NewMorphFAQ

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= WARNING: THIS PAGE IS PRESENTLY NO LONGER OFFICIAL. CHANGES/REMOVAL PENDING GM ACTION. =
 
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= The 'Official' Unofficial Pokemorph FAQ =
= The 'Official' Unofficial Pokemorph FAQ =
<center>Or, "Hormones, Explosions and You"</center>
<center>Or, "Hormones, Explosions and You"</center>

Revision as of 18:04, 27 January 2015

Contents

The 'Official' Unofficial Pokemorph FAQ

Or, "Hormones, Explosions and You"
Original FAQ created by RikMach. Compiled and updated by dh01.

This FAQ is subject to change. (LAST UPDATE: 02.04.09)

Preface

Everything here is a compilation of thoughts on the state of the PCA worldsetting in terms of its primary denizens, the pokemorphs, gathered from the actual members themselves. While this is much like the Character Guidelines in that it's meant to be a basic guide for players to work with, it's much less 'solid' in terms of requesting adherence. To directly quite Rikmach's original: "Don't take it for gospel, they are merely the assumptions I'm operating under in my stories until the community at large overrides me -- if you like the ideas, by all means, please use them!"

I (dh01) reserve the right to poke people about their added data if it's just too clashing or out-there to work with the whole. The goal will be inclusion, not exclusion, although compromises and liberties may have to be take to make it work. There's also the possibility for 'this or that' additions!

We All Live In A Pokemorph World

  • Pokemorphs are the dominant species...

... but pokemon do still exist. Instead of existing as fighting monsters as per the normal setting, they roughly fill the spots in the Real World that animals normally would -- as pets, wild animals, things to be found in zoos and on the dinner plate (as they're the only source of meat and animal by-products in the setting). Pokemorphs are generally omnivorous (with some obvious exceptions) and have roughly the same range of what's edible as humans would. While some species may find eating their feral counterpart disturbing, others don't seem to mind at all.

The usual terms to describe pokemon as a whole are either 'primals' or 'ferals'.

  • The usual term to refer to morphs in general is 'mon'. Similar to man, yes.

Pokemorph Physiology

The Basics

Pokemorphs are, in basic terms, pokemon with varying degrees of humanoid characteristics. The origins of the pokemorph are both ICly and OOCly mysteries to allow for speculation, (intentionally interesting) discussions and other bits of interesting interaction without stating the One True Way.

Healing and Recovery

For all the terrifying attacks morphs can unleash on one another, their own bodies are perhaps the greatest miracle. Naturally meant for battle, they are exceedingly tough, can withstand extreme amounts of injury and heal at a very rapid rate. Things that would wreck humans are minor to them, and actual injuries that would hospitalize a human for months may take a morph a week or so to rebound at the very worst. Regardless, even morphs have their limits, and extreme force and flukes can lead to serious injury or even death. For the most part, these sorts of injuries can take time to recover from, or may even leave permanent injuries in the most extreme of cases.

As an innate mechanism to avoid excessive injuries to incur on a pokemorph, their bodies are tuned to 'faint' after they've sustained enough damage. Similar to shock but nowhere near as dangerous, this instinctual reaction effectively shuts the morph down physically, imitating actual unconsciousness. When a morph is in a life-or-death matter, this reaction is totally suppressed -- it can also be fought off in non-lethal combat by those trying to push themselves as far as they can go, but such an act is considered progressively risky as it could lead to unnecessary harm the longer the morph resists. Additionally, those raised in extremely hostile settings learn to suppress fainting as a matter of survival.

Fitting the combative nature of morphs, medicine is simply the most advanced of the biological sciences. Chemical sprays and salves that work on pokemon work on morphs just as well, and are vital parts of first-aid kits and battle recovery packs. Considering how vast pokemorph biology is subject-wise, this makes things decidedly easier on doctors.

Evolution

Evolution is a hard thing to pin down, as it's as varied and unique as every single morph alive is. It can be a natural matter, a ritual, exposure to strange energies and objects, and even things as simple as a location or a certain time. Even emotion and desire can force evolution... or even suppress it if the morph can sense it approaching.

Evolution generally occurs quite rapidly, and some tend to call it 'turbo-puberty' as it often comes with a size increase at the very least. Such a rapid change can make for an awkward morph, but they quickly adjust to their new shape given time and experience. In some cases, evolution is instead a slow, gradual and methodical process -- perhaps even years-long.

Breeding

Such a touchy subject. Literally.

