced ability like being very good at martial arts. Characteristics will be things like gaining extra resistances to certain types or having abilities like health regeneration or more type energy. Type changes are, obviously, type changes, and let you change a pokémon's type or add/remove a type to it.
  137.  
  138. Here are some more examples:
  139.  
  140. [spoil]Thyrus (Level 1 female Druddigon); Thyrus, the Dragon of Terni, is a powerful creature with power over the courage of her foes. She once terrorised the forests and cities of Central Europe, killing and taking whenever she pleased and resisting all foes who tried to best her. Champions assaulted her, to no avail, their swords dropped from their gauntlets even as they raised their shields in terror. My encounter with Thyrus came at the outskirts of Krakow, where she was able to cause my Steelix to cower in fear and even retreat in to the pokéball. I was able to defeat and capture her, however, using my Hydreigon. Thrak was as terrifying as his quarry and more besides, using his power over the darkness to bring her to heel. Thyrus took some taming, but time in the Golden Valley left her more willing to focus her rage upon my enemies. She learned to embrace the flow of battle, shredding those who wronged the honour of the Gym but able to interact with other pokémon when left at peace. Her roar is incredible, her red skull causing opponents to cower in fear and try to escape. This Monster's Roar is proving most useful in the Gym.
  141. Signature Attack: "Monster's Roar" (Normal); Using considerable energy, Thyrus roars loudly and terrifies his foe. The target is scared away and forced to retreat into their pokéball as if they'd used a switching move like Baton Pass. This does not pass on any boosts the target may have had and the new pokémon just not gain the same physical and psychological mindset as the target. In Switch = KO matches, this does not count as a KO. The switch is treated as if Baton Pass had been used, with the target's trainer declaring their new pokémon after the round has been reffed; turn order is unaffected. This move will fail if the target is the last remaining pokemon that its trainer may use in the battle. This move is usable once per battle and Thyrus cannot use Crunch, Faint Attack, Payback or Fire Punch.
  142.  
  143. Greg (Level 6 male Electivire); Sometimes I wonder why Greg first appeared to us. I think he was attracted to the charge coming off of Phantasmic's training sessions. Whatever the reason, he came charging into our campsite and started laying the smack down on everything in sight. Luckily Marus was on hand to roast him with a Flamethrower, and we prepared to move on. Before we left, though, I took a look. On this closer inspection I decided to capture this unusual specimen. He's generally pretty sound, and very reliable in battle. Even before we began our specialised training, he was always a mainstay of my squads. With evolution, he's gained an appreciation for the colour red, and no longer becomes enraged when he sees it. He also knows the value of occasionally playing dirty, but he has shown an increased level of maturity upon reaching his final form. This maturity has allowed us to begin training him to be something more, something special (whilst also being incredibly clichéd. Greg worked with my Hariyama, Infernape and Poliwrath in order to focus his Fighting typed energies to their most potent form. Constant practicing has left him an expert in the art of kick boxing and, while this is not a real martial art, it does provide some useful skills when facing tough opponents. Superior conditioning with Louis has left him lean and fit, constant exercise with Chunky allowing him the strength and skill necessary to use Fighting type moves to their full effectiveness and focussed meditation with Mario has left him able to prepare his mind effectively enough to wield his skills in the heat of battle. This work is generally evidenced by the addition of a new move and a greater ability to relentlessly punch things in the face.
  144. Signature Training: "Destruction"; Greg is familiar with the Fighting type and can use Close Combat. He cannot use Fire typed attacks or the move Giga Impact.
  145.  
