I'm assuming the city has a graveyard or something I can go to explore. Seems like an obvious place to find the spirits of the dead :P
But yeah, Isaac will no doubt ask Mex Stream about potential ghost-type locations as well as use the pokedex to try and track down more litwicks and misdreavuses; where there's one ghost-type there's probably more.
But I thought the reason for not splitting the party was that it was a drain on the GMs to have to deal with multiple things going on at once? If a character sneaks off while the others are sneaking, the issue of split GM attention can be solved by simply treating as a low-to-no exp solo adventure. If the issue is that we'll get curb-stomped, I'm sure our characters can be a little more sneaky about things so as to avoid such an outcome.
What exactly
is the reasoning for not splitting the party?
E: Hey, guys. Lily's current load-out is so:
Lily/Litwick
Level 21
HP: 28/38
Exp: 10515 (Next Lvl: 10650)
Type : Ghost / Fire
Careful nature, Female
Ability: Flame Body
Trigger - Daily
Effect:
When a foe hits the pokemon with Flame Body with
a melee Move, they become Burned after damaged is
dealt.
Capability List
Overland 1, Sky 6, Jump 1, Power 1,
Intelligence 4, Phasing, Glow, Invisibility, Firestarter,
Heater, Shrinkable, Sinker
Hit Points:(4)8
Attack:(3)5
Defense:(6)9
Special Attack:(7)11
Special Defense:(6)10
Speed:(4)8
Moves: Will-O-Wisp, Confuse Ray, Astonish, Ember, Smog, Night Shade, Ember
Will-O-Wisp - Fire
Battle - 4
No Damage - Ranged (10)
Effect: 1 Target
The target is Burned.
Beauty - None - Round starter
Confuse Ray - Ghost Lick - Ghost
Center - None
No Damage - Ranged (10)
Effect: 1 Target, Column
Confuse Ray creates a Column 1 meter
wide. Confuse Ray cannot miss. All
targets are Confused.
Smart - 2d4 - Unsettling
Astonish - Ghost
1d6+2 - EOT - 2
Attack - Melee
Effect: 1 Target
Astonish Flinches the target on 18-20
during Accuracy Check.
Smart - 3d4 - No Effect
Fire Spin - Fire
1d12 - EOT - 4
Special Attack - Ranged (10)
Effect: 1 Target, Trap
Fire Spin Traps the target for 1d4+1
turns. At the beginning of the target’s
turn, if the target is Trapped, roll 1d20
and the target loses that much HP. Do
not apply weakness or resistance to the
HP lost. Do not apply stats to the HP
lost. Fire Spin may not trap more then
one target at a time.
Beauty - None - Torrential Appeal
*Grants: Firestarter
Smog - Poison
1d12 - EOT - 5
Special Attack - Ranged (3)
Effect: 1 Target, Blast
Smog creates a 3-meter Blast. Smog
Poisons all Legal Targets on 13-20
during Accuracy Check.
Tough - 3d4 - No Effect
Night Shade - Ghost
Center - 2
No Damage - Ranged (8)
Effect: 1 Target
The target loses HP equal to the level
of Night Shade’s user. Do not apply
weakness or resistance. Do not apply
stats.
Smart - 3d4 - No Effect
Ember - Fire
2d6 - At-Will - 2
Special Attack - Ranged (8)
Effect: 1 Target
Ember Burns the target on 18-20 during
Accuracy Check.
Beauty - 3d4 - No Effect
*Grants: Firestarter
Because the 4000exp she just gained put her up from 18 all the way to 21, she can learn flame burst
Flame Burst - Fire
2d12+16 - EOT - 2
Special Attack - Ranged (6)
Effect: No Target, Blast
Flame Burst creates a 4-meter Blast. All
Legal Targets, not including the central
taget, hit in the Blast lose 1/16th of their
max HP instead of taking the Damage
Dice Roll for damage.
Beauty - 2d4 - Round Starter
*Grants: Firestarter
Think I should get rid of a move for it? Right now I'm aiming to turn Lily into a debilitator who can pack a punch, but this attack could be incredibly useful for capturing pokemon or otherwise dealing with large groups of opponents. I'm on the fence here.
E2: Also, I don't suppose anyone still has that link with a list of homebrewed classes we're allowed to use? I'm planning out Isaac's trainer progression should he have reason to become a mystic, and I'd like to see if there's anything I can cross-class into that will allow him to actively take part in battles aside from hex maniac.