00:00
00:00
View Profile CrashCourse81

Joined on 7/25/22

Level:
4
Exp Points:
162 / 180
Exp Rank:
> 100,000
Vote Power:
3.97 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
0
B/P Bonus:
0%
Whistle:
Normal

CrashCourse81's News

Posted by CrashCourse81 - October 17th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 9 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you wanna see the previous Parts, check here.

https://crashcourse81.newgrounds.com/news/post/1309027

https://crashcourse81.newgrounds.com/news/post/1309029

https://crashcourse81.newgrounds.com/news/post/1309030

https://crashcourse81.newgrounds.com/news/post/1309031

https://crashcourse81.newgrounds.com/news/post/1309516

https://crashcourse81.newgrounds.com/news/post/1309033

https://crashcourse81.newgrounds.com/news/post/1309034

https://crashcourse81.newgrounds.com/news/post/1309035


This is the final Part in the Neoverse Posts, explaining the last few things I didn't mention or talk about in enough detail and something else, further below.


Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, this is all copy and pasted from my DA St.ash Journals, with a few alterations.


----------

Genders, Crestide and Breeding

----------


Pokemon genders in the original series have usually been unremarkable, due to most Pokemon having few if no differences at all and the genders not offering anything that affects them, even if they looked more clearly different from each other. In the Neoverse however, that changes. Besides having more varied appearances between each other, each Pokemon also has different strengths and weaknesses based on their gender. One Pokemon could have greater Strength and Speed but lesser Sharpness and Force as a male, while the female could have the reverse of that, though some will have their own focuses. Because they have different appearances between genders, they are recorded as parts of one Pokemon's entry on a Pokedex. As they lack a gender, genderless Pokemon do not receive any positives or negatives to their Battle Stats, making them good to have around. Genders may also affect the EVs granted by a Pokemon after its defeat, but they will always have roughly the same ones. Stats affected by the genders are highlighted in blue and pink depending on the gender: male for blue, female for pink, and these Gender Values, as you could call them, also play into how high a Pokemon's stats will rise when they evolve. Said effects vary between Lines with different numbers of Stages, excluding Platinum Providence.


Four-Stage Lines:

  • First-Second Stage: 10% normally; 15% for positive GVs and 5% for negative GVs
  • Second-Third Stage: 15% normally; 20% for positive GVs and 10% for negative GVs
  • Third-Fourth Stage: 20% normally; 25% for positive GVs and 15% for negative GVs

Three-Stage Lines:

  • First-Second Stage: 10% normally; 20% for positive GVs and 5% for negative GVs
  • Second-Third Stage: 20% normally; 25% for positive GVs and 15% for negative GVs

Second-Stage Lines:

  • First-Second Stage: 20% normally; 30% for positive GVs and 10% for negative GVs
  • Second-PP Stage: 25%


Another thing that can influence stats gained is Crestide, a state unique to Pokemon where their Crests seem to fluctuate in power. Pokemon with Crestide have lines of energy flowing around their bodies and their Crests glow in the colours of their Types, hence the name. Studies indicate it's caused when a Sourcewave hits Pokemon already bearing a Crest, which has roughly a 10% chance of happening. This expands the limits a Crest sets upon a Pokemon while also amplifying the Cruia they grant them even more, allowing them to generate AND gain more Cruia than normal. This means they deal 50% more damage and gain 50% more EXP than normal, and also gain double the EVs they normally would from each other for some reason. However, the state only lasts for as long as a Sourcewave does, which is about a week, so use the time you have to strengthen your mons as much as possible!


Finally, the specifics of Breeding. Pokemon of different lines can breed if they're of compatible...well, Breeds, and if they're a male and female. Majoratively this is how it works, but there may be some males who can birth a Pokemon just as there would be females who can't (Pokemon are unique that way XD). Regardless of HOW the Breeding is done, the result will always be a First-Stage Pokemon being born. Sometimes they may come in an egg or capsule or something else, but a First-Stage will always be born from it. This First-Stage inherits a quarter of both parents' Battle Stats as its own, which are raised or lowered depending on NVs and GVs, and it may also gain Moves, Abilities and Traits from their parents, if they're compatible with the Pokemon. What gender it'll be and the Nature it'll have are mostly random, but they seem to depend on the parents themselves, such as their gender ratios and common Natures. Even if a Pokemon couple don't birth a baby, they can still bond together through their...activities. The baby will also most likely be friendly with the parents, making cooperation between them in battle much simpler. You can have Pokemon Breed whenever you camp for a time, or by leaving them at a Daycare with Pokemon of able ages and compatible Breeds. On rare occasions however, there may be an entirely new Pokemon born from the parents, one that has all of the above stuff as well as their own! These are called Hybrimon, and they can be VERY useful...and interesting.


