Are you about to play Digimon Story Cyber Sleuth? And its sidequel, Hacker's Memory? FUCKING AWESOME thanks for making a great choice, enjoy it.
The game is pretty well tutorialled but leaves out one major thing that would be really fucking nice to know because if you're not already expecting it it'll catch you about halfway through the game and you might have to pause the plot to grind a lot and nobody likes that. There are also some other things that are nice to know before you dive in.
( you gotta digivolve. )
The game is pretty well tutorialled but leaves out one major thing that would be really fucking nice to know because if you're not already expecting it it'll catch you about halfway through the game and you might have to pause the plot to grind a lot and nobody likes that. There are also some other things that are nice to know before you dive in.
( you gotta digivolve. )
Shelved Game Concepts
Nov. 14th, 2017 12:07 pmArimoi
- A monster transformation musebox/game/common framework, in the vein of Ryslig but with modifications to the bestiary and premise to better suit my tastes. Diversified monster roster, diversified feeding methods and interactions with humanity, more flexible risk/reward system added to the people-eating aspect.
- Information here.
- Plot longevity relies largely on PC-PC conflict, but Original Antagonists Do Not Steal can pretty easily be added.
- Setting is kind of shoddy IMO. Bestiary is the real star of the show. Ten and I agonized over that shit and we think it looks pretty damn good for it.
Musou Tensei
- A Shin Megami Tensei-based setting. Actual game structure was always up in the air; most work I did focused on making a classic-Megaten-style setting that played nice with the DWRP panfandom conventions.
- Some info here, but most of it is still floating around in my head. Disregard the structural mumbling on the infopages, that's old and not integral to the game concept.
- BASIC PREMISE: you're dead. Everyone here is dead. The megacity-island of Mu is an afterlife for people who weren't quite ready to die - ones who still wanted to live, or who didn't want to leave their world the way it was, or who couldn't accept the way their story ended. These shadows of dead desires are called Memories, and they share the city with demons, the shadows of desires that never even lived.
- Mu is embroiled in conflict because it is home to several sources of power, largely rumored but possibly real - holy grails, cosmic eggs, gates to final paradises - and among the regretful dead and the hungry demons are those who would seize those sources of power to satisfy their final, unfulfilled wishes, or even to make or remake universes.
- Player characters are encouraged to join in on this conflict - either because the conflict is inescapable and taking sides is the only way to live in something resembling peace, or because they agree with someone's vision and goals, or because they have goals of their own.
- Player characters wield a COMP that allows them to forge contracts with and summon demons, who can protect them from other, less friendly demons. There is a simplified system for demon recruitment (RNG) and fusion (do the math and pick a result) in place.
- Would rely HEAVILY on player initiative, with occasionaly large-scale NPC faction movements. Would have a massive stack of setting lore available openly, which players would be encouraged to pull from to run plots.
- Would also not preserve status quo much. Shit would change dramatically if it had reason to. Players have a lot of leeway to affect the setting - joining or influencing NPC factions, forming their own factions, making moves on sources of power, actually acquiring and using (or not using) sources of power, etc.
Apotheosis
- I remember very little about my plans for this. Made a mod journal, though.
- A sandboxy god game. Player characters would become gods of a young, apparently unmolded world, and would have the opportunity to shape what happens on it both intentionally and unintentionally.
- Intentionally: player characters would have things that they were gods of and particular powers, and they could go out and deliberately use their god powers to shape the course of history, or introduce things into the world.
- Unintentionally: interpersonal dynamics between player characters, or the regular habits of those characters, might be reflected in the world.
- The underlying conflict was supposed to be - hey neat, you have limitless power, but with that power comes Massive Responsibility, how are you going to deal with that.
- On top of that, there would also be External Problems, mostly in the form of these ancient elder-god beings that were miffed about being usurped and would show up to wreck shit in creative ways.
- There was a vague notion of running this thing in short "seasons" - bring in a crop of gods, deal with an External Problem, close chapter, timeskip a couple hundred years, bring on another External Problem and another Age of Gods to deal with it. Over time it would develop a metaplot based on the narrative that emerged.
- Sssssso fucking mod-creativity-heavy, because it was going to be the mod's job to deliver weekly-or-so updates on what changes were going on in the world below - aggregating intentional changes, but also coming up with unintentional changes and also just doing the worldbuilding grind.
Retornen
- Rune-Factory-based RP.
- This one was almost done but I ruined it by being super fucking anal about listing stats for crops of all things. WE DIDN'T NEED THAT
- shit, I think I still have all the graphics and everything
- I think the basic concept was....oh lord I scavenged from this for the Cosmographia lore rebuild effort I think
- There's a dying valley and a dragon that wants it to not be dying so he pulls people from other worlds to make artificial Earthmates or something?
- It was going to be pretty slice-of-lifey given RF, but there were a lot of opportunities for Things To Have Feelings About stuck into the setting.
- All slice-of-life games depend on players generating their own drama, so.
- IT WAS ALMOST DONE
....a Digimon game? I had a name for it.
- utterly conceptual
- based on Cyber Sleuth in tone, but not in lore, really
- was going to be restricted to characters from worlds/settings with an internet
- was going to be a "explore the post-apocalypse ruined world" sort of thing, characters are allied with Digimon that survived some kind of horrible event that fucked up the Digital World, would make gradual forays into corrupted areas
- and then there was plot.
- meh.
- A monster transformation musebox/game/common framework, in the vein of Ryslig but with modifications to the bestiary and premise to better suit my tastes. Diversified monster roster, diversified feeding methods and interactions with humanity, more flexible risk/reward system added to the people-eating aspect.
- Information here.
