Bluberry Bat
Mostly Ghostly
Re: Pokémon Registration Office
Well. MORE over-the-top Riolus? Let's finish up Katsu~
I wonder if I count as obsessed yet.
This ones a tad.. complicated, kekeke~ This is one of a set, Ammy's will be coming up soon enough~
--Just a note, I edited the Drive gains; I've been reconsidering the amounts I entered, and even in trying to keep it balanced, the old amounts were kind of.. absurd.
Consider this - At the original rates, if Katsu 100% KO'd a Pokémon, he would rack up a total of.. 25% Drive.
Now, let's consider he takes 95% damage during this - he's at only 5% HP... He's gained 20% Drive from damages, he's at 45%.
Considering this, he would have to have used Protect/Detect or dodged 2 times, or possibly once and inflicted a status effect, to even reach 50 period.
Essentially, I wanted these moves to be limited - but it would have just been crippling. Under the new rates, a 100% KO would give Katsu enough for a single Distortion, which seems fair enough. Adding in the other factors, it should make them usable sooner, and thus not leave the move crippled.
There are still points to address, so I hope this looks acceptable otherwise.
[Katsubousha] Riolu (Male)
<Inner Focus / Bad Dreams>
Signature Attribute: Ghost Hotel
Signature Move: Distortion Drive
Most Pokémon, and their trainers alike, know battles can be intense ordeals - tension building and energies flowing as both competitors fight against the own will and fatigue as much as their opponent's efforts. What most don't know, however, is that those energies are more than just a euphemism for the chemical cocktail of adrenalines released under tense circumstances.
Katsubousha's family, in particular, seems to be adept at gathering and harnessing this energy - building up tension and drive until the point where their bodies are so overflowing with arcane power they can achieve feats which distort the fabric of space itself. Oh course, doing so is highly draining - and cannot simply be done at will, but rather must be built up in the fast-paced atmosphere of combat.
Pokémon with the ability to harness this energy gain an additional innate 'Drive Gauge' alongside their Health and Energy. This gauge always starts at 0% whenever they are sent out, and will slowly charge over time based on offensive and defensive actions. Drive caps at 100%, and will grant a 1% Damage bonus at 50%, and a 2% Damage bonus at 100% - After all other calculations are applied. Drive is gained by the following:
- Every 2% damage to Health OR Energy Katsu inflicts, he will gain 1% Drive. Bad Dreams damage DOES apply, and effects are cumulative; For example, if Katsu deals 1% Damage on action 1, and 3% Damage on action 2, he will gain 2% total Drive.
- Every 4% damage to Health Katsu receives, he will gain 1% Drive. Effects are cumulative.
- For successfully inflicting a status effect, Katsu will gain 2% Drive. Additional Drive is NOT gained for damage done by the status itself.
- When Katsu successfully blocks (Protect, Detect-) or evades an attack, he gains 2% Drive.
- When Katsu is inflicted with a status effect, he gains 2% Drive.
In addition to the damage bonuses, building Drive will unlock new moves, in which Katsu's spirits can unleash their combined ethereal power in concentrated bursts by tapping into the Drive of their host. Each of these moves, or 'Distortion Drives', consumes 50% of the Drive Metre. They may only be used when at least 50% is available, and damage bonuses are cancelled when dropping below their respective rates. Katsu has two Drives available:
Jayoku Houtenjin: Katsu's physical form is dragged into the spiritual realm if only for a moment, causing him to vanish completely - after which he appears behind his opponent delivering a fierce upwards kick infused with ethereal power capable of bending the laws of gravity themselves. By the nature which Katsu vanishes, this attack is unavoidable. Although the strike damage is rather weak, Katsu's target is flung high into the air (Roughly 10~12 metres).
- Deals an initial 4% Ghost-typed damage. Normal-types will avoid this damage, however still be sent flying. Target is sent high into the air, causing them to be considered 'Flying' during their next action - in which they cannot take any physical melee actions unless their species is capable of flight on their own. Upon landing, if the target is incapable of making a soft landing, they will take an additional 6% Untyped damage upon landing at the end of their next turn.
- This attack causes the Flinch effect at a 30% chance.
Mizuchi Rekkazan: Katsu extends his energies and bends the fabric of space around his opponent, causing them to become trapped and immobile for a moment. From here, he extends his psychokinetic powers to drag his opponent closeby, where he immediately starts a combo attack - first striking at a frightening speed with a flurry of strikes, and finishes by bombarding his opponent with an array of his spirits.
- This attack deals two hits, the first Fighting-typed for 7% damage, the second Ghost-typed for 7% damage; weaknesses and resistances apply, however each strike will deal a minimum of 1% damage, even to immune targets.
- This attack immediately closes distance between Katsu and his opponent - and can be used to pull them out of unreachable states, such as Dig, Fly, or Bounce.
- This attack CAN be protected against, or avoided due to evasion modifiers or similar miss-inducing situations.
Type: Ghost / Stat: Offensive / Base Damage: Varies / Accuracy: 100% / Target: Single Opponent / Energy: 15% / Duration: N/A
Effects:
- Katsu gains an innate 'Drive Gauge' which starts at 0%, and builds up over time based on combat actions. (See above)
- When the Drive Gauge is at 50%, Katsu gains a 1% damage bonus. When at 100%, a 2% damage bonus.
- Katsu's two different special moves can be used by consuming 50% of the Drive Gauge. (Per use) Each has a significant effect, and also costs 15% energy.