The Breeds that exist and their compatibilities (besides with each other) are as follows:

  • Vulcan: Pokemon born in a hot environment or with a type of fire in their bellies, and everywhere else.

Compabilities - Geo, Monstrous, Scaled

  • Geo: Pokemon born in a rocky or floral environment and are covered in what they're born from.

Compabilities - Vulcan, Scaled, Mystical

  • Sea: Pokemon born in the ocean or other water-filled environment, even being MADE of water at times.

Compabilities - Sky, Mystical

  • Sky: Pokemon born in a high location or even the sky itself, and often fly around it.

Compabilities - Sea, Monstrous

  • Homosapien: Pokemon with a humanesque appearance, possibly born into a human environment.

Compabilities - Sea, Tech, Mystical

  • Monstrous: Pokemon born in varying environments with more bestial and frightening appearances than usual.

Compabilities - Vulcan, Homosapien, Scaled

  • Scaled: Reptilian and draconic Pokemon fit into this category, and are some of the rarer Pokemon to find.

Compabilities - Vulcan, Geo, Monstrous

  • Amorphous: Pokemon capable of transforming their bodies in some way, usually ones that aren't physical.

Compabilities - All

  • Tech: Robotic or machine Pokemon. This is the only Breed with very few compatibilities.

Compabilities - Homosapien, Mystical

  • Mystical: Magical Pokemon whose energies can cause some...INTERESTING things to happen...

Compabilities - Geo, Sea, Homosapien, Tech

  • Unidentified: Mostly alien Pokemon fall under this category, ones who haven't been studied or figured out.

Compabilities - Unknown


Some Pokemon will bear two Breeds, but it's possible for Pokemon to interact if they possess at least one compatible Breed each.


----------

Body Shapes, Footprints and Age/Catch Rates

----------


Body Shapes and Footprints are usually only noted for Pokemon and animals, but they can be noted for humans too depending on how different they are from others. These two things don't have any influence towards the stats, the Levels/Tiers, the moves, or anything like those, but they ARE important for noting what kind of characteristics the Pokemon (or animal) has, which can make it easier to narrow down searches for them. Body Shapes are also important for determining the Body Space of a Pokemon (ie. legless ones cannot wear legwear and bodyless ones cannot wear clothing/armour designed for the body). Both can have more than one type of Body Shape applied to them and, in some cases, numerous or no Footprints, and these can both change as the former evolve, sometimes drastically.


Starting with the Body Shapes, they are as follows:

  • Uno: Creatures consisting only of a head or a singular body part that functions in a similar way, such as a floating sentry or a possessed jar.
  • Walker: Creatures consisting of a head and legs.
  • Finned: Creatures bearing fins on their bodies, be they limbs or extensions. Normal fish and Fish Pokemon usually fall under this category.
  • Multi-Limb: Creatures consisting of more than two arms and legs, possibly an extra head or tail as well. Normal bugs and Insect Pokemon usually fall under this category.
  • Quadraped: Creatures that stand on all fours. Beasts, both normal and Pokemon, usually fall under this category.
  • Airborne: Creatures that usually hover or fly using multiple wings, propellers or thrusters. Some Insect and Steel Pokemon fall under this category.
  • Sparse: Creatures consisting of numerous separate parts rather than a whole body, which all float/move together.
  • Lanky: Creatures bearing long limbs in the form of tentacles or extendable arms/legs/tails/etc, or are tall in some way.
  • Limbless: Creatures who possess no limbs, but do possess a whole body in some way.
  • Monstrous: Creatures who bear more drastic qualities such as scales, spikes, abnormally-long claws/fangs, anything that would make them look frightening.
  • Humanoid: A Body Shape named after the Human-Type, always but not exclusively given to such Pokemon.
  • Winged: Creatures bearing wings, be they limbs or extensions. Avian and some Aero Pokemon usually fall under this category.
  • Serpentine: Creatures that have long, usually but not always limbless bodies, such as snakes.
  • Upper: Creatures who are legless, and usually either float or crawl across the ground.
  • Mysterious: Creatures whose Body Shape is unspecified. This is given to animals and Pokemon not yet met with, but are known by the characters, though it's also given to creatures whose shape cannot be identified.


