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Shuckster1

Tryhard? No no, I trysoft.
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Just want to see who of my friends are left here.
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As stated in my feed thingy, I was planning this. And now it's being done. I'll try to structure to be clean and as easy as possible to read. It's not perfect, as it lacks detail and a lot of info is still missing, and it was written off the top of my head. If you have a question however, ask away.

What Is "Spirit Saga?"

  • "Spirit Saga" is the name of a project of mine. It's a story, and a whole world, I want to expand upon and make a comic about (as of now.)
  • The name comes from "spirit power" playing a major part of the world. "Saga" just means "story" and rolls well with Spirit.
  • Fun fact: I originally wanted to call it "Soul Saga" but that name was already taken.

What Is "Spirit Power?"

  • A "Spirit" is your very own lifeforce. Your very soul is what creates "spirit power." 
  • Anything that is "alive" has a spirit. All spirits release this force, but it is under normal circumstances unseeable.
  • The people in this world can harness their own spirit energy and turn it into an external force to perform various feats.
    • These powers can manifest in various ways in the form of "techniques," usually lining up within one of the many "attributes."
      • "Attribute" is basically fancy term for "elements." 
      • Each person normally focuses primarily on one element to use, and this is referred to as their "attribute mastery" or "primary attribute," and this element will define them the most.
      • This isn't to say that they can't use other techniques outside their mastery. Just they're more proficient with their primary. 
      • Fire, Water, Wind, Earth, Light, Dark, Electric, Ice, Metal, Nature, and Poison. These are the [current] attributes.
      • Indeed, each person can be either weak to or resist certain elements better than others. This also varies from person to person.
      • None of these things are tied to what species the person is.
  • To be clear, the "spirit" and "spirit power" comes from themselves. It's not an external source gather from other spirits or gods or whatever. Spirit power is their own power.

Sapient Species

  • Unlike our world, where the only sapient creatures are humans, many creatures have evolved to a level just as high as humans.
    • "Sapient" is a reoccurring term. In their universe, "sapient" a term that simply means that a species categorized as people.
    • "Creature" is a catch-all term for sentient, living beings. The word "monster" is not correct. All the creatures are a natural part of the world.
    • They do not refer to other sapient species as "races."
  • Sapient species share many of the same characteristics as humans, such as being humanoid, with two arms minimum used to manipulate objects, upright walking stance, and the ability to communicate verbally, among other things.
    • "Near-human" is a term used when a species is very much like a human in every way minus a few discerning features. Elves for example are considered a near-human species, even if they themselves are not related to humans.
    • Any species categorized as near-human can breed with each one another, but produce infertile hybrids.
  • There are many families of which hold sapient species. These are:
    • Humans, with only one living species period (us.)
    • Felines. Includes cats, and lions.
    • Canines. Includes dogs, wolves, jackals, and foxes.
    • Dragons, which are direct descendants of warm-blooded dinosaurs. 
    • Vespids, which are ants and bees.
    • Beetles such as rhinos, ladybugs, and fireflies.
    • Plants. Such as bushbabies, multiflora, and cacti.
    • Mushrooms, of which there are tall and short species.
    • Fae. Includes elves, drow, djinn, fairies, mermaids, goblins, and ogres among others.
    • Demons, like vampires, succubi, and banshees among others.
    • A catagory for angels, seraphs, and cherubs among others.
  • The last three families listed above (fae, demons, and celestials) descended from spiritual beings that have evolved physical bodies. This is opposite of other creatures (which developed physically before evolving and gaining a soul.)
    • There is such thing as "sentient inorganic life." The most well known examples are golems and robot. 
  • There are defiantly more species, and I may list more of them in the future, including details on all of them them, at a later date. Possibly. A lot of the listed species don't have real names yet ("cat" and "dog" for example are not names I want to keep.)