- Plot longevity relies largely on PC-PC conflict, but Original Antagonists Do Not Steal can pretty easily be added.
- Setting is kind of shoddy IMO. Bestiary is the real star of the show. Ten and I agonized over that shit and we think it looks pretty damn good for it.
Musou Tensei
- A Shin Megami Tensei-based setting. Actual game structure was always up in the air; most work I did focused on making a classic-Megaten-style setting that played nice with the DWRP panfandom conventions.
- Some info here, but most of it is still floating around in my head. Disregard the structural mumbling on the infopages, that's old and not integral to the game concept.
- BASIC PREMISE: you're dead. Everyone here is dead. The megacity-island of Mu is an afterlife for people who weren't quite ready to die - ones who still wanted to live, or who didn't want to leave their world the way it was, or who couldn't accept the way their story ended. These shadows of dead desires are called Memories, and they share the city with demons, the shadows of desires that never even lived.
- Mu is embroiled in conflict because it is home to several sources of power, largely rumored but possibly real - holy grails, cosmic eggs, gates to final paradises - and among the regretful dead and the hungry demons are those who would seize those sources of power to satisfy their final, unfulfilled wishes, or even to make or remake universes.
- Player characters are encouraged to join in on this conflict - either because the conflict is inescapable and taking sides is the only way to live in something resembling peace, or because they agree with someone's vision and goals, or because they have goals of their own.
- Player characters wield a COMP that allows them to forge contracts with and summon demons, who can protect them from other, less friendly demons. There is a simplified system for demon recruitment (RNG) and fusion (do the math and pick a result) in place.
- Would rely HEAVILY on player initiative, with occasionaly large-scale NPC faction movements. Would have a massive stack of setting lore available openly, which players would be encouraged to pull from to run plots.
- Would also not preserve status quo much. Shit would change dramatically if it had reason to. Players have a lot of leeway to affect the setting - joining or influencing NPC factions, forming their own factions, making moves on sources of power, actually acquiring and using (or not using) sources of power, etc.
Apotheosis
- I remember very little about my plans for this. Made a mod journal, though.
- A sandboxy god game. Player characters would become gods of a young, apparently unmolded world, and would have the opportunity to shape what happens on it both intentionally and unintentionally.
- Intentionally: player characters would have things that they were gods of and particular powers, and they could go out and deliberately use their god powers to shape the course of history, or introduce things into the world.
- Unintentionally: interpersonal dynamics between player characters, or the regular habits of those characters, might be reflected in the world.
- The underlying conflict was supposed to be - hey neat, you have limitless power, but with that power comes Massive Responsibility, how are you going to deal with that.
- On top of that, there would also be External Problems, mostly in the form of these ancient elder-god beings that were miffed about being usurped and would show up to wreck shit in creative ways.
- There was a vague notion of running this thing in short "seasons" - bring in a crop of gods, deal with an External Problem, close chapter, timeskip a couple hundred years, bring on another External Problem and another Age of Gods to deal with it. Over time it would develop a metaplot based on the narrative that emerged.
- Sssssso fucking mod-creativity-heavy, because it was going to be the mod's job to deliver weekly-or-so updates on what changes were going on in the world below - aggregating intentional changes, but also coming up with unintentional changes and also just doing the worldbuilding grind.
Retornen
- Rune-Factory-based RP.
- This one was almost done but I ruined it by being super fucking anal about listing stats for crops of all things. WE DIDN'T NEED THAT
- shit, I think I still have all the graphics and everything
- I think the basic concept was....oh lord I scavenged from this for the Cosmographia lore rebuild effort I think
- There's a dying valley and a dragon that wants it to not be dying so he pulls people from other worlds to make artificial Earthmates or something?
- It was going to be pretty slice-of-lifey given RF, but there were a lot of opportunities for Things To Have Feelings About stuck into the setting.
- All slice-of-life games depend on players generating their own drama, so.
- IT WAS ALMOST DONE
....a Digimon game? I had a name for it.
- utterly conceptual
- based on Cyber Sleuth in tone, but not in lore, really
- was going to be restricted to characters from worlds/settings with an internet
- was going to be a "explore the post-apocalypse ruined world" sort of thing, characters are allied with Digimon that survived some kind of horrible event that fucked up the Digital World, would make gradual forays into corrupted areas
- and then there was plot.
- meh.
welcome to pun hell.
The design and study of crest animals, heritable emblems in the form of living creatures. The crest animal tradition was derived from the practice of conjuring familiars; individual protective spirits could be passed from parent to child or teacher to student. The original practice is dead, but the symbolic value of a unique creature assigned to a family, property, or title lives on.
The features making up the animal itself are referred to as the animal's "character".
Bearing - The central part of the creature, responsible for its locomotion. In quadrupeds, this encompasses the trunk, shoulders, and haunches; in bipeds, the trunk, hips, and degree of uprightness of the body; alternately, can be serpentine (legless). The bearing must be "entire", which is to say that it must adhere to an established form and not mix the trunk of one animal with the haunches etc. of another; otherwise, the animal is ungraceful and cannot move properly, and is not acceptable as a crest. There are a rare few exceptions, usually involving mismatched front and rear ends (as in a hippocampus), and usually indicative of prestige.
Front - The head of the creature, from the base of the skull forward.
Neck - The region between the creature's head and shoulders.
Back - The dorsal region of the trunk. Used to specify only covering and ornamentation, as bearing describes the form.
Belly - The ventral region of the trunk. Used to specify only covering and ornamentation, as bearing describes the form.
Tail - The extension of the spine past the trunk, if any.
Forelimb - The frontmost limbs of the creature from the elbow down. Typically symmetrical; mismatched limbs are considered somewhat ostentatious.
