Thread: Ghosts
View Single Post
Old 01-01-2015, 04:38 PM   #249
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,500
Ghost Pokémon in the PASBL function with a unique mechanic, due to their otherworldly nature. Ghosts can achieve three possible states depending on their species, solid, ethereal and invisible. While not all ghosts function under these rules, a number of ghosts can achieve at least two of the three states, though some may be able to achieve only one perfectly or all three without issue. The states they can achieve will be specified in their Species Characteristic. Ghosts may only change state once per round, whether ordered or passive. Ghosts will naturally change states to reduce damage taken or to use physical attacks, though they cannot change state more than once per round even to achieve this. Ordered state changes not attached to a move will not count as a rest for the user.

<i>Solid</i>
The solid state is similar to that of any other Pokémon. When solid, they are considered to be entirely physical and tangible. In order to use physical attacks, a Ghost Pokémon must be in a physical state, or else they will fail. All Ghosts can achieve physical states, though some gas-based Pokémon, such as Gastly or Haunter, can only achieve the state for a limited amount of time to use physical attacks.

<i>Ethereal</i>
The ethereal state allows Ghost Pokémon to exist in a purely spiritual form, as essentially beings of energy. In this state, Ghosts are resistant to all physical attacks, taking 50% damage from physical moves. However, they are more vulnerable to energy-based attacks, taking an additional 20% damage from special attacks. Pokémon in this state can pass through walls, roofs, floors, pokémon and any other obstacle in the arena, so long as they keep moving and are not in solid space for more than five seconds. This means Ghost Pokémon cannot go and hide underground in the ethereal state, though they can go under momentarily, coming back out a few seconds later for perhaps a surprise attack. Ghost Pokémon also may not phase through other Pokémon for longer than a second, and cannot "possess" another Pokémon. Ghosts may not use Selfdestruct or Explosion whilst in the ethereal state. Phasing through objects or the ground does not use energy, but the movement and effort required will not count as a rest. However, more physically-based Pokémon may only stay ethereal for short periods of time, and Ghost Pokémon that carry objects or are bound to physical items (e.g. Yamask, Cofagrigus, or Spiritomb) may not turn these objects ethereal. Pokémon may use physical attacks while ethereal, but they will lose their physical element, becoming 20% less powerful. Attacks that are entirely physical with no energy glow attached to them (e.g. XX attacks) will fail entirely.

<i>Invisible</i>
The invisible state allows Pokémon to become undetectable to the naked eye. In this state, Pokémon are considered to be solid, and are able to perform any physical attacks, though attacks that involve some sort of aura of energy may give away their position. Using any non-Ghost-typed energy-based attacks that are not mind-altering (i.e. Thunderbolt or Sludge Bomb, but not Confusion, Psych Up, Hypnosis, Pain Split, etc.) will cause the Pokémon to reveal their location, breaking their invisibility. As they are solid, they will still make noise, be detectable through moves such as Odor Sleuth, and may be detectable by Pokémon with heightened senses. They are also unable use Explosion or Self Destruct in this state.


Quote:
Originally Posted by Jerichi View Post
Okay, this is all the Ghosts. Some of the SCs were changed slightly, some weren't touched. Most changes are pretty minor.

Spoiler: show
Gastly (Ghost/Poison): Gastly are essentially living gas and as such can only condense for a short time into a solid form to execute physical attacks. They are ethereal by default, but can become invisible for longer periods. When invisible, Gastly remain ethereal and do not enter a physical state. Gastly levitate by default, though they are not particularly fast or agile.

Haunter (Ghost/Poison): Haunter, while more solid than its preevolution and able to solidify, are composed primarily of gas, and prefers Ethereal over Solid. They may also go Invisible if required. 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, with somewhat more freedom to pass through objects than Haunter itself, allowing them to pass through thicker walls or other objects. Haunter’s Lick attack has a 50% chance to paralyze, instead of the usual 30%. Haunter levitate by default.

Gengar (Ghost/Poison): Unlike its preevolutions, Gengar are primarily solid, though they are able to freely achieve all of the other states. A Gengar's Lick attack has a 50% chance to paralyze, instead of the usual 30%. Gengar can levitate and are fast and agile in the air.

Misdreavus (Ghost): Misdreavus will usually stay in the ethereal state but can switch to solid or invisible if required. Misdreavus levitate by default but have a lower flight ceiling than most levitating Pokémon and are not particularly fast.

Mismagius (Ghost): Mismagius will usually stay in the ethereal state but can switch to solid if required. Mismagius levitate by default. Mismagius use chants and spells to augment its abilities. At the cost of slightly more energy and more charge time, Mismagius can increase the strength and potency of their mind-altering attacks (e.g. Confuse Ray).