"Adventurers"

  • This is a popular job, at least for the sport of it.
  • The job of an "adventurer" is one of quests, traveling, exploration, and fighting.
    • Sometimes people specialize on one part of the job.
    • Quest taking is doing missions such as finding an item, finding fugitives, rescuing people in distress, getting rid of rampaging creatures, or collecting resources for others.
    • Exploration often involves diving into dangerous territory where various relics and treasures can be found and sold for a profit.
    • Fighting is done by using the techniques at their disposal as well as the various weapons they can decide to wield.
      • Weapons can range from standard melee such as swords, spears, shields, or clubs. To more mystical weapons such as staffs and books. To long range weaponry like bows and firearms. Even unconventional weapons specially made to be powerful such as fans and parasols. All just to name a few.
      • They can channel their spirit energy through these weapons to use techniques as well. Ranged weapons in particular use projectiles made of the users spirit energy (basically unlimited ammo.)
  • To become an adventurer, one must go through the process to become officially certified.
    • Training is typically done in specialized schools. Classes include learning how to properly fight with weapons, properly harnessing their spirit power, laws related to adventurers, among other things.
    • Most people go into these kind of focused schools around middle school age, and don't finish until they're 18. Though training can theoretically start and stop at any time.
      • Some people become certified at a young age, or start learning at an advanced age. 
      • The average active adventurer is a young adult. Child, teen, and elderly adventurers are very uncommon. In particular, children are exceptionally rare. 
    • All this training leads up to a big test (which can technically be taken without school.) If you pass, you become certified. If not, you have to take it again next time the test is available. Breaks between testing times are large.
  • Many people start taking lower rank, low pay jobs before working up to more advanced and/or dangerous jobs. 
    • Usually they need to go to a special establishments who holds quests for others to take at their leisure. 
    • Some adventurers get quests directly addressed to them, usually as a part of a guild. Famous adventurers get these more often.
  • Certified adventurers are also sometimes known to partake in tournaments, which is an often hyped and publicized event where teams fight one another until the whole team is defeated (KO'd) for prizes and glory. 
  • Adventurers often form parties, which can be comprised of companions or hired hands, to do a job, or participate in fighting tournaments.
    • Larger groups can be a part of a "guild," which is a conglomerate of multiple adventurers and parties that work together. They can be made of a group of friends, or the guild can be just business.
    • Guilds, parties, or even individual adventurers, may be sponsored by people or other businesses.

Society

  • Each species and area of origin have different cultures, and even government. But mixed population areas, especially places of high traffic and a lot of things in common with one another.
  • Fashion in their world is primarily the same modern fashion we have, in mixed population areas. Otherwise it's usually the respective culture's traditional clothes. 
    • Sometimes when dressing in a modern way, people will also throw in some of their own culture's traditional flare into the mix.
    • Adventurers tend to set a lot of trends; what's popular with them is often popular with the general public.
    • Adventurers are also known to still vary widely in how they dress, often after a "theme" they have in mind, and to be more "character-like." It's also common for adventurers to wear clothes with the primary color that matches their attribute.
  • Technology is also modern in the majority of areas. With some places being advanced. But many advanced things are still out of reach of the general public due to expenses.
    • Their level of robotics is advanced. They can endow robots with sentience.  They do know how to make cyborgs. But even with their advances, it's a very expensive and very risky procedure. (Near) Full body cyborgization in particular has a fantastically high mortality rate. In addition, very few places offer these services because of how risky and expensive it is, plus not many places actually offer this service.
      • Basically, cyborgization is almost exclusively found in advanced metropolitan areas. 
      • Some adventurers who get this kind of surgery often get special mods that can make them look more unique, increase performance in some areas to high levels, and give unique advantages in battles. This comes at a cost, mainly in sapping performance in other areas, as such mods require specialization.
      • Overall, true cyborgs and even advanced synthetic prosthetics are rare.

What About The Story?

  • It's not very fleshed out yet. I am trying to get the world itself done before I work on the details of the story, such as most of the main cast, etc.. But here is what I can confirm (that may change.)
    • The story is about a human adventurer named Aaron and his friends, as he gets tangled up in events that involve thwarting a organization. 
    • The idea is that he gets assigned quests that either the bad guys are a direct cause of, or put him and this evil organization in his path, where he then is forced stop them.
    • The evil team's plans are to take control and gain more power. Simply to fill their greed and power lust.
    • I plan for the main cast of Aaron's friends to expand as he branches out and explores further away from home.
  • As of right now, the only mostly concrete character design is Aaron. I will make more characters and designs as I flesh out the other species.
    • I want to make each character a different species, wield different weapons and attributes from one another for diversity's sake.
I tried to stack as much info as I can on here, while keeping it readable. Again, f you have any questions or suggestions... Please! Don't hesitate to share! 
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Stats:
HP- 55
Attack- 90
Defense- 80
Sp.Atk- 50
Sp.Def- 105
Speed- 96
Type
Ghost/Fairy
Ability(s)
Disguise: Nulls one direct attack once per battle.