Midlimb - The middle pair of limbs from the elbow or knee down on a six-limbed creature, if present. Rarely seen, usually only on squamous (lizard-like) bearings.
Hindlimb - The hindmost limbs of the creature from the knee down. Typically symmetrical; mismatched limbs are considered somewhat ostentatious.
Elements of the crest which are not features of the animal itself are referred to as the "situation". The situation of the animal is considered secondary to its character, and the animal's character should be distinct even when displayed outside of its situation, as the familiar as a living protective spirit is the central concept of theraldry. The situation is, however, still a standardized part of the crest and has its own symbolic significance.
The situation may signify a specific purpose or intention: for example, a family may adorn their property with a full crest, but sign letters with a seal of their crest animal free of situation, to represent presence without ownership.
Attitude - The stance of the creature.
Compartment - The ground or scenery upon which the creature is displayed.
Ward - Objects included in the crest, typically under the animal or compartment, distinct from those included in the compartment or in the animal's character. Wards represent honors received, achievements, or tokens of allegiance.
Motto - Displayed variously, but commonly understood to be spoken by the animal.
The design and study of crest animals, heritable emblems in the form of living creatures. The crest animal tradition was derived from the practice of conjuring familiars; individual protective spirits could be passed from parent to child or teacher to student. The original practice is dead, but the symbolic value of a unique creature assigned to a family, property, or title lives on.
The features making up the animal itself are referred to as the animal's "character".
Bearing - The central part of the creature, responsible for its locomotion. In quadrupeds, this encompasses the trunk, shoulders, and haunches; in bipeds, the trunk, hips, and degree of uprightness of the body; alternately, can be serpentine (legless). The bearing must be "entire", which is to say that it must adhere to an established form and not mix the trunk of one animal with the haunches etc. of another; otherwise, the animal is ungraceful and cannot move properly, and is not acceptable as a crest. There are a rare few exceptions, usually involving mismatched front and rear ends (as in a hippocampus), and usually indicative of prestige.
Front - The head of the creature, from the base of the skull forward.
Neck - The region between the creature's head and shoulders.
Back - The dorsal region of the trunk. Used to specify only covering and ornamentation, as bearing describes the form.
Belly - The ventral region of the trunk. Used to specify only covering and ornamentation, as bearing describes the form.
Tail - The extension of the spine past the trunk, if any.
Forelimb - The frontmost limbs of the creature from the elbow down. Typically symmetrical; mismatched limbs are considered somewhat ostentatious.
Midlimb - The middle pair of limbs from the elbow or knee down on a six-limbed creature, if present. Rarely seen, usually only on squamous (lizard-like) bearings.
Hindlimb - The hindmost limbs of the creature from the knee down. Typically symmetrical; mismatched limbs are considered somewhat ostentatious.
Elements of the crest which are not features of the animal itself are referred to as the "situation". The situation of the animal is considered secondary to its character, and the animal's character should be distinct even when displayed outside of its situation, as the familiar as a living protective spirit is the central concept of theraldry. The situation is, however, still a standardized part of the crest and has its own symbolic significance.
The situation may signify a specific purpose or intention: for example, a family may adorn their property with a full crest, but sign letters with a seal of their crest animal free of situation, to represent presence without ownership.
Attitude - The stance of the creature.
Compartment - The ground or scenery upon which the creature is displayed.
Ward - Objects included in the crest, typically under the animal or compartment, distinct from those included in the compartment or in the animal's character. Wards represent honors received, achievements, or tokens of allegiance.
Motto - Displayed variously, but commonly understood to be spoken by the animal.
Arimoi Monster Traits List
Feb. 7th, 2017 08:49 pmMonster fits and conflicts are based on things characters struggle with - personal flaws, obstacles they've had to overcome, etc.
ARACHNE
Key phrase: I am up against the world.
Fits characters who: have few or no friends, feel unsafe, are reluctant to connect with people
Key anti-phrase: I can securely rely on others.
Conflicts with characters who: are family-oriented, are trusting
BEASTFOLK
Key phrase: I don't live up to what I want from myself.
Fits characters who: have to try harder than others, do not have their talents recognized, believe themselves incapable
Key anti-phrase: I stand out on my own merit.
Conflicts with characters who: rely on natural talent, measure up to their peers
CELESTIAL
Key phrase: I cannot get what I want.
Fits characters who: are compelled by self-interest, are repressed or restricted in their life
Key anti-phrase: My desires are satisfied.
Conflicts with characters who: consider themselves normal
CHIMERA
Key phrase: I am more than I can handle.
Fits characters who: experience extreme internal turmoil, are self-destructive
Key anti-phrase: I am responsible for as much as I can understand and handle.
Conflicts with characters who:
DRAGON
Key phrase: I must attain the status I imagine for myself.
Fits characters who: are meticulous about their image
Key anti-phrase: I don't mind making mistakes or dealing with the haphazardness of fate.
Conflicts with characters who:
ELEMENTAL
Key phrase: I do not know who I am or what I want.
Fits characters who: are conflicted about their identity, do not take care of themselves enough
Key anti-phrase: I can easily describe myself.
Conflicts with characters who: center themselves in their life
FAERIE
Key phrase: I must always watch my step.
Fits characters who: value themselves by their work or actions, are puppetmaster types
Key anti-phrase: I put little conscious effort into
Conflicts with characters who: are naturally social,
GARGOYLE
Key phrase: I resent the circumstances I have adapted to.
Fits characters who: are jaded, are pessimistic, long for a miracle
Key anti-phrase: I am where I am most comfortable.
Conflicts with characters who:
GRYPHON
Key phrase: I am wrapped up in my own perspective.