Shedinja (Bug/Ghost): Shedinja are largely solid, but can achieve ethereal for short periods of time. They levitate by default. Unlike the games, Shedinja are not immune to all neutral and resisted attacks. They count as being doubly resistant to all non super effective attacks in the same way that a Dragonite type resists Grass type moves. Super effective moves affect them as normal. Shedinja have 3/4 of the health that a normal Pokémon has.

Sableye (Dark/Ghost): While Sableye are usually solid, they can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. Sabelye can also go ethereal for a few seconds to lessen damage from physical attacks. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity, they are considered weak to the Fighting type. Due to their keen eyesight, Sableye’s accuracy cannot be lowered. Unlike most Ghost-types, they can be poisoned.

Shuppet (Ghost): Shuppet are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Shuppet had sacrificed half of their health. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from their target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.

Banette (Ghost): Banette are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Banette had sacrificed half of their health. Banette's Curse does not fade away at all if Banette is KOed or far from its target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.

Duskull (Ghost): Though they can become solid or invisible, Duskull are nearly always ethereal. They levitate by default but have a lower flight ceiling than most levitating Pokémon. Though rather slow, they make 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. Their defense and special defense are slightly higher than those of other Ghosts.

Dusclops (Ghost): Dusclops are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Though they typically stay on the ground, they are able to levitate, but are not particularly fast or agile and possess a low flight ceiling. Their defense and special defense are slightly higher than those of other Ghosts.

Dusknoir (Ghost): Dusknoir are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Unlike Duskull and Dusclops, they can levitate with decent speed and agility. Their defense and special defense are slightly higher than those of other Ghosts.

Froslass (Ice/Ghost): Froslass are primarily solid, though they can go ethereal or invisible for decent periods of time. Froslass's invisibility is imperfect, always leaving an icy glimmer behind, but it allows them to still hide in dark areas and ice, snow and other white or lightly colored areas. They are adept at hiding in blizzards and can see through them easily. They can also levitate.

Drifloon (Ghost/Flying): Drifloon can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifloon are 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 (Ghost/Flying): Drifblim can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifblim are 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 (Ghost/Dark): Spiritomb can never become completely solid and their bodies are always ethereal. Despite being locked out of the physical state, they take only 10% extra damage from special moves instead of the usual amounts. The keystone which they are bound to is always solid. As a move, Spiritomb may retreat into their keystone for defense or to hide, taking only 50% damage from all attacks when hiding like this. When KO'd or asleep, Spiritomb will go into their Keystone automatically. Though the keystone does weight hem down, they are rather adept with it, allowing them to use it to defend against attacks or prevent moves from dealing extra damage. Spiritomb are still able to pass through walls, but cannot extend their 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. They can levitate. Despite being weighed down by the Keystone, they are actually very nimble and fast in the air, but will expend minor energy per round energy to maintain levitation. Spiritomb are resistant to Curses.

Rotom (Electric/Ghost): Rotom are considered permanently in 'plasma' state, which counts as the ethereal state, and cannot achieve the solid, ethereal or invisible states. However, they can pass through walls in this 'plasma' state and are able to occupy objects for a much longer time than other Ghosts. While occupying an object on the battlefield, they 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. Despite being locked out of the physical state, they take only 10% extra damage from special moves. Rotom are very fast and able to turn corners sharply and instantly. Rotom levitate by default in their natural forme. Rotom may change 'formes' and bond itself more permanently with an object, thus changing its moves, abilities, typing and appearance (see Ghost Information for more details). Regardless of forme, Rotom are inorganic and fight most enthusiastically in urban environments.

Yamask (Ghost): Yamask carry around a mask resembling a human face. The mask is solid, but the rest of Yamask's body is ethereal. Though the mask appears to be a part of them, Yamask are actually only carrying it and it can use it to block small attacks using a move. Yamask may drop their mask in battle, but do not like to travel far from it and will always check to make sure that it is there after using a move. Yamask can go solid for short periods of time, but its bond with its mask prevents it from changing state for an extended period. They levitate by default.

Cofagrigus (Ghost): Cofagrigus are composed of minerals and gold in the shape of a coffin which they have possessed, residing within this solid form. Though unable to change forms like other ghosts due to being bound to the coffin, they can close themselves within the coffin, taking 50% damage from all attacks whilst in this state. Their four "hands" move wildly and erratically but have no real substance, staying in the ethereal state by default. They can make their arms solid for short periods of time. They levitate by default.

Frillish (Water/Ghost): Despite their resemblance to jellies, Frillish can actually survive outside of the water for long periods of time. However, they fight more enthusiastically when submerged and in a sizable body of water. They can levitate, though they are not particularly fast or agile in the air. They are usually solid, but can go ethereal for short periods of time. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. Unlike most Ghost-types, they can be poisoned.