  146. John (Level 6 male Aggron); John doesn't take **** from anybody. This is a useful trait, as being the only American on my squad he is relentlessly taunted at all times for having rubbish taste in alcohol, politicians and men. John is a hard worker, using his high strength to do the tasks needed for the team's well being. He expects respect and he usually gets it, despite being a newer addition to the squad. His abilities as a battler are obvious and his talent for surviving the harshest of assaults is pretty impressive. Owing to his great toughness I have come to expect good endurance in his battles. However, because of his slightly off kilter weakness and resistance chart, he can be vulnerable to assaults from well timed and chosen attacks by intelligent trainers. He elected to train harder to repel such assaults, learning to hold him self more defensively and protect against his vulnerable areas. He took many strikes from Louis, learning to resist the pain of Fighting typed moves. He took many blows from Tilly, learning to withstand the hurt of Ground typed moves. Eventually, with much strain and effort, he managed to garner a greater resistance to his weakspots by mentally imagining what it would be like to be an Aggron if Gamefreak wasn't full of crack addicts. He came to realise that there was no reason that Ground moves should be super effective against Steel types, and no reason that Fighting moves should be super effective against Rock types. Fuelled by this realisation, he forced his body to undergo a change that would render him less vulnerable to such moves by purifying his weakness and resistance chart. Lacking the potential to fundamentally alter the way that type elements interact, he caused himself to become more metallic in nature. He became colder, more distant, more stoic. He gained the typing of a pure Steel type.His constant weathering of strong blows and wore down his stony exterior portions and gave him a more steely demeanour. John is gay, meaning that he is attracted to male pokémon in the ASB as opposed to females, which should be noted in the case of Attract or Captivate users. He won't use those moves on females himself, either.
  147. Signature Characteristics - Type Change: "Logical Regression"; John has become a pure Steel type, gaining the weaknesses and resistances of this typing. Because his type change is based upon logic, he also becomes 2x weak to Electric moves. He also loses all standard Rock typed species characteristics. He maintains the Rock typed energy of a Steelix. He cannot use Ancientpower, Stone Edge, Smack Down, Rock Slide, Hidden Power, Earth Power or Focus Punch.
  148.  
  149. Noah (Level 6 male Beartic); Noah is a lovable, yet eccentric, polar bear looked upon as wise despite his youth by many pokémon in my squad. They turn to him when they need advice or help, often exchanging words with him as he trains by creating snowballs and shooting them. He is ambitious and idealistic, wishing to turn an island he once found himself on into a safe haven for endangered pokémon before joining me. Noah often utters his catchphrase "oh deary me" when things go wrong, which being an Ice type, they often do. As a protector by nature, his training often revolves around defence and thus he's developed an efficient way of protecting himself and his team mates.
  150. Signature Move: "Snow Shield" (Ice); Using energy equal to Ice Beam, Noah takes two or three seconds to erect a semi circle of compact ice and snow to serve as a defensive barrier between himself and attacks. This shield has the capacity to withstand a Thunder's worth of attacks, physical and special. It is fixed in place like barrier and cannot be moved. It is a little under the height and width of Noah, with a depth of one foot. Fire attacks deal double damage to the shield and in very bright sun and other hot situations the shield will be less effective. Snow Shield may be used once per battle.[/spoil]
  151.  
  152.  
  153. Here are some general tips on how to get good signatures passed quickly and repeatedly.
  154.  
  155.  
  156. Always put in as much information as possible - it's rare that you'll be penalised for too much explanation, but too little and we'll probably reject your idea. Damage, energy, type, effect, appearance. Have you covered everything? If you're giving your pokémon new training or characteristics, cover every base. So you want a Sceptile that's put loads of training in to its punching moves? Fine, but what did it do less well in order to do this extra training?
  157.  
  158. Keep signatures simple - we will never give you signatures that are two different things in one, and if we don't understand a signature, it's not going to pass. Ask yourself if you really need to pick up five super powerful Fire moves for your Mankey - wouldn't Flamethrower be enough on its own?
  159.  
  160. Type change sigs are really hard to get - you need a good biography that justifies why your pokémon has changed so radically, you need to give us a drawback so that your pokémon isn't incredibly overpowered and you need to consider how powerful the type is. Whilst no type is explicitly banned, it's going to be almost impossible to get a Water/Dragon type Totodile. But a Water/Fighting Totodile would be much easier to get...
  161.  
  162. There are limits to how powerful you can boost your pokémon - a good guideline is about a 20% boost. So whilst you might want to give your Pikachu an extra 50% more power from its Electric attacks, more realistically is that we'll give you 20, at a push. Remember also to up the energy for those attacks - a Thunderbolt that's 20% more powerful will take 20% more energy.
  163.  
  164. You can't have items. No Machop with a sword, no Pikachu with a ketchup bottle. You can probably get away with clothes, though - Meowth wearing boots, Pikachu wearing a party hat etc, as long as they don't affect the game. As for other appearance changes, you can have shiny pokémon or completely random colours, and you can make small changes to anatomy like having a bearded Snorlax.
  165.  