Fits characters who: are self-aggrandizing, struggle to understand other points of view
Key anti-phrase: I have a realistic understanding of myself and others.
Conflicts with characters who: are very compassionate
HARPY
Key phrase: I lack agency over my life and circumstances.
Fits characters who: are pushed around, are fearful
Key anti-phrase: I always believe I can fix the situation I'm in.
Conflicts with characters who:
MERFOLK
Key phrase: I am rejected and misunderstood.
Fits characters who: are ostracized for something about themselves
Key anti-phrase: I can make myself agreeable by others' standards.
Conflicts with characters who: are social chameleons, can hide their negative qualities
NAGA
Key phrase: I am detached from what goes on around me.
Fits characters who: are over-cautious, regret not taking action
Key anti-phrase: I am driven by my emotions and passions.
Conflicts with characters who: confidently take action when needed
NYMPH
Key phrase: I am too easily influenced.
Fits characters who:
Key anti-phrase:
Conflicts with characters who:
SPHINX
Key phrase: I am not satisfied with what is available to me.
Fits characters who: are obsessed with a subject, are driven by curiosity, dislike people
Key anti-phrase: I am a straightfoward and content person.
Conflicts with characters who: are relationship-oriented
TROLL
Key phrase: I am not ready for risk or change.
Fits characters who: do not want to grow up
Key anti-phrase: I want to move into unfamiliar territory.
Conflicts with characters who:
UNDEAD
Key phrase: I have lost something and cannot get it back.
Fits characters who: obsess over a dead person, cling to childhood dreams
Key anti-phrase: I do not know what regret feels like.
Conflicts with characters who:
UNICORN
Key phrase: I must give of myself to benefit others.
Fits characters who: are frustrated by their limited ability to help people
Key anti-phrase: I rarely have to choose between prioritizing myself or others.
Conflicts with characters who: have been able to satisfy their morals without sacrifice, value others but in a selfish way
WEREBEAST
Key phrase: I cannot trust myself or my circumstances.
Fits characters who: have dark secrets, are not in full control of their actions
Key anti-phrase: I can rely on the choices I deliberately make.
Conflicts with characters who: are always in control of themselves
ARACHNE
Key phrase: I am up against the world.
Fits characters who: have few or no friends, feel unsafe, are reluctant to connect with people
Key anti-phrase: I can securely rely on others.
Conflicts with characters who: are family-oriented, are trusting
BEASTFOLK
Key phrase: I don't live up to what I want from myself.
Fits characters who: have to try harder than others, do not have their talents recognized, believe themselves incapable
Key anti-phrase: I stand out on my own merit.
Conflicts with characters who: rely on natural talent, measure up to their peers
CELESTIAL
Key phrase: I cannot get what I want.
Fits characters who: are compelled by self-interest, are repressed or restricted in their life
Key anti-phrase: My desires are satisfied.
Conflicts with characters who: consider themselves normal
CHIMERA
Key phrase: I am more than I can handle.
Fits characters who: experience extreme internal turmoil, are self-destructive
Key anti-phrase: I am responsible for as much as I can understand and handle.
Conflicts with characters who:
DRAGON
Key phrase: I must attain the status I imagine for myself.
Fits characters who: are meticulous about their image
Key anti-phrase: I don't mind making mistakes or dealing with the haphazardness of fate.
Conflicts with characters who:
ELEMENTAL
Key phrase: I do not know who I am or what I want.
Fits characters who: are conflicted about their identity, do not take care of themselves enough
Key anti-phrase: I can easily describe myself.
Conflicts with characters who: center themselves in their life
FAERIE
Key phrase: I must always watch my step.
Fits characters who: value themselves by their work or actions, are puppetmaster types
Key anti-phrase: I put little conscious effort into
Conflicts with characters who: are naturally social,
GARGOYLE
Key phrase: I resent the circumstances I have adapted to.
Fits characters who: are jaded, are pessimistic, long for a miracle
Key anti-phrase: I am where I am most comfortable.
Conflicts with characters who:
GRYPHON
Key phrase: I am wrapped up in my own perspective.
Fits characters who: are self-aggrandizing, struggle to understand other points of view
Key anti-phrase: I have a realistic understanding of myself and others.
Conflicts with characters who: are very compassionate
HARPY
Key phrase: I lack agency over my life and circumstances.
Fits characters who: are pushed around, are fearful
Key anti-phrase: I always believe I can fix the situation I'm in.
Conflicts with characters who:
MERFOLK
Key phrase: I am rejected and misunderstood.
Fits characters who: are ostracized for something about themselves
Key anti-phrase: I can make myself agreeable by others' standards.
Conflicts with characters who: are social chameleons, can hide their negative qualities
NAGA
Key phrase: I am detached from what goes on around me.
Fits characters who: are over-cautious, regret not taking action
Key anti-phrase: I am driven by my emotions and passions.
Conflicts with characters who: confidently take action when needed
NYMPH
Key phrase: I am too easily influenced.
Fits characters who:
Key anti-phrase:
Conflicts with characters who:
SPHINX
Key phrase: I am not satisfied with what is available to me.
Fits characters who: are obsessed with a subject, are driven by curiosity, dislike people
Key anti-phrase: I am a straightfoward and content person.
Conflicts with characters who: are relationship-oriented
TROLL
Key phrase: I am not ready for risk or change.
Fits characters who: do not want to grow up
Key anti-phrase: I want to move into unfamiliar territory.
Conflicts with characters who:
UNDEAD
Key phrase: I have lost something and cannot get it back.
Fits characters who: obsess over a dead person, cling to childhood dreams
Key anti-phrase: I do not know what regret feels like.