Well. MORE over-the-top Riolus? Let's finish up Katsu~
I wonder if I count as obsessed yet.
This ones a tad.. complicated, kekeke~ This is one of a set, Ammy's will be coming up soon enough~
--Just a note, I edited the Drive gains; I've been reconsidering the amounts I entered, and even in trying to keep it balanced, the old amounts were kind of.. absurd.
Consider this - At the original rates, if Katsu 100% KO'd a Pokémon, he would rack up a total of.. 25% Drive.
Now, let's consider he takes 95% damage during this - he's at only 5% HP... He's gained 20% Drive from damages, he's at 45%.
Considering this, he would have to have used Protect/Detect or dodged 2 times, or possibly once and inflicted a status effect, to even reach 50 period.
Essentially, I wanted these moves to be limited - but it would have just been crippling. Under the new rates, a 100% KO would give Katsu enough for a single Distortion, which seems fair enough. Adding in the other factors, it should make them usable sooner, and thus not leave the move crippled.
There are still points to address, so I hope this looks acceptable otherwise.
[Katsubousha] Riolu (Male)
<Inner Focus / Bad Dreams>
Signature Attribute: Ghost Hotel
Signature Move: Distortion Drive
Most Pokémon, and their trainers alike, know battles can be intense ordeals - tension building and energies flowing as both competitors fight against the own will and fatigue as much as their opponent's efforts. What most don't know, however, is that those energies are more than just a euphemism for the chemical cocktail of adrenalines released under tense circumstances.
Katsubousha's family, in particular, seems to be adept at gathering and harnessing this energy - building up tension and drive until the point where their bodies are so overflowing with arcane power they can achieve feats which distort the fabric of space itself. Oh course, doing so is highly draining - and cannot simply be done at will, but rather must be built up in the fast-paced atmosphere of combat.
Pokémon with the ability to harness this energy gain an additional innate 'Drive Gauge' alongside their Health and Energy. This gauge always starts at 0% whenever they are sent out, and will slowly charge over time based on offensive and defensive actions. Drive caps at 100%, and will grant a 1% Damage bonus at 50%, and a 2% Damage bonus at 100% - After all other calculations are applied. Drive is gained by the following:
- Every 2% damage to Health OR Energy Katsu inflicts, he will gain 1% Drive. Bad Dreams damage DOES apply, and effects are cumulative; For example, if Katsu deals 1% Damage on action 1, and 3% Damage on action 2, he will gain 2% total Drive.
- Every 4% damage to Health Katsu receives, he will gain 1% Drive. Effects are cumulative.
- For successfully inflicting a status effect, Katsu will gain 2% Drive. Additional Drive is NOT gained for damage done by the status itself.
- When Katsu successfully blocks (Protect, Detect-) or evades an attack, he gains 2% Drive.
- When Katsu is inflicted with a status effect, he gains 2% Drive.
In addition to the damage bonuses, building Drive will unlock new moves, in which Katsu's spirits can unleash their combined ethereal power in concentrated bursts by tapping into the Drive of their host. Each of these moves, or 'Distortion Drives', consumes 50% of the Drive Metre. They may only be used when at least 50% is available, and damage bonuses are cancelled when dropping below their respective rates. Katsu has two Drives available:
Jayoku Houtenjin: Katsu's physical form is dragged into the spiritual realm if only for a moment, causing him to vanish completely - after which he appears behind his opponent delivering a fierce upwards kick infused with ethereal power capable of bending the laws of gravity themselves. By the nature which Katsu vanishes, this attack is unavoidable. Although the strike damage is rather weak, Katsu's target is flung high into the air (Roughly 10~12 metres).
- Deals an initial 4% Ghost-typed damage. Normal-types will avoid this damage, however still be sent flying. Target is sent high into the air, causing them to be considered 'Flying' during their next action - in which they cannot take any physical melee actions unless their species is capable of flight on their own. Upon landing, if the target is incapable of making a soft landing, they will take an additional 6% Untyped damage upon landing at the end of their next turn.
- This attack causes the Flinch effect at a 30% chance.
Mizuchi Rekkazan: Katsu extends his energies and bends the fabric of space around his opponent, causing them to become trapped and immobile for a moment. From here, he extends his psychokinetic powers to drag his opponent closeby, where he immediately starts a combo attack - first striking at a frightening speed with a flurry of strikes, and finishes by bombarding his opponent with an array of his spirits.
- This attack deals two hits, the first Fighting-typed for 7% damage, the second Ghost-typed for 7% damage; weaknesses and resistances apply, however each strike will deal a minimum of 1% damage, even to immune targets.
- This attack immediately closes distance between Katsu and his opponent - and can be used to pull them out of unreachable states, such as Dig, Fly, or Bounce.
- This attack CAN be protected against, or avoided due to evasion modifiers or similar miss-inducing situations.
Type: Ghost / Stat: Offensive / Base Damage: Varies / Accuracy: 100% / Target: Single Opponent / Energy: 15% / Duration: N/A
Effects:
- Katsu gains an innate 'Drive Gauge' which starts at 0%, and builds up over time based on combat actions. (See above)
- When the Drive Gauge is at 50%, Katsu gains a 1% damage bonus. When at 100%, a 2% damage bonus.
- Katsu's two different special moves can be used by consuming 50% of the Drive Gauge. (Per use) Each has a significant effect, and also costs 15% energy.
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