For the most part, breeding bears similarities to how it exists in the games, with some exceptions. The various 'egg groups' exist, and these species can readily and easily produce offspring. It is possible (although not a given and sometimes heartbreaking in the case of miscarriages) for 'incompatible' species to also have children if fortune favors them. The child of any union, regardless of compatibility, ends up as the species of either parent and can sometimes also bear some mild traits from the other.

Pokemorphs generally give birth to live, squalling children, although some species can lay eggs and some can even give birth in both ways given certain criteria. A few species also have unusual and unique birthing methods and practices fitting their natures.

A newborn is usually born in their 'starting' stage of evolution, but there are exceedingly rare instances where a child is either born in their first stage of evolution, or evolves shortly after being born. Regardless, there has never been (and according to all known studies cannot be) a child born who begins life in a second evolutionary stage if their species possesses one.

The Ditto

On the matter of breeding, Dittos exist in a very unique space in the social structure of the pokemorph world, mainly due to their ability to not only assume either gender, but procreate with any gendered species. Usually, though, this involves many Dittos taking on tasks that allow them to create, strengthen and save families without actively engaging in matters sexual.

They can also serve as a go-between for what has come to be a ritualized and time-honored process, allowing the incompatible, the same-gendered and the barren to create families. Naturally, intimacy is required, and not just in regards to mere sex -- physical contact in and of itself gives as much genetic information to use towards procreation, if not more than actual coitus. Oftimes, Dittos who engage in this practice spend very long periods of time with the couple, even moreso if they themselves end up as the one carrying the child. Naturally, such services have costs, but there are those who perform this service out of duty or kindness in some cases. Nonetheless, merely being a 'surrogate' is a living, and a high-paying one at that.

To many (especially the Dittos themselves) this service is seen as an important and gracious one for them to give. Naturally, some merely see Dittos as gender-flipping whores, and such comments are considered an insult at the very least. Dittos who actually adhere to the stereotype are another source of drama entirely.

Legendaries, Genderless and Breeding

Pokemorph species that 'start' as genderless do not have to stay that way, having the chance to experiment and settle on either (or no) gender at the onset of puberty. Once puberty ends, whatever gender they choose is permanent. Also, legendary morphs can breed, unlike their feral counterparts. Below is the original set of suggestions for what the likely egg groups could be. Note, this is NOT a list set in stone!

   Nidoran Family - Ground/Monster
   Magnemite Family - Mineral 
   Voltorb Family - Mineral 
   Staryu Family - Water 3 
   Ditto - All 
   Porygon - Mineral 
   Articuno - Flying 
   Zapdos - Flying 
   Moltres - Flying 
   Mewtwo - Humanshape 
   Mew - All 
   Unown - Indeterminate 
   Raikou - Ground/Monster 
   Entei - Ground/Monster 
   Suicune - Ground/Monster 
   Lugia - Water 1/Flying 
   Ho-Oh - Flying 
   Celebi - Plant/Fairy 
   Shedinja - Bug/Mineral 
   Lunatone - Mineral 
   Solrock - Mineral 
   Baltoy Family - Mineral 
   Beldum Family - Mineral 
   Regirock - Mineral 
   Regice - Mineral 
   Registeel - Mineral 
   Latias - Dragon/Flying 
   Latios - Dragon/Flying 
   Kyogre - Monster/Water 2 
   Groudon - Monster/Dragon 
   Rayquaza - Dragon 
   Jirachi - Fairy 
   Deoxys - Mineral/Humanshape 
   Bronzor Family - Mineral 
   Rotom - Indeterminate 
   Uxie - Fairy 
   Mesprit - Fairy 
   Azelf - Fairy 
   Dialga - Dragon 
   Palkia - Dragon 
   Regigigas - Mineral 
   Giratina - Dragon 
   Heatran - Mineral 
   Phione - Water 1/Fairy 
   Manaphy - Water 1/Fairy 
   Cresselia - Indeterminate 
   Darkrai - Indeterminate 
   Shaymin - Plant/Fairy 
   Arceus - All

Moves and Abilities

INFO FORTHCOMING


The Pokerus

Despite its name, the Pokerus is not a virus, but rather a form of parasitic infestation. The pokerus is a small insect-like creature, most likely an insect, that is very difficult to see- like lice, or mange. Normally, it lives on plants, inoffensively, most of the time. However, in rare instances (the trigger behind this is currently poorly understood) it enters mating season, which requires pokemon/morphs to succeed.