Conflicts with characters who:
UNICORN
Key phrase: I must give of myself to benefit others.
Fits characters who: are frustrated by their limited ability to help people
Key anti-phrase: I rarely have to choose between prioritizing myself or others.
Conflicts with characters who: have been able to satisfy their morals without sacrifice, value others but in a selfish way
WEREBEAST
Key phrase: I cannot trust myself or my circumstances.
Fits characters who: have dark secrets, are not in full control of their actions
Key anti-phrase: I can rely on the choices I deliberately make.
Conflicts with characters who: are always in control of themselves
Pokemon species symbolic characteristics
Dec. 19th, 2016 12:09 pmThis is a list of possible virtues, vices, and symbolic meanings assigned to Pokemon species, the way animals represent human qualities in things like heraldry, European bestiaries, culture in general, etc. They're based on the species' natural history as taken from Pokedex entries, and how their traits and behaviors might have been misinterpreted or anthropomorphized earlier in the Pokemon world's history (or just how they relate to human life and experience.)
( Read more... )
( Read more... )
Pokemon Tarot
Sep. 2nd, 2016 12:04 amPREMISE: The tarot deck, reinterpreted through values, symbols, and mythology familiar to the Pokemon universe. The suits are recast, some major arcana are renamed, and the images are redone to try to convey the same idea through imagery someone familiar with Pokemon lore would immediately understand.
MAJOR ARCANA
The type symbolism here pulls from my "Eighteen Plates" type correspondence system. Sixteen of the eighteen types are grouped into four clusters of four, based on a common theme. The two remaining types - normal and ghost - are present in the form of each card's orientation, the upright position being referred to as "Normal position" and the reversed being "Ghost position".
MAJOR ARCANA
0. THE EGG - An egg sitting upon a mound of earth, surrounded by water, a storm having just passed; a rainbow vanishes over the horizon, suggesting a reward in adventure.MINOR ARCANAThe egg, obviously, is the fool itself. In Pokemon, the ocean represents beginnings by way of Kyogre and life's genesis in the primordial oceans; beyond Pokemon, a mound of earth emerging from the waters is a common element of creation myths. The distant mountainous island suggests a sea-land-sky progression (primordial beginnings, material growth, spiritual achievement) that will be echoed in other cards. The distant rainbow is a symbol of Ho-oh, a Pokemon whose presence is coveted as a symbol of great fortune; the bird itself is not present, only its rainbow, which vanishes behind the mountain, indicating a destination to be traveled to but not promising a specific result. The egg is cracked, indicating that it need wait no longer and is ready to emerge into the world, and it is placed in a nest with several berries, analogous to the Fool's bundle of supplies, indicating that it not without the resources it needs to move forward despite being alone.I. THE EVOLUTION - A freshly evolved Gyarados rears up out of the sea and looks to the sky, seeing the possibility of yet greater evolution in a heavenly green dragon.The metaphor of spiritual advancement through alchemy is replaced with the natural phenomenon of evolution, which in Pokemon is an obvious symbol of personal growth. Two stages of material and spiritual growth are represented here, first from Magikarp into Gyarados (already an established symbol of fulfilling latent potential) and then potentially into Mega Gyarados. A line can be followed up Gyarados' body, from the ocean and across the land in the background into the sky, and directly towards Mega Rayquaza, which as the first Pokemon to achieve Mega Evolution represents the ultimate evolution which can be aspired to - this path connects low to high, earth to heaven. A raincloud and river feeding into the ocean complete the infinite cycle of inspiration and achievement that stretches between the two worlds.II. THE PREMONITION - A Gardevoir, Absol, and Xatu keep watch at the Spear Pillar, mediating the boundary between day and night, past and future, and the mundane and the sacred.
III. THE FOREST - A Torterra regards the abundance it carries upon its shell, where a tree's boughs are heavy with fruit and many Pokemon nest.
IV. THE THRONE - The throne of the King of Unova is flanked by the presence of the twin dragons, whose power cements the authority of the king's laws and commands.
V. THE LEGEND - ??
VI. THE BATTLE - Having parted ways during their evolution, an (Espeon?) and (Umbreon?) meet in battle, testing their resolve against and coming to a deeper understanding of one another.
VII. THE GIANT - Regigigas in motion, bearing immeasurable power as it tows entire landmasses. It is flanked by a Tyranitar and Aggron, embodying the destructive and creative potential of power.
VIII. STRENGTH - Thundurus' and Tornadus' might is overcome and tamed by Landorus' wisdom and inner fortitude.
IX. THE HERMIT - A Lucario meditates in seclusion upon Mount Coronet, matched by visions of three sacred lakes.
X. WHEEL OF FORTUNE - ??
XI. JUSTICE - Keldeo walks upon burned ground, recalling past wrongs and bearing the responsibility of deciding how they will be repaid.
XII. THE TREE - The Pokemon that walked across Kalos surrenders itself to the great cycle, becoming a sacred tree.
XIII. DEATH - Yveltal's presence brings devastation, but a single green sprout persists in its shadow.
XIV. BALANCE - As the primal titans sleep, their balanced and calmed powers mingle to make a habitable place on the Earth's surface.
XV. THE VOID - The shell of the grey dragon waits in the cold earth, ravenous for purpose and wild without it.
XVI. THE TOWER - The Brass Tower is struck down by lightning, its guardian fleeing Ecruteak as three Pokemon perish in the blaze.
XVII. THE STAR - A Shaymin drinks from a spring in a newly rejuvenated meadow, bearer of the gratitude that kindled good fortune.