Overview
Don't let Mimikyu's low stats fool you, it's deceptive in more ways than both its types imply. Its signature ability, Disguise, really makes this Pokemon a unique threat all by itself. This ability, along with it's three type immunities to Dragon, Fighting, and Normal, and all the switches it forces, gives Mimikyu plenty of opportunities to get in unharmed and start setting up. It's movepool isn't too impressive, but it gets just what it needs to be abuse those free turns. It only ever often needs Play Rough and Shadow Claw to cover most prominent Pokemon, and having Shadow Sneak is just icing on the cake. Not only that, it gets Swords Dance, which it can set up really easy thanks to how many opportunities it gets to switch in for free. It also has good defensive utility with moves like Bulk Up, Taunt, Will-O-Wisp, Pain Split, and Substitute. 

It does suffer from several things, however. The ability does not prevent status, not even from the Scald's burn chance, and thus is very vulnerable to burns and Toxic. It's bulk is under average at best, and once its disguise is down, can easily revenge killed on most variants. Another problem is its stats are low and without setting, it's power is very mediocre. It's easily out sped as well, as 96 Speed isn't that impressive. Mimikyu also lacks immediate power, relying on set up moves to be threatening. On top of that, if you go Adamant, you miss outspeeding key threats, but if you go Jolly, it loses some power and thus misses out on some KOs. But if you play Mimikyu smart and to its strengths, it can really pack quite a punch to any team.

Swords Dance
~Swords Dance
~Play Rough
~Shadow Claw
~Shadow Sneak/Substitute
Item: Life Orb/Red Card/Pixie Plate/Spooky Plate
Nature: Adamant/Jolly
EVs: 252 Attack, 252 Speed, 4 Defense
Ability: Disguise

This is probably Mimikyu's best set. This takes advantage of all the free turns it can score by setting up a Swords Dance or two before beginning to take enemies down. This set works especially well as a revenge killer, and can sometimes even begin to sweep, especially mid to late game. Play Rough and Shadow Claw are STAB, while Shadow Sneak can help catch speedier weakened prey. Another option over Shadow Sneak is Substitute, which allows it to absorb status and give it more chances to clean up house.

Life Orb gives it maximum power and flexiblility, making it hit like a truck after one Swords Dance alone. Since Mimikyu is immune to one Attack per turn, Red Card allows for Mimikyu to directly counter set-up sweepers once by forcing them out. If you want extra power but no recoil, Pixie or Spooky Plate work as decent replacements, especially if you're running Substitute. Adamant nature ensures it hits as hard as possible, while Jolly notably lets you outspeed Timid Xurkitree and Timid Tapu Lele not running Choice Scarf.

Bulk Up
~Bulk Up
~Play Rough
~Shadow Sneak/Shadow Claw
~Will-o-Wisp/Substitute/Taunt/Pain Split
Item: Leftovers
Nature: Careful
EVs: 252 HP, 252 Sp.Def, 4 Defense
Ability: Disguise

Again taking advantages of the free turns it can score, while also taking advantage of its high Special Defense, Mimikyu can use it to start setting up Bulk-Up, making it harder to kill the more it sets up. This set sacrifices power for staying power. Shadow Sneak is needed especially because of the fact this set runs no Speed EVs, but Shadow Claw still works here as well if stronger Ghost STAB is needed. The last slot can go to Will-O-Wisp, which makes it even more bulky on the physical side. Substitute also works here because of all the status setters it invites. Taunt helps deal with other slower taunts as well as defensive Mons trying to ruin your work out with their taunts, burns, or just walling you with recovery. Pain Split is the only reliable recovery it gets, and with its low HP, can take full advantage of it.