When it infests a poke, it cranks up their metabolism to create the ideal environment for it to breed in. This results in symptoms including increased energy, larger appetites, higher body temperatures, mood swings, increased growth, restlessness, and other similar. However, due to the extreme rarity, these symptoms often go undiagnosed or misdiagnosed. However, the overall affect is that poke involved increases their XP/growth gain, with only moderate side effects. However, the poke's body adapts to the creature, eventually building an immune response, making the creatures flee. If they can find another nearby poke, they infest them, otherwise, they return to their plant-browsing ways. this transmission usually occurs during close contact, usually for an extended period, so most often, transmission occurs only between family members or teammates.

Pokemorph Societies

Pokemorphs are, for the most part, not very different from Real People in how they live and conduct themselves. Outside of the obvious desires and oddities their forms and powers present, they generally have jobs, homes, hobbies, lives and all the delicious emotions and issues that comes with the territory.

Naturally, exceptions to the norm exist, and will be explained in some detail below.

Ghost Societies

The Origins and Nature of Ghosts

Ghost-types have one very unique 'benefit' for their type -- they either age at such a dramatically slow rate that they seem immortal, or simply cannot die from natural causes. They also lack the need to perform the basic physical functions that a living morph must do, such as eat, sleep and breathe. While they may enjoy a pizza with friends, make use of the medicinal benefits of a berry, hold a conversation, and even sire or bear children, these are all optional. They do have certain 'needs', but these vary by their species -- for instance, Misdreavus pokemorphs feed on fearful emanations.

While they are indeed capable of normal breeding, Ghost-types are usually formed at points where many dead bodies are located -- the process requires a surprising amount of 'base material', to put it mildly. Given time, the ambient energies within the area coalesce into something new and spooky. Those 'born' this way are the vast majority of Ghost-types in the world and tend to remember little, if anything, about the passed lives that formed them. There are, of course, exceptions:

  • In rare instances, a pokemorph who dies may have held such strong emotions about the reasons for their death or because of what they would leave behind that they promptly 'return' as a Ghost-type. One of the working terms for such Ghosts is 'revenant', as they often retain some degree of their previous memories and personality. Their genesis can make their new lives difficult, as such Ghost-types are usually caught between two cultures.
  • A couple of species deserve special mention:
    • Froslass pokemorphs, while debatably still alive, have evolved in such a manner than their beings are strongly infused with Ghost-type energies.
    • Shedinja are even more hotly debated when it comes to the status of their being alive or dead -- while they have a solid form, there's much speculation as to 'what lays within them. Furthermore, as they retain the memories of their 'past life' up until their separation from their Ninjask 'twin', this can cause added issues and turmoil depending on how well the Shedinja takes the change. Legally, they are a separate entity for major matters, but are otherwise considered to be the (effectively) same person as their Ninjask twin for small affairs.
  • An extremely rare option available to elder ghosts of immense power is the ability to reproduce by literally shaping a new ghost-type from a part of their own body.

Ghosts, in terms of personality, tend to operate at one of two extremes. On one end, they can be emotionally detached, cool, analytical and surprisingly good at 'reading' morphs while hiding their own emotions and intentions. On the other end, when a ghost feels it necessary to invest their emotions into someone or something, they do so with absolute focus and an unsettling zeal -- after all, it is best to engage in something completely when you choose to do it. These extremes, which are not the rule for ghosts, tend to have them labeled either as cold monsters or manic balls of gases and plasm by those not in the know

Ghost Towers

Fittingly enough, places that have either been the source of massive casualties or horrific natural disasters tend to draw Ghost-types (and are usually referred to as 'Ghost Towns' in a fitting homage to the ghost towns of yore) into surprisingly neighborly -- if slightly morbid -- societies. However, towers and tower-like structures tend to hold the most meaning for Ghost-types. For those who don't prefer the innately cutthroat nature of the 'Ghost World', Towers are their next best option.

The vast majority of pokemorph mausoleums are the ubiquitous Towers, aptly named Ghost Towers because of the propensity for Ghost-types to emerge there. This has led to the seemingly-inevitable cornering of the funeral services market by Ghosts, allowing them to not only offer a Tower's services for rather cheap and high-quality burials and memorials (jazz funerals, for instance!), but also to let the same Tower later act as a safe place for new Ghosts integrating into unlife as well as a familiar and comfortable haven for experienced ghosts to life, love and enjoy themselves amongst their own kind. It also can act as a refuge for non-Ghosts whose tolerance of being around Ghost-types may have made them into outcasts amongst family and friends.