XVIII. THE MOON - The waning crescent moon warns of Cresselia's protective influence soon passing, but on the boundary of dreaming and waking,
XIX. THE SUN - ???
XX. (JUDGMENT?) - The swordsman of Veilstone hurls down his weapon, accepting the consequences of his action and signaling a new era.
XXI. THE WORLD -
The type symbolism here pulls from my "Eighteen Plates" type correspondence system. Sixteen of the eighteen types are grouped into four clusters of four, based on a common theme. The two remaining types - normal and ghost - are present in the form of each card's orientation, the upright position being referred to as "Normal position" and the reversed being "Ghost position".
GRASS SUIT - Grass/Ground/Rock/Bug - material possessions, wealth, health, self-imageAce of Grass - A Leaf Stone.FIRE SUIT - Fire/Dragon/Fighting/Flying - inspiration, creativity, resolve, intention
Two of Grass
Three of Grass
Four of Grass
Five of Grass
Six of Grass
Seven of Grass - A Butterfree emerges from its cocoon as six more Metapod lie waiting.
Eight of Grass
Nine of Grass
Ten of Grass
Guardian of Bug - A Heracross.
Guardian of Rock -
Guardian of Ground - A Nidoqueen.
Guardian of Grass - A Sceptile.Ace of Fire - A Fire Stone.ELECTRIC SUIT - Electric(/Ice/Poison/Steel, order undecided) - i'm not done with this one yet
Two of Fire - A Rapidash and Ponyta, saddled, step through a gate.
Three of Fire
Four of Fire
Five of Fire - A Dodrio's three heads bicker amongst themselves, egged on by two Mankey.
Six of Fire - Volcarona, radiant against a sky dark with volcanic ash. Its presence is celebrated by five Mienfoo.
Seven of Fire
Eight of Fire - Eight Swellow dive through the air.
Nine of Fire - A Shelgon walks along a cliff edge, as eight Salamence silhouettes loom in the distance, facing either towards or away from the younger dragon.
Ten of Fire
Guardian of Flying - A Pidgeot.
Guardian of Fighting - A Machamp.
Guardian of Dragon - A Dragonite.
Guardian of Fire - A Charizard.Ace of Electric - A Thunder Stone.
Two of Electric
Three of Electric
Four of Electric
Five of Electric
Six of Electric
Seven of Electric
Eight of Electric
Nine of Electric
Ten of Electric
Guardian of
Guardian of
Guardian of
Guardian of Electric
WATER SUIT - Water/Psychic/Fairy/Dark - emotions, relationships, connections, self-expressionAce of Water - A Water Stone.
Two of Water - A Huntail and Gorebyss, twined about one another.
Three of Water - A Weavile and two Sneasel gather around a marked tree.
Four of Water - Four Slowpoke lounge on the shore, but none have their tails in the water.
Five of Water - A Gothitelle looks to the stars and mourns, while four Cleffa dance and play.
Six of Water - A Togekiss returns to the garden where it was born, and is greeted by five Togepi.
Seven of Water - Seven Zorua disguise themselves as other Pokemon.
Eight of Water - A Medicham travels up a mountain path that is lined with seven Zen Mode Darmanitan.
Nine of Water - A Politoed and eight Poliwag frolic in nine pools.
Ten of Water - A Milotic rules over a lake where Marill and Azurill play.
Guardian of Dark - A Liepard.
Guardian of Fairy - A Florges.
Guardian of Psychic -
Guardian of Water - A Samurott.
IN HONOR OF URANIUM BEING TERRIBLE, here are my fakemon concepts, some of these are salvaged from an old shitty project
Gargoloch + "baby garg"
A combination of a gargoyle (as in the architectural feature), a thorny devil (Moloch horridus), and an archerfish. Gargoloch sit around on the edges of old stone buildings and snipe birds out of the air with Water Gun; the first stage runs around on the ground and collects them up for eating later. The thorny devil bit comes in because of that animal's odd ability to wick water from anywhere on its body to its mouth for drinking, via grooves on its thorny hide.
"fireworks flower thing"
The Japanese word for fireworks is "fire flowers". THIS IS EXPLOITABLE. Based on fireworks and jewelweed/touch-me-not, it's a plant Pokemon that fires exploding seeds to frighten off predators (evoking the whole "let's use gunpowder for rituals to scare off bad shit" concept). It evolves into a larger, more elaborate plant whose seed missiles don't just explode noisily but also produce colorful flames and other fireworky shit, maybe for communication? Which evokes the real-life development of fireworks from just gunpowder to SUPER NEAT SHIT.
"orchid monkey"
I haven't properly redesigned it, but I think one of my cuter ideas was a little epiphyte flower thing that turned into a monkey. The idea was that the epiphyte's habit of hanging onto trees resembled the way monkeys swing around, so the babies would be basically immobile and the older monkeys would take care of the colony's babies, carrying them up high into the trees to latch onto branches if they fell. I could do something neat with this.
"gryphon pokemon"
It was pretty neat-looking and I'm attached to the design which I will post at some point. Its original lore was basically Furfrou's with a side of invasive species drama, so that'll need to be changed. It was a pure Flying-type which should also change but who even knows to what.
Spectreon & Mythreon
Ghost- and Steel-type Eevees! These were linked to an evolution mechanic that I'm...still reworking, but basically Spectreon is a spooky-looking Eeveelution with a scarf that had arms; the idea was that it evolved when it was possessed by lost spirits and became a medium to gain control over them, and the ghosts' will controls the scarf, and sometimes that can be a problem. Mythreon had armor on and there was something about being a guardian of something. REWORKIN'
"prism rock dude"
It was an animate prism crystal thing. The actual "core" of it was a light-emitting orb that formed the "tail", and the beam of light entered the "body" and exited as rays of light that kept the "hands" attached. Rock/Psychic...?
