Rotom has changed dramatically in Aatos from its canon form. However, it still retains the core ideal of possession, which is actually a much better fit in a medieval campaign than it might be in some others. Perhaps the main change is rotom's new core typing: fairy/ghost. He now retains his fairy type while inhabiting a variety of objects. Rotom is now a wandering spirit, seizing upon inanimate forms that please it. These tend to be humanoid in shape, though exceptions do exist. Dancing bones, animated armor, and walking gargoyles are all the products of a rotom's influence. These poltergeists tend to be mischievous and fun loving: they enjoy scaring people and playing pranks, and they will often inhabit an object for the simple thrill of scaring a human in the room.

Formless Rotom
When not possessing an object, this is the new statblock for rotom in Aatos. Only changes from the original statblock are listed. Portions of the stablock removed are striked out. Anything in normal text is an addition to the statblock.

Rotom Alternate Forms
Each system has its own way of addressing the idea of alternate forms, but I've provided the basics here. It should be noted that, because all the granted attacks that the rotom launches while possessing an object come from its spiritual power, these moves will always use rotom's special attack stat. Possessing an object does not count as a held item, and the possessed object is returned with the rotom into its pokeball.

  • Armor Rotom: In order for a rotom to possess a suit of armor or pokemon barding, it must be made of metal, in relatively good condition, and have all metal parts related to the torso and limbs present. While in this form, rotom assumes a fairy/steel typing, and its granted move is meteor mash.
  • Reflection Rotom: Rotom have the ability to possess mirrors that are relatively large (large enough to reflect a human from the waist up). The rotom can project any humanoid image it likes into the mirror, and it possesses the ability to speak in any language that it has been exposed to for extended periods of time. While in this form, rotom assumes a fairy/normal typing, and its granted move is mirror move.
  • Spray Rotom: Sometimes rotom choose to inhabit gargoyles or fountain statues. In order to assume the spray form, the singular figure must spray water out of its mouth or other parts and have legs. While in this form, rotom assumes a fairy/water typing, and its granted move is Hydro Pump.
  • Straw Rotom: Poltergeists don't always live in the city, and country rotom often choose to inhabit scarecrows that stand in farmer fields. In order for a scarecrow to be possessed, it must be able to stand upright without assistance and possess limbs of some kind. While in this form, rotom assumes a fairy/grass typing, and its granted move is needle arm*
  • Bone Rotom: Perhaps the most infamous rotom form, bone rotoms come from those poltergeists that truly enjoy giving humans a jolt In order for a skeleton to be possessed, it must be in relatively good condition, with all of its essential torso and limb bones still in place. While in this form, a rotom assumes a fairy/ground typing, and its granted move is bone club*
  • Statue Rotom: These rotoms are much like spray rotoms, except their statues are not saturated with water. In order for a statue to be possessed by a rotom, it must be a single figure in relatively good condition with limbs. While in this form, a rotom assumes a fairy/rock typing, and its granted move is Stone Edge.

Moves marked with an '*' now deal 3d10+12 base damage and are Battle frequency moves in PTA. In PTU they are treated as having a damage base of 8. Otherwise, the moves are identical.

Structure Rotoms
At level 50, a rotom gains the ability to possess buildings. Through this final power, they are able to manipulate objects of the building, launch attacks from anywhere inside the building's walls, and even move the building. Some governments who have captured and trained rotom create buildings designed to be inhabited by a rotom and used as a seige weapon. These buildings are equipped with legs, balliste, and other tools that can mean the difference between victory and defeat in battle. Here are the properties of a structure rotom. Unlike with alternate form rotoms (see above) the structure that a rotom possesses may not be returned into a pokeball, and a rotom may only be returned after exiting the structure (an features, moves, or other effects that would remove a rotom from a structure fail and are considered expended).

  • In general, there are limits to the size of a structure that a rotom can inhabit. If the building is larger than a house, then the rotom must choose to instead possess a single room of the structure (or a series of related, interconnected, small rooms). A rotom inhabiting only a part of a building does not have the ability to move the building. Extremely powerful rotom can possess and control larger structures. It would not be out of the question for an old, extremely powerful spirit to possess an entire palace, though these rotom are most decidedly the exception rather than the rule. It takes a full minute for a rotom to enter or exit a structure, during which time it can take no other actions and is vulnerable to attack.
  • Every rotom inhabiting a structure must choose an anchor point, or distinct object or location. Common options include a portrait, fireplace, or stuffed carcass. This point is where the rotom merges with or exits the structure. This anchor is animated according to the rotoms will - though it may choose to remain frozen - and can speak in any language the rotom is familiar with. Any damage done to the anchor point deals 1.5 times the damage it would otherwise do. If a rotom faints while possessing a structure, it is expelled from the structure at the anchor point.
  • Depending on the structure inhabited, the rotom may gain an additional type. They will always loose the ghost type when possessing a structure however, and they will always keep the fairy type. A bathouse would become fairy/water, a library fairy/psychic, and a mausoleum fairy/dark for instance.
  • A rotom may exert 5lbs of telekenis/lv on objects inside the structure they possess at any single point in time (this is a free action). They may not affect living beings or objects held/worn/carried/otherwise controlled by living beings. Nor can they use this power to directly damage any object or creature. They could, for instance, open and close doors, make books fly, start a fire and begin to cook, but not stab intruders with a knife. However, they can cause indirect damage (setting off preset traps, causing lamps to come undone and fall, etc). Int PTU, the Rotom may make struggle attacks through this power.
  • If a rotom possesses an entire structure, they may move the structure with an overland capability of 1. They may not move anything built underground however. If a structure is specifically designed for rotom use (inclusion of legs for example) the structure can gain a movement speed up to 10.
  • A rotom may originate attacks from any point or square in the area they control. They may choose to make it seem as though the attack originated from a suit of armor, a book, or even thin air.
  • If a creature attacks the structure that the rotom inhabits (not the objects inside, but the structure itself), apply defenses, weaknesses, resistances, and immunities, then split the damage equally between the structure and the rotom.
  • A rotom is aware of the locations and actions of every living being inside of its controlled area.
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