Simple in design and usually built on the outskirts of a city, Towers are sometimes as 'deep' as they are tall -- many house both burial chambers and homes within the above-ground sections, but recent moves to respect the dead have generally led to Ghost-type living quarters existing separate from the burial vaults, either above or below. The outer gardens of said towers usually are ringed by ghost-specific shops, officials who handle mortal travels to the Other Side, and offices for those who handle the Tower's 'business', and almost always has a communal shrine for visitors to make offerings to the dearly departed. This area also acts as a place where ghost and normal pokemorphs can meet and mingle on the ghosts' 'home turf' while not actually being in the Ghost World's atmosphere and backroom skullduggery.

The Ghost World

Being both dead and alive, Ghost-types feel a certain pull to that 'place' beyond where dead things go. Being what they are, they can't actively visit this realm, but they seem capable of visiting a 'shadow' of it.

Called the 'Ghost World' or 'the Other Side' is a place of eternal twilight -- enough to read by, but dark enough that viewing things in the distance becomes difficult at best. Above, the realm is lit by a opalescent sphere (known by residents as 'Giratina's Eye') that seems to hang in the same spot regardless of one's position. Most ghosts believe that the Eye is the presence of Giratina watching the realm, even though they do not believe it is actually there. (Most ghosts are wise enough to respect Giratina, but many readily and fervently worship it.)

The realm itself contains few things that are solid and real. The 'real world' itself is dimly visible there as a faint shadow, although said shadows can occasionally congeal into a real thing. Odder still is the penchant for new creations to simply 'fall' into place from the inky skies above.

Structures made there are combinations of incredible, sometimes bizarre concepts, mingled with the occasional splashes of almost jarring sections of utilitarian design. Having little need for structures, they are primarily built for appeal and entertainment -- what sections are used for their few physical needs are very spartan in nature.

Within this odd, dark world, the mostly-unseen inner workings of ghost culture take place. For beings with few physical needs, they instead mold their society around arcane and oftimes overly-complex social, political and economical networks, built around the constant cutthroat nature of seeking dominance and status amongst one's peers. To outsiders, the whole of it appears overly rigid, ritualized and rather resistant to change, and this is intentional -- for all intents and purposes, the structure is built to act as a complex game of sorts that sorts Ghosts out by intellect, wits and talent. This cordially vicious approach to life even bleeds over to the Towers, where the ghost families holding onto their funeral home monopoly are kind enough to not abuse their control, but are very direct in asserting and increasing it. Mortals are welcome into the 'game' there, and a few have managed to win both respect and market share from their ghastly competitors.

Outside of the 'games' Ghosts play, they have a fondness for the finest foods, wines, and entertainment... including battling, one of the few things the Ghost World's citizens share with those back in the real world. Ghost World denizens are notoriously finicky, only really accepting the best the mortal world has to offer -- not having the need for such things in most cases, it's pointless to have anything but the best. Gourmet chefs are regular visitors to the Other Side, as are champion battlers, musicians and the like. Of course, the 'outsider' view on such invitations is a mixture of deep honor and mild paranoia, as the Ghost World is a notoriously unsettling place for those not used to it.

Reaching the Ghost World is a natural thing for Ghost-types, and while other pokemorphs normally can't enter, a Ghost can bring them along. Those brought in are mostly taken in for a reason (see the aforementioned entertainment), but on occasional friends are brought in to see the place for themselves.


The Safari Zone

To put it simply, the Safari Zone is the term used for the various pokemon preserves scattered through the various regions and beyond. Meant to act as a place for wild ferals to survive and thrive, the oddest thing happened: pokemorphs attempted to move in.

At first, the authorities tried to stop what they thought were poachers. Enough observation made them realize that the pokemorphs weren't trying to loot the Zones, but live in harmony with them, and the various nations decided to simply legislate the matter, allowing morphs willing to enjoy the simple way of life to move in so long as they agreed to a handful of rules. The primary rules were that pollution was out of the question, all children born in the Zones were to be educated in case they left to go their own way, and that the Zone denizens were not to harass the tourists.

Maintenance

Naturally, even a place like a pokemon (and pokemorph!) preserve needs funding to remain afloat. The Zones gain most of their funding from tourism, as what little government subsidies they are given aren't nearly enough. Guided tours, photo-safaris and expeditions are all part of the Zones' tourist attractions, with the pokemorphs and pokemon living there in their 'natural' habitat the main attraction. Registered Zone denizens even get a small cut of the profits that the Zones take in.