Other Options
Not much. While it's glitched on Pokemon Showdown, in the real game, Weakness Policy does NOT activate when Mimikyu is hit with it's disguise up. Toxic can be slapped on either set, which allows it to wear down potential switch ins that may otherwise wall it. Oddly enough, it gets Wood Hammer, which can be used to get rid of common bulky Water types, but fitting this in Mimikyu's sets is difficult. On the Swords Dance set, Ghostium-Z is an honorable mention as it allows for Mimikyu with one Swords Dance set up to 2HKO some walls, notably max Defense Toxipex, that otherwise stop your sweep cold. But this comes at an opportunity cost for your team, and dents Mimikyu's power somewhat outside this situation. A stall set with Toxic/Will-o-Wisp, Substitute, Protect, and Pain Split has a niche. But I personally feel that this is an underwhelming set that isn't as effective once Disguise is gone. It learns Thunder Wave, which can replace Will-O-Wisp on the Bulk Up set, which can help it better deal with speedy switch ins

Counters

While Mimikyu can be hard to deal with, especially offensive teams, it can still be beaten. They key is primarily prevent it from setting up, as without setting up, it fails to be threatening. Fast Taunt users come to mind for this job. Unaware Clefable and Quagsire ignore any of Mimikyu's boost and proceed to hurt or cripple it without fear of anything but maybe a burn or the occasional Toxic. Burns and Toxic cripple Mimikyu itself, as status goes through Disguise and put a timer on how much it can do. Mold Breaker Exadrill can ignore Disguise and proceed to KO it. Speaking of Steel, many Steel walls such as Ferrothorn, Skarmory, and Celesteela can take most of what Mimikyu has to offer and wear it down through Disguise, or just KO it with STAB Steel moves. Skarmory can also Whirlwind Mimikyu away, even behind a substitute, as can Hippowdon. Toxapex gets a special mention, as without Ghostium-Z boosted Shadow Claw, Toxipex can either Haze Mimikyu, set up Toxic, or burn it with Scald. The newly buffed Mantine can also take a hit and Haze it's boosts away, as well as burn it and take away Disguise.
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From a design standpoint, I just love it. Marrowak has been etched in my brain thanks to the dead Marowak in the original RB games, and I kinda like it for nostalgia reasons alone. The new Marowak just looks so cool and I'll probably be using one on my playthrough of SM if there isn't another Fire type that wows me more.

But from competitive (at least in my theorycrafting) I think it'll be just a beast. Here's a rundown why:

  • Typing:

    • Fire/Ghost, while not unique, is still fairly solid defensively. It resists Fairy, Fire, Ice, Grass, Steel, and Poison, and strongly resists Bug. In addition, it has three immunities: Normal, Fighting, and Electric (counting Lightning Rod.) Being immune to burn and paralysis from T-Wave is also very nice. This also means it's immune to common priority Mach Punch and Extreme Speed while resisting Bullet Punch. and  While this is all fine and dandy, it however comes at a fairly steep price. It becomes weak to Ground, Water, Dark, Ghost, and Rock. Being weak to the omnipresent Knock Off, Earthquake, and Stealth Rock sets it back quite a bit. As well as being . However, with it's common resistances and three common immunities, it has it's niche as a defensive typing. 
    • Fire/Ghost offensively is fairly admirable STAB as only 8 fully evolved Pokemon (that're currently known) to actually resisting this combo. The remaining amount can be easily taken care of by a coverage move or two.

  • Moveset:

    • Possibly thanks to Cubone not having an Alolan form (assuming all these moves won't be accessible as Marowak-A), it has access to some admirable moves such as Earthquake, Bonemerang, Iron Head, Rock Slide, Stone Edge, Swords Dance, Belly Drum and from tutor Low Kick, Knock Off, and Thunder Punch. 
    • From the special side, if it by chance it's actually has some Sp. Attack (which from description it might), it has some surprising access to Ice Beam, and from tutor Earth Power (if it won't learn it from level up as Marowak-A. Likely not) in addition to the standard Fire Blast and Flamethrower. Since Marowak regular can learn it, I'm assuming Marrowak-A would learn Focus Blast as well. 
    • It also gets Stealth Rock from tutor, so that's a thing.
    • In addition to what it can already learn from Cubone, Alolan Marowak is already confirmed to learn a Ghost-type bone attack, and Will-O-Wisp. If again it's actually has good/better Special Attack, it also will very likely get access to Shadow Ball. That's pretty much a given. It may possibly learn Flare Blitz/Fire Punch as well for the physical side. There is also so much unspoken potential here. Not that any of this is confirmed, but having potential access to Shadow Sneak would be a big plus. Priority is a very precious thing to have, especially when it's STAB, and helps a potentially slow hard-hitter to cover up a big weakness. Having possibly access to Shadow Sneak could also allow for it to run a scary powerful Belly Drum set similar Azumarill. There are lots of other potential moves that can go here as well as it evolves. Well just have to wait to see what else it gets.