  166. A note on biographies - generally, these won't contain significant details that will affect a battle, but there are one or two exceptions. Biographies are where you put things like sexuality and preferences - if you want your Squirtle to be homosexual and thus affected only by the same gender's Attract, put it there. If your pokémon is something like a Primeape and you want to get rid of its massive anger problem, do so in the bio.
  167.  
  168. You aren't permitted to copy signatures without permission - taking inspiration is on thing, but copying someone's idea is unsporting.
  169.  
  170.  
  171. Conduct
  172. Now, of course, signature moves are not your birthright. You should not expect your sigs to be approved if you are rude to, ignore, or continually bother any of the approvers. This doesn't mean you can't raise concerns about our decisions, of course. If you believe a sig was wrongfully rejected, you may send a message to the rejecting reviewer in private and politely tell them why you feel the verdict given was unjust, and the sig approver will discuss the sig with you and come to a conclusion. Please do this sparingly, however; by all means let us know if you have a concern, but if you're calling into question verdicts frequently, ignoring the approver's reasoning and suggestions, or being disrespectful you will be punished accordingly. Keep in mind, this method is only for rejected sigs you would like to discuss further with the approver. Rejected sigs go to the Sig Court thread in this very subforum. See the OP of that thread for more information.
  173.  
  174. Of course, there are several things you can do that constitute poor conduct and will result in punishment. Examples of these include but are not limited to:
  175.  
  176. 1. Bumping a sig approver when it has been less than two weeks since the thread has been checked. Additionally, please don't bump the sig approver more than once for the same batch of sigs.
  177. 2. Using the improper method to ask about a sig approver's decision. This includes going to an approver other than the one who rejected your sig to complain about their colleague's decision, badgering an approver about retroactively rejection a sig you don't like but not using sig court, and, most importantly, bringing up an issue in a public area, be it the UPN TO, the approver's VMs, the Discord chat, or anywhere else public. This (especially the latter case) will not be tolerated.
  178. 3. Being rude or disrespectful to the sig approver. Remember, we are doing you and the community as a whole a favor by taking time out of our lives to regulate and balance the most unique and creative aspect of the PASBL. We're happy to do so, of course, but the last thing we want is to suffer from the disrespectful behavior of those we're working so hard for. You might not agree with everything we do, and we don't expect you to. But if you can't show the strength of character required to oblige in treating someone who does you a service with decency and respect, then you don't deserve the service that person has been providing for you. It's really that simple.
  179. 4. Spamming in this thread. This thread gets a lot of posts as it is, and if people are posting unnecessarily it makes things more difficult for everyone. This isn't a difficult rule to follow: Only post in this thread if you have a sig to post and you have not made a post since the last time an approver cleared out the thread. If you already posted and your post has yet to be looked at, you should edit any new sigs into your current post. If you have a question or comment for the approvers, contact them privately.
  180.  
  181. Of course, there are other things that could be done that are not written here- this isn't a hard and fast list. By and large, though, if you avoid doing those four things you shouldn't have to worry about...
  182.  
  183. The Strike System
  184.  
  185. Obviously, for these rules to be enforced we need to have some form of discipline. To make sure all hitches in this process in terms of conduct are avoided, we're implementing a strike system, which will correlate bad behavior in regards to signatures with a loss of signature privileges. Regardless of who you are or your standing in the league, you are subject to this system if you break the rules of Sig Court. Below the progression of the strike system is detailed:
  186.  
  187. 1st Offense- Warning
  188. 2nd Offense- Automatic Rejection of all signatures for one month.
  189. 3rd Offense- Automatic Rejection of all signatures for three months.
  190. 4th Offense- Automatic Rejection of all signatures for six months. All signatures currently held by the offender are retroactively rejected.
  191. 5th Offense- Automatic Rejection of all signatures for one year. All signatures currently held by the offender are retroactively rejected.
  192. 6th Offense- Automatic Rejection of all signatures permanently. All signatures currently held by the offender are retroactively rejected.
  193.  
  194. Again, this is only for poor conduct. You aren't about to get banned from posting sigs if you forget 6 bios throughout your tenure. We aren't unreasonable people.
  195.  
  196. Below is a spoiler containing the names of people who have received strikes, and the number of strikes they've received. This is both for us to keep track of how many strikes someone has, and for you personally to have the ability to be consistently aware of your standing in this system.
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