Workers and Denizens

  • Rangers make up the only major group who aren't full-time residents in a Zone. While they're called Rangers as a whole, only a little more than half are actual full-fledged Pokemon Rangers. The others are support staff and outside contacts who nonetheless have to finish rigorous courses in Zone survival, first aid, firearm training and basic wildlife management. Rangers are usually easy to spot, as they wear a distinctive hat (which differs by Zone) and are far more clothed than more other denizens.
  • Squatters are the various hippies, survivalists, hermits and other assorted types who don't want to fully return to tribal ways, but nonetheless seek simpler lives while retaining some degree of technology and civilization. They're scattered throughout the Zones, although they tend to remain in the safer areas and are thus the morphs tourists run into most often. Squatters are apt to follow the rules of the Zone, and often the ones more likely to take their share of the Zone's profits.
  • Tribals are those who have pulled almost fully from the trappings of modern civilization to preserve ancient customs and nations, using the relatively unspoiled nature of the Zones to survive and flourish without the outside world's distractions. They are nomadic by default, keeping to the less visited areas of their respective Zone, and aren't seen too often by tourists. They're also less apt to take their profit cut, and are usually the last vestiges of civilization to be found in the further reaches of the Zone, where even Rangers are wary to venture into. There, tribal matters are rarely interfered with by Rangers, and even then the Rangers are loathe to meddle unless the matter would cause too much strife within the Zone. While Tribals obey the rules for the most part, they readily bend them to suit their ways, and keep out of the more patrolled areas as a result.
  • Criminals in the Zone are truly nasty types, that they would be desperate enough to use the Zone as a place to hide, especially the more lawless areas. As well-equipped as they might be, they're still inside a massive area full of predators, tribals and armed Rangers. Only the best of the worst can actually eke out a living, and smart criminals make deals and network with their kind.

The Zone

Hundreds of miles of pristine land, surrounded by a massive wall combining man-made and natural materials, the Zones have towns bordering them at parts, but most of their boundaries are undeveloped. Many real estate companies have coveted the land, but have been able to to repeal the laws setting it aside or buy the various Rangers and crew off. The Zones' state as a natural preserve also protects them, as does the fact that the Zones pull a tidy profit.

Each Zone's terrain varies by its location, but nonetheless can cover a wide array of terrain types, even some that are a bit extreme like volcanic areas and sections of glacier. As an example, Kanto's Zone (which is by far the largest) typically has wide stretches of savanna broken up by hills, lakes and the occasional copse of trees. Others vary; for example, Sinnoh's Zone is primarily a swampland, but also has a large amount of wooded areas. Dsiguised Ranger outposts dot the area, but become more sparse the 'deeper' in.

While there are no solid borders, each Zone has three distinct sections.

  • The Front/Tourist Zone: The safest area, and where most tourists and squatters are to be found. Rangers are in force, the wild pokemon found here are generally harmless, and what tribes frequent these areas are the most sociable and outgoing. Marauders are often mad enough to raid here, but don't last long. The terrain is generally rather hospitable.
  • The Center/Tribal Zone: The vast majority of tribes live in this Zone, as do the more daring of squatters. The tourists that come here are the more adventurous sort, Rangers are less common, and Marauders frequently raid here, often battling with the tribes there in truly brutal displays. What pokemon can be found in this less-than-friendly terrain are notably dangerous, but are usually hunted by the locals.
  • The Back/Deep Zone: The land is often rough and unforgiving, the pokemon the most dangerous one can find, and the area the stomping grounds of criminals, marauders and the occasional powerful and/or xenophobic tribe. Rangers only enter here if they have to, and the only tourists in this area are those who've been kidnapped either for food or more sinister purposes.

Paras Circles

Due to the ongoing debate about whether or not the spread of the tochukaso fungus from parent to newborn child is a barbaric holdover from their feral roots or a necessary part of their physiological development, many Paras and Parasect pokemorphs tend to remain in closely-knit communities, keeping to themselves. While no other species seems compatible to the parasitic mushroom's spores aside from what irritation and illness they may cause, these little towns within towns tend to be built to minimize the spores' spread.

Not all paras are part of these communities, and it's believed that some have even avoided infection at birth. The effects this has on their physical states and how far they can potentially progress as pokemorphs are the subject of intense study.

Contributors

If you add info to the FAQ or add someone else's info, please throw 'em on the list and state what they added!

  • Darkheart One - 2.0 sprucing-up of RikMach's work, along with a few minor extras.
  • RikMach - The basis of the entire FAQ. May his psychic kittiness be praised.

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