And now for Footprints. Each animal and Pokemon has a unique footprint, but there are classifications for them like with Body Shapes, which are:

Toes

  • No-Toed: Creatures that possess no toes on their feet.
  • One-Toed: Creatures that bear only one toe.
  • Two-Toed: Creatures that have two toes.
  • Three-Toed: Creatures that have three toes.
  • Four-Toed: Creatures that have four toes.
  • Five-Toed: Creatures that have five toes usually humanoid.
  • Many-Toed: Creatures that have more toes than usual.

Shapes


----------

Battles, Sports and Challenges

----------


Another thing the Neoverse shares with the original series is having different kinds of battles. They are as follows:


  • Normal Battles: Battles with no particular rules or environments to fight in, nor set special tricks for the combatants. Each human can have up to two Pokemon out at once.
  • Duo Battles: Duo Battles are when two Alliances fight together. In these kinds of battles, both sides can only use five max Pokemon as opposed to ten, said five being the top five in their Parties, and only one can be out with their Allied humans.
  • Triad Battles: When THREE Alliances fight together. Only three Pokemon, one per Allied human, are allowed from each one.
  • Rotation Battles: Usually set in an arena, each Side is put onto a platform that rotates around every Turn, each quarter holding one-three combatants at a time. Only the front ones are allowed to fight.
  • Sky-High Battles: Created by the Sky High Seekers, these battles are fought high above the surface, thus only combatants capable of flight can fight in these. This also means Surface Moves will be useless here.

You can probably tell, but these are reworked from the Double, Triple, Rotation and Sky Battles from the original games. As usual there will be other kinds put here later.


Like before, battles are won when every combatant is beaten, but that doesn't necessarily mean EVERYONE has to fall. When a human falls in battle they become unable to use their other Pokemon, and so once the ones currently out are bested, the whole Alliance is bested. Some Pokemon MAY be able to break out of their PESes and join the fight if their human is down, but this depends on how close they are and on certain capabilities. A combatant faints when their HP runs out, but they can also be killed if they're attacked harshly in a Critical Spot or if they take damage equal to half of their HP when they're KO'd. This won't happen with important related or befriended characters since yours will hold back with the latter (and vice-versa), with a few exceptions for the former...


Sports are a brand new addition to Pokemon. These are played often to win prizes and fame, and are a good way to pass the time. The sports that exist in the Neoverse majoratively consist of our own with a twist here and there, but there are a few unique ones. I'll explain these new ones here.


Toppling: Alliances can choose their human or Pokemon companions to partake in separate versions of this event. In either version the teams have to make a structure out of their energies, which the other teams must then break down to earn points. Pokemon have to make and pile smaller structures onto each other, since they have more energy to spare.


Energy Spike: Teams choose one person to represent them, then that person must make their way through a gauntlet and energise a group of machines with the same energy. Once that's done, the machines will link together and open the way out of the gauntlet for them and ONLY them. Only one Cruia can be infused into the machines.


Hiveminders: A group of humans come together and perform meditation with someone else, their minds being sent into the linker's own. There, they will enter a world formed of their different Cruia, which they must navigate and find the linker in. The game ends after all of them find the linker or if time runs out, after which they are returned to their bodies.


More will be added later. These sports can offer different rewards depending on what they are, with each having its own league. While not required, it'd be worthwhile to try a few out, even if it's just to pass the time.


Finally, there are certain events continents have, which can vary from special kinds of battles and sports to a type of ritual. One such event is the Legion Rush, where you run through a labyrinth and fight 100 battles, which get progressively harder and harder. Each ten battles will have a more challenging opponent for you, and the opponents can be either human or Pokemon, or both. There are also difficulties you can try out, which are like this:

  • Quiet: The battles involve few combatants of low strengths.
  • Moderate: The battles involve average numbers of combatants of average strengths.
  • Tasking: The battles will have a lot of combatants of great strengths, with items and strategy to go with.
  • Brutal: A difficulty unlocked after beating all the others. Combatants will be numerous, strong, smart, prepared AND use Gamechangers, some even from other continents!

Other examples will be put here in the future, but they all offer greater rewards for their completion.