  • Stats:

    • I am assuming that Marowak-A from looks and from what we know from regular Marowak, it will likely have an Attack stat above or around 80. From it's thinner build and description of dancing movement, I am theorizing Marowak-A will trade some defense for more Speed. If this is true, Marowak in combination with Thick Club (a signature item that doubles the Attack stat of Marowak) could be an excellent wallbreaker if it's Speed is decent enough. They might not make the Speed stat too high. But 80 or above would be passable for a wallbreaker. If this is true, the combination of Ghost/Fire/Ground attacks will have no Pokemon who resist it, and hit a lot of Pokemon super effectively, making pretty unsafe to switch in to. Trading off bulk for speed (and possibly power) would make it even more fragile than regular Marowak. But I believe the potential damage here would probably be worth running one.  Being forced to run one item, Thick Club, makes it pretty one dimensional. 
    • The other theory I have is that possibly it will actually end up having high Special Attack (still likely having a Speed increase.) The description of shooting homing fireballs partially implies this, but who knows. The Dex lies and misleads all the time. However, even with this, there is still potential. It does mean that it would actually benefit from Lighning Rod's effect of raising Special Attack when hit with Electric moves. We also know  In addition to it's access to the physical Fire/Ghost/Ground combo. As Fire/Ghost/Ground/Ice combo would have AMAZING coverage. A mixed set like this would make Marowak-A VERY hard to switch in to if the stats are distributed just right. This will mean however that it would have "four moveslot syndrome." But this makes it dangerous, none the less.
    • Azumarill is an OU Pokemon with the ability Huge Power, which works exactly like Marrowak's Thick Club hold item. Azumarill actually has a base Attack stat of 50. If Marowak-A even has a base 50 Attack or higher (regular Marrowak has a base Sp. Atk of 50, so IDK why Alolan form can't have base 50 Attack or above if it they decide to make it Special), it can still utilize Thick Club to great effect, at the cost of an item to bolster Sp. Atk, which is a shame. But doubling Attack even if the real stat is low is still a big yes. 

  • Overview (aka TL;DR):

    • I believe that Marowak-A could potentially -at least!- be a decent wallbreaker that's hard to switch into, with good resistances and immunities, great STAB and coverage options, and high power if it's holding Thick Club (assuming Thick Club even works with it, which IDK why not lol.) It can possibly go physical or mixed depending on the stat distribution. It might be a little difficult to get on the field, but once it does, I could see it punishing you if you make the wrong move, or reward your read. Hard. If it gets Shadow Sneak, it could wreck some havoc in combination with Swords Dance or Belly Drum. Possibly even sweep with team support. I have high hopes. But since this is Game Freak, I'm pretty sure they'll troll us.
So who else wants to see our fire dancing, dead Marowak from Lavender Town actually be competitively viable? Any thoughts? Q? Sun and Moon hype?

Sorry for my usual shitty post.
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Been awhile since I've made a journal. Let me put this here.

I've decided I wanna make one of those "monster collector" type things for myself. The fire salamander I drew before as well as the cutesy lou carcolh were designed with this idea in mind. Right now I'm just tossing stuff around. For now I'm calling them "Cryptids" because the word fits the theme well enough. Here is what I got so far:
  • Cryptids are typically unseen to normal people. Only very few make themselves known at times, and even fewer people have the natural gift to see them.
  • Cryptids are beings from either mythology or urban legend.
  • Cryptids affect people and the environment in various ways. Some are good, some are bad, and some are neutral or indifferent.
  • People can die and possibly reincarnate as almost any cryptid.
  • They can be befriended and summoned when needed (how is currently unknown.)
  • It's possible that some cryptids can be fused with items and/or other cryptids to make new ones, and some may naturally transform into new forms. 
  • The protagonist's goal will possibly be to stop the especially overzealous or outright malicious cryptids from messing with people's lives, via their own cryptids.
Let me know what you's think about this, and if you got any questions. Dumb and generic idea I got, right?

Also, if there is a mytholgical creature you think would be good for this, or other ideas, let me know please. 
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Featured

Anyone Still Alive? by Shuckster1, journal

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Competitive Pokemon Analysis: Mimikyu by Shuckster1, journal

I Think I Like Alolan Marowak's potential... by Shuckster1, journal

Cryptids: Filler Name for an idea I have by Shuckster1, journal