Thread: Ghosts
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Old 07-03-2010, 06:46 AM   #18
Jerichi
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Additions to paragraphs:

Under Gaseous:
Only four Pokemon can properly achieve a Gaseous form, Gastly, Haunter, Gengar and Misdreavus.

Gastly
Gastly is essentially living gas, and as such, can never atain solid form (aside from when invisible), and will always be ethereal or gaseous. As a trade-off for its near complete physical immunity, it remains the slowest of all four ghosts.

Haunter
Haunter, while more solid than its preevolution and able to solidify, is composed primarily of gas, and prefers Gaseous or Ethereal over Solid. Haunter's hands can move independently of it and can move with agility and decent speed. They are able to pass through solid objects even when Haunter is Solid or Gaseous, with somewhat more freedom to pass through objects than Haunter itself, allowing them to pass through thicker walls or other objects.

Gengar
Unlike its preevolutions, Gengar is primarily solid, though it is able to freely achieve the other forms. Gengar is the fastest of its line in the air, but can stand on the ground.

Misdreavus
Misdreavus is the only ghost outside of the Gengar line able to achieve Gaseous perfectly. Though not the fastest, Misdreavus can manage a decent speed in the air.

Mismagius
Mismagius is unable to achieve Gaseous, but in exchange, is much nimbler than Misdreavus and can go a fair bit higher without having to expend more energy.

Shedinja
Shedinja is permanently solid, unable to achieve other forms. Unlike the games, Shedinja is not immune to all neutral and resisted attacks attacks, but has a signficant resistance against all non-Super Effective attacks and has less health than normal.

Sableye
Sableye is permanently solid, unable to achieve other forms. Due to Ghost not providing immunity against Fighting attacks, they are considered weak to Fighting.

Shuppet
Shuppet is considered to be Solid by default, though it can become ethereal for decent periods of time.

Banette
Banette is nearly always solid, but can become ethereal for short periods of time.

Duskull
Though it can become solid, Duskull is nearly always ethereal. Though rather slow, it makes up for this with a fantastic ability to hide, able to reside in walls and other solid objects for a little longer than other ghosts and able to pass through thicker walls.

Dusclops
Dusclops is relatively solid and prefers that form, but can go ethereal with little problem. Though it typically stays on the ground, it is able to levitate, though only about as high as Duskull - about knee level of the average trainer, and moves just about as slowly on the ground and in the air.

Dusknoir
Dusknoir is relatively solid and prefers that form, but can go ethereal with little problem. Unlike its earlier forms, it can levitate with decent speed and agility, and can achieve a little more height (about 5 feet).

Drifloon
Drifloon is almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces.

Drifblim
Drifloon is almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces.

Spiritomb
Spiritomb can never become completely solid, and its body is always ethereal. The keystone which it is bound to is always solid. As a move, Spiritomb may retreat into its keystone for defense or to hide. Spiritomb is still able to pass through walls, but it cannot extend its body more than 5 feet away from the Keystone and, due to the stone's pull, can only pass through walls for a limited amount of time. Despite being weighed down by the Keystone, it is actually very nimble and fast in the air, but it will expend a bit more energy to maintain levitation.

Froslass
Froslass is primarily solid, though it can go ethereal for decent periods of time. Froslass's invisibility is imperfect, always leaving an icy glimmer behind, but it allows it to still hide in dark areas and ice, snow and other white or lightly colored areas.

Rotom
Rotom is considered permananetly in "plasma" form, which most closely resembles Gaseous. However, it can pass through walls in this state and is able to occupy objects for a much longer time than other Ghosts. While occupying an object, it will take full damage from attacks if that object is hit with attacks. Despite these abilities, Rotom cannot stay in walls, floors, or other significant surfaces for any longer than the typical ghost. Bonded to an appliance, Rotom is locked into Solid form.

Notes:
I am not sure about Shedinja but I think it's a decent way to try and make it usable.
I also like this part of Zora's post and think it should be included regardless of whose rules are used.
Surprise attack deals are really stupid and were removed entirely.
Psychic Wave should be added to the "psychic moves that affect ghosts".

Quote:
Each ghost has a preferred state to be in, although they may use a move to shift into one state permanantly, or as long as possible. Shifting back into 'natural' mode does not cost a move, and will also be done automatically when a ghost is instructed to perform a move that cannot be done in their current state. Ghosts in 'natural' mode will automatically shift into the form which will take the lowest amount of damage, should they get enough warning of an incoming attack. While changing states does not consume any notable amount of energy, Ghosts require a brief period of time after changing states before they can do it again.

Ghost-type take neutral damage from Normal-type and Fighting-type attacks.

The majority of Ghost types can float. Those that do so can comfortably hover a few feet off a solid or liquid surface for the duration of any battle. They may also float higher, although the energy cost of doing so rises exponentially with altitude and time.
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Last edited by Jerichi; 07-03-2010 at 10:58 AM.
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