---------

The Final Frontier

---------


Beating an Aterr League is a very impressive feat...But what if you could go even higher? As in, into SPACE higher? That's where the Subalxeceli comes in. As well as being a place for Champions to hang out in and be recorded (alongside those who bested them), each Champion's segment also has its own facilities that are run by the Champions themselves, with help from the High Fivers. These facilities hold Champion Tests, and are challenges that are so hard only a Champion or those who beat them can handle. After you defeat and/or become a Champion, you can visit that Champion's respective Arch (the name of the segments) and partake in the Champion Tests there. In each of these tests you'll fight the workers of the Subalxeceli, who are not as strong as the Lorefighters but are strong AND smart enough to give even a Champion a challenge. Winning these tests grants you both large amounts of AP and excellent rewards, and you won't have to worry about your characters perishing while performing them.


However, no one's been allowed to currently enter the Subalxeceli without express permission from the Monarch himself. But he doesn't seem to mind people coming there to perform the Champion Tests, so it shouldn't be a problem...


--------------------

End

--------------------


Aaaaand that's it! That's all there is to the project! (at least in these Posts.) Quite a lot, I know, but that's how much Pokemon has needed to change since its inception. You're free to argue with me on this, but for those who don't, I would love to have your help in expanding this project. Despite my efforts it hasn't gained that much traction nor has too much stuff been drawn up and set out, and I'm hoping to change that. The main help I'll need are people who can help draw up redesigns for existing humans, Pokemon, items and more while also adding new ones. Full-on game designers or pixel/game artists are not required as I don't plan on making this an actual thing (as much as I would want to), but they're welcome to help out as well.


(Edit, 22/11/26: Ignore the top part. I'm no longer planning to work on Neoverse as majorly as I did before. You may still offer to help if you wish however.)


I'll also be posting links here to Journals explaining stuff I didn't get to before, specifically the Elements, Moves, Abilities, Traits and Skills, as well as making edits to some of the Posts as time goes on. If anyone would like to help, simply comment on the Neoverse logo pic I linked at the top of the Posts, or send a note to me. Until then...


PEACE!


Tags:

Posted by CrashCourse81 - October 14th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 5 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you wanna see the previous Parts, check here.

https://crashcourse81.newgrounds.com/news/post/1309027

https://crashcourse81.newgrounds.com/news/post/1309029

https://crashcourse81.newgrounds.com/news/post/1309030

https://crashcourse81.newgrounds.com/news/post/1309031


This Part will be talking about extra stuff I didn't mention in the previous Parts.


Notes: The titles will be at the sides because they won't stay centered for some reason. -_- Also, these are all copy and pasted from my DA St.ash Journals with a few alterations.


--------------------

Extra Stuff

--------------------

Settlements and Buildings

----------


Most of Aterr's human civilisations have their own advances, but not every part of them has. Society is also a bit divided in how they live, though not necessarily out of hate for others, more so to keep places from being overpopulated or because other people were more interested in smaller, more open areas. There have been many paths, roads and highways made between the settlements so people could come and go as they pleased, while also giving them a path to follow that is (supposedly) safe from hostile Pokemon and human criminals. The civilisations are split into cities, towns and villages, which I mentioned before.


Cities are the most prosperous and biggest of the settlements, as is to be expected. They are home to many of Aterr's humans, most of which have grown quite accustomed to the big life. Each continent has both a capital city and lesser cities, with the capital usually being the biggest and greatest-looking of them all. These are also where you'll find the HQs of the continents' Aterr Managements, and maybe a Keep where you'll find a High Fiver. Life in a city can be tough to deal with; there's always a lot of noise going on due to all the people walking driving, even FLYING around, there are games going on in stadiums and arenas a lot of the time, and crime occurring here and there. More people means more ableness to blend in after all. Cities are basically like ours, being the center of attention, business, manufacturing and sport as well as being where many humans live. It can be especially tough for townspeople and villagers to get used to, who are more used to the quietness of the wild. Which brings me to the next settlement.


Towns are settlements built around the outskirts of cities or around the countryside that still house quite a few people, but not nearly as many as a city. Towns usually have their own shops and places to visit, but they also rely on deliveries from cities to get by. Some townsfolk dream about living in the cities, while others prefer staying where they are, finding the noise too much for them to handle. A lot of towns are known for having Outposts in them, as opposed to being in the cities where there's more people, but there are some in the cities as well.