"Angel legendary duo"
They were generic Mewtwo clones but I reworked them into carbuncles + seraph/cherub and I'll post that at some point. They're like benign Megatens, the idea is that they don't naturally have a form and they exist in a kind of MIND DIMENSION but when people's wishes of goodwill synchronize it can make them appear in physical form to protect shit.
"porcupine"
The basic common mammal for this set is a porcupine. Normal/Poison...?
"electric echidna"
I don't think I really had a rationale for this originally, but a quick google revealed that echidnas actually have, like, electric sensory dots on their nose, kind of like sharks? For finding bugs in the dirt or something. That can be Pokemonified out to "senses prey and then shocks the bejeezus out of it".
"heron/wading bird"
WHY THE FUCK IS THERE NOT ONE OF THESE YET THOUGH
Gargoloch + "baby garg"
A combination of a gargoyle (as in the architectural feature), a thorny devil (Moloch horridus), and an archerfish. Gargoloch sit around on the edges of old stone buildings and snipe birds out of the air with Water Gun; the first stage runs around on the ground and collects them up for eating later. The thorny devil bit comes in because of that animal's odd ability to wick water from anywhere on its body to its mouth for drinking, via grooves on its thorny hide.
Gargoloch's skin is as hard as rock, but covered in grooves and pores. It draws water through these to hydrate itself even when it can't find water deep enough to drink from.There's a first form but I haven't figured out what weird biology thing to base it on yet.
Gargoloch's natural habitat is high mountain crags, where it hunts Flying-type Pokemon by knocking them out of the sky with Water Gun. During the day, it stays perfectly still to conserve water and blend into the rocks around it. It climbs down from its perch at night to eat, and when the sun rises again, it soaks up morning dew to replenish the water in its body.
Though Gargoloch are rare in the wild thanks to their specific habitat needs, their populations exploded when they came into contact with humans, whose cities provided the perfect hunting grounds. They're now a common sight on the eaves of old stone buildings, where they soak up water from the gutters and hunt small bird Pokemon like Pidgey and Pidove. When it's too hot and dry to move around, they gather in abandoned attics and doze, and when it's too rainy for their prey to be flying, they play on the wet rooftops.
"fireworks flower thing"
The Japanese word for fireworks is "fire flowers". THIS IS EXPLOITABLE. Based on fireworks and jewelweed/touch-me-not, it's a plant Pokemon that fires exploding seeds to frighten off predators (evoking the whole "let's use gunpowder for rituals to scare off bad shit" concept). It evolves into a larger, more elaborate plant whose seed missiles don't just explode noisily but also produce colorful flames and other fireworky shit, maybe for communication? Which evokes the real-life development of fireworks from just gunpowder to SUPER NEAT SHIT.
"orchid monkey"
I haven't properly redesigned it, but I think one of my cuter ideas was a little epiphyte flower thing that turned into a monkey. The idea was that the epiphyte's habit of hanging onto trees resembled the way monkeys swing around, so the babies would be basically immobile and the older monkeys would take care of the colony's babies, carrying them up high into the trees to latch onto branches if they fell. I could do something neat with this.
"gryphon pokemon"
It was pretty neat-looking and I'm attached to the design which I will post at some point. Its original lore was basically Furfrou's with a side of invasive species drama, so that'll need to be changed. It was a pure Flying-type which should also change but who even knows to what.
Spectreon & Mythreon
Ghost- and Steel-type Eevees! These were linked to an evolution mechanic that I'm...still reworking, but basically Spectreon is a spooky-looking Eeveelution with a scarf that had arms; the idea was that it evolved when it was possessed by lost spirits and became a medium to gain control over them, and the ghosts' will controls the scarf, and sometimes that can be a problem. Mythreon had armor on and there was something about being a guardian of something. REWORKIN'
"prism rock dude"
It was an animate prism crystal thing. The actual "core" of it was a light-emitting orb that formed the "tail", and the beam of light entered the "body" and exited as rays of light that kept the "hands" attached. Rock/Psychic...?
"Angel legendary duo"
They were generic Mewtwo clones but I reworked them into carbuncles + seraph/cherub and I'll post that at some point. They're like benign Megatens, the idea is that they don't naturally have a form and they exist in a kind of MIND DIMENSION but when people's wishes of goodwill synchronize it can make them appear in physical form to protect shit.
"porcupine"
The basic common mammal for this set is a porcupine. Normal/Poison...?
"electric echidna"
I don't think I really had a rationale for this originally, but a quick google revealed that echidnas actually have, like, electric sensory dots on their nose, kind of like sharks? For finding bugs in the dirt or something. That can be Pokemonified out to "senses prey and then shocks the bejeezus out of it".
"heron/wading bird"
WHY THE FUCK IS THERE NOT ONE OF THESE YET THOUGH
Personality Sections
Jun. 29th, 2014 08:37 pmWhen writing personality sections for RP apps, it's important to convey your understanding of how a character functions as a person beyond the situations they dealt with in canon. Every character will be different in what elements deserve the most attention, but here are some questions and topics I think prompt good personality sections.
They're also good questions to keep in mind for general character-building, whether that's OC creation or the process of fleshing out a canon character to play.
Demeanor:
What does the character act like, normally?
Are their actions and reactions typically genuine, or do they conceal their true opinions?
If so, how do their feelings differ from what other people see? Why do they do this?
How do they treat other people they've just met?
How do they respond to good or bad treatment from other people?
Where do they first think of/feel in various basic situations?
Are there any emotions they're prone to or don't often feel?
Beliefs:
How do they understand the world to work? (Figuratively speaking.)