Jellicent (Water/Ghost): Despite their resemblance to jellies, Jellicent can actually survive outside of the water for long periods of time. However, they fight more enthusiastically when submerged and in a sizable body of water. They can levitate, though they are not particularly fast or agile in the air. They are usually solid, but can go ethereal for short periods of time. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. Unlike most Ghost-types, they can be poisoned.

Litwick (Ghost/Fire): Litwick's flame is made from a ghostly fire which only sheds light when Litwick desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned off so that, despite still burning, it does not illuminate anything. Litwick move primarily by hopping, though, by melting some of their wax, they can ooze to move around the arena. They can levitate, but are not particularly fast or agile, packing a lower flight ceiling than most levitating Pokémon. Litwick are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. Because their flames are ethereal, they are not dealt extra damage if struck with water based moves.

Lampent (Ghost/Fire): Lampent's flame is made from a ghostly fire which only sheds light when it desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned off so that, despite still burning, they do not illuminate anything. Lampent can levitate. Their arms, despite seeming solid, are actually relatively moveable and prehensile. Lampent are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. Because their flames are ethereal, they are not dealt extra damage if struck with water based moves.

Chandelure (Ghost/Fire): Chandelure's flames are made from a ghostly fire which only sheds light when it desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned off so that, despite still burning, it does not illuminate anything. Chandelure can levitate. Their arms, despite seeming solid, are actually relatively moveable and prehensile. Chandelure are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. Chandelure's special attacks deal slightly more damage than those of other Pokémon.

Golett (Ground/Ghost): Golett are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. They are more or less permanently solid and cannot change in to the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. They cannot levitate or fly in any way. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time.

Golurk (Ground/Ghost): Golurk are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. Despite being very large and extremely heavy, Golurk have the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. They are more or less permanently solid and cannot change in to the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time.

Honedge (Steel/Ghost): Honedge are possessed swords, their body entirely made up of the blade and sheath, making them inorganic. All attacks involving slashing get a 10% boost in power. They levitate by default. They always grip their sheath with their cloth, somewhat weighted down by the heavy metal protector. Using a move, Honedge can sheath themselves, making them immobile but meaning they take only 90% damage from attacks. As they are bound to a physical object, they are unable to achieve ethereal for longer than a few moments, and cannot turn their sheath invisible.

Doublade (Steel/Ghost): Doublade are two possessed swords, their body entirely made up of the blades and aegis, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default. They always grip their aegis with one of their cloths, somewhat weighted down by the heavy metal protector. Their other cloth can be used to grip some objects but it is not very prehensile and its grip is easy to break. Using a move, Doublade can sheath themselves, making them immobile but meaning they take only 90% damage from attacks. Since Doublade is essentially two bodies operating as one, they may use both swords to perform two attacks simultaneously without expending extra energy. As they are bound to a physical object, they are unable to achieve ethereal for longer than a few moments, and cannot turn their sheath invisible.

Aegislash (Steel/Ghost): Aegislash are a possessed swords and shield, their body made entirely of the blade, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default, but prefer to remain still when attacking and defending. When Aegislash are sent out, they will start in Shield Forme, giving taking 80% damage from all attacks. When ordered to use any attack, they will go into Blade Forme, losing this boost. They may enter Shield Forme using a move. Certain defensive moves, such as Iron Defense, King's Shield or Protect will cause Aegislash to automatically enter this forme. As they are bound to a physical object, they are unable to achieve states ethereal for longer than a few moments, and cannot turn their shield invisible.

Phantump (Grass/Ghost): Phantump can levitate. Their body is considered to be ethereal, but the wooden stump is solid. They can temporarily change their entire body into either state to lessen damage from attacks. Their Ingrain technique heals more health than usual.

Trevenant (Grass/Ghost): Trevanant have a strange ability to control trees and other plants. Using a move, they can pump good Grass energy into the ground, using it to cause any trees or plants around to spontaneously grow to snag or tie up a foe similar to Grass Knot. Their bodies are entirely solid, though they can temporarily phase into ethereal to lessen damage from attacks. Their Ingrain technique heals more health than usual.

Pumpkaboo (Grass/Ghost): Pumpkaboo come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Pumpkaboo's size will carry over when evolving. Pumpkaboo have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Pumpkaboo to light searchlights. They are solid by default, but can become ethereal for a short time to evade attacks.

Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Gourgeist have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a them to light searchlights. They are solid by default, but can become ethereal for a short time to evade attacks.
<B>[Ghost]:</B> Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).

<B>[Psychic]:</B> Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.

Minor changes to SCs and one little edit to the rules. Tear apart, friends.

Last edited by Jerichi; 01-23-2015 at 04:54 PM.
Jerichi is offline