Is there anything significant in their past that has shaped their viewpoint? Have their views changed recently?
Where do they believe themselves to stand in the world? What do they think of themselves?
How set in their beliefs are they?
Motivations:
Why do they do what they do? What kinds of things inspire them to action?
Are they used to taking initiative or are they used to reacting to outside events?
What kinds of situations cause them to act differently than normal?
What do they value?
Do they have any long-term goals?
They're also good questions to keep in mind for general character-building, whether that's OC creation or the process of fleshing out a canon character to play.
Demeanor:
What does the character act like, normally?
Are their actions and reactions typically genuine, or do they conceal their true opinions?
If so, how do their feelings differ from what other people see? Why do they do this?
How do they treat other people they've just met?
How do they respond to good or bad treatment from other people?
Where do they first think of/feel in various basic situations?
Are there any emotions they're prone to or don't often feel?
Beliefs:
How do they understand the world to work? (Figuratively speaking.)
Is there anything significant in their past that has shaped their viewpoint? Have their views changed recently?
Where do they believe themselves to stand in the world? What do they think of themselves?
How set in their beliefs are they?
Motivations:
Why do they do what they do? What kinds of things inspire them to action?
Are they used to taking initiative or are they used to reacting to outside events?
What kinds of situations cause them to act differently than normal?
What do they value?
Do they have any long-term goals?
archeTYPES (i'm sorry)
Jun. 15th, 2014 01:05 pmMany esoteric traditions in the real world involve the categorization and enumeration of aspects of life; regions of the human body or spirit, elements of the world and the gods or powers with influence over them, the realms that make up the universe, and so on.
Because I like overthinking really meta shit like the themes in fiction within a universe that is fictional in and of itself, I like to think that the Pokemon world - already ripe with sets of symbolically significant powers and entities, sorted into regular numbers and arrangements - has plenty such traditions.
Pokemon types jumped out at me as having potential, for a few reasons:
- There are 18 of them, where most significant systems in the Pokemon world come in twos or threes (or stacked arrangements of ones, twos, and threes.)
- They are universal (present in all geographical locations the way other significant systems are not) and permeate the everyday world.
- They are already held to be philosophically significant, as seen in their practical study by Gym Leaders.
- They already contain a complex system of relationships that partially models natural processes.
I'm not very knowledgeable on tarot symbolism, but when I was coming up with this, I imagined some similarity; namely that, in its most secular and pragmatic form, this Pokemon type mysticism would have a use as an inspirational tool, a method of self-examination and understanding one's situation. The major difference is that, as I understand, the Major Arcana primarily represents situations and stages of action, or "verb"-like concepts. The main meaning of Pokemon type mysticism would be based on what types literally are for Pokemon; the aspects of a person or entity that describe its characteristics, vulnerabilities, strengths, and capabilities as relative to the aspects of other people and entities. In that way, I guess it's more like...early elemental theories in reality, and the theories of natural history that branched off of them - attempts at analyzing/predicting the way shit worked by figuring out what it was made of. Except less medicinal applications and more zodiac-like prediction of how to deal with shit.
In pop culture type mysticism would be best understood as a sort of personality sorting system, like our zodiac but without astrology, thanks to its common symbolic use in fiction to show how characters interact with each other and with situations around them - amongst those who study it, type mysticism would be a much more involved way of understanding relationships between just about everything in the universe.
( types )
( interactions )
Because I like overthinking really meta shit like the themes in fiction within a universe that is fictional in and of itself, I like to think that the Pokemon world - already ripe with sets of symbolically significant powers and entities, sorted into regular numbers and arrangements - has plenty such traditions.
Pokemon types jumped out at me as having potential, for a few reasons:
- There are 18 of them, where most significant systems in the Pokemon world come in twos or threes (or stacked arrangements of ones, twos, and threes.)
- They are universal (present in all geographical locations the way other significant systems are not) and permeate the everyday world.
- They are already held to be philosophically significant, as seen in their practical study by Gym Leaders.
- They already contain a complex system of relationships that partially models natural processes.
I'm not very knowledgeable on tarot symbolism, but when I was coming up with this, I imagined some similarity; namely that, in its most secular and pragmatic form, this Pokemon type mysticism would have a use as an inspirational tool, a method of self-examination and understanding one's situation. The major difference is that, as I understand, the Major Arcana primarily represents situations and stages of action, or "verb"-like concepts. The main meaning of Pokemon type mysticism would be based on what types literally are for Pokemon; the aspects of a person or entity that describe its characteristics, vulnerabilities, strengths, and capabilities as relative to the aspects of other people and entities. In that way, I guess it's more like...early elemental theories in reality, and the theories of natural history that branched off of them - attempts at analyzing/predicting the way shit worked by figuring out what it was made of. Except less medicinal applications and more zodiac-like prediction of how to deal with shit.
In pop culture type mysticism would be best understood as a sort of personality sorting system, like our zodiac but without astrology, thanks to its common symbolic use in fiction to show how characters interact with each other and with situations around them - amongst those who study it, type mysticism would be a much more involved way of understanding relationships between just about everything in the universe.
( types )
( interactions )
aight let's try this having a journal thing again. starting with photos of my cats I already shared but now in JOURNAL STYLE so I can actually find them later
( cat )
Baby (whose real name is Sabrina but who I call Baby because she's very attached to me) likes to drag around this small stuffed cat by the neck and beat on it mercilessly. I think she started doing this during the week I was away...
( cat )
Baby (whose real name is Sabrina but who I call Baby because she's very attached to me) likes to drag around this small stuffed cat by the neck and beat on it mercilessly. I think she started doing this during the week I was away...