Villages are the smallest and weakest, yet most common of the settlements. They contain small amounts of people who rely on trade from other places and getting resources from the surrounding wilderness to go on. Some villages were built over Power Spots, sometimes without the people even realising it until they feel a bunch of Cruiora flow around them. Those villages that WERE built over Power Spots knowingly are usually run by Gym Leaders, who also act alongside their students and men as the villages' protectors. Without them, a lot of the villages would be overrun by hostile Pokemon, either weary of the humans or just looking for a meal...But if you're lucky you may come across a village that has an inn you can rest at, which make for good replacements for a particular place. Pokemon, as said before, also make their own villages, which you can tell apart from human ones by their more fortress-like appearance and the fact they have guards on the outside.


There are tons of different buildings in cities, in towns, and at most a ton in villages, but the most common ones you'll see are Clinics, BnSs (Buy n' Sells), Techstores and Marketplaces. Clinics are the "particular place" I mentioned. They are small yet busy buildings where people can come to heal themselves and their Pokemon. A lot of things can happen to you out in the wild, so naturally you'll need somewhere you can rest and recover. There are machines that restore Aterrians within a near-instant called Regen Pods, which can perform different procedures. Its ordinary one is just to restore the vitality and wounds of those within them, though they can only fit humans and Pokemon of their size or lower. If you have Pokemon inside of PESes, they will instead be put into slots on a Regen Stand, which will heal the creatures inside. Other procedures Pods and Stands can do involve getting rid of disorders such as bodily weaknesses, viruses and other stuff that could be harmful to oneself. However, these cost money in order to be done, and may take a while to finish. There's even a procedure that can revive the dead (however gruesome or...unsettling that sounds), but these cost a LOT of money, and they're not always guaranteed to work. Some Clinics may not be equipped to deal with certain issues, while others just have too many Aterrians to handle. In that case you could always go to a full-on hospital which have better stuff, but at bigger prices, and those are only in cities and rarely in towns anyway, so if you're not near one, you'll have to hope the Clinics can handle what you've got. You can also buy medical supplies from these places such as Potions, Elixirs and Revives, which can heal, vitalise and awaken humans and Pokemon alike. Some Clinics may also be found on paths between settlements, sort of like checkpoints or pit stops for passerbys.


BnSs are basically shops of different kinds, varying from clothing to weapons to general items. Not much to say here except that if you want, you can choose to refund the stuff you get from BnSs if they're not to your liking, but only within a certain time. For example, you could refund one weapon within 3 days of buying it and another within 2, but if you miss the time then you'll only get half the price from what you paid for them. This also goes for items you sell to the shops that didn't originally come from them. Sounds like bull, and really it is, and the worst part is you won't even have that much available to you if you're just starting off as an Alliance. You will be allowed to get more stuff as you increase your Rank though, and the higher-quality stuff can REALLY help. You'll find these shops almost everywhere; in cities, in towns, in villages, even on routes between them, like Clinics!


Techstores are where you can buy anything related to technology, and are a geek's dream come true in a sense. Here you can find PESes, Pokedexes, mobile phones, touchpads and other stuff, but at high prices. If you're lucky you'll find stuff at standard PES price, which are pretty cheap since Alliances come and go a lot and need the devices for their adventures. You can lower the price for some of the stuff by raising your Rank, and you can also gain access to upgrades and downloadables for your devices as you do. You can find them only in cities and towns though.


Marketplaces are kinda like BnSs and Techstores if they were huge or had multiple shops in one. They range from malls to open areas with stalls, and the stuff you can buy from them is also varied. Food, drink, equippables, decorations, the list goes on, but the stuff they offer is different for each Marketplace, and the prices may or may not be cheap for some of them. In fact, one place may sell common items are a low price, while another could sell them at a higher price! It usually depends on the continent and where they're located on it, but it can be kinda unreasonable at best and pretty scummy at worst. Still, they're worth the visit, but you'll only find them in cities and MAYBE a few towns.


While I'm talking about buying and selling stuff, I may as well explain the money of Aterr, which is called Prizeng worldwide, though it has different names on different continents, even in different regions. It can come in alloy or paper form like our money, but also in Crystia form, which is said to be worth tons. Like our world, having more money means you're powerful, but when you compare it to actual power, to Cruia, it doesn't seem all that powerful. However, Prizeng was created after the AUE as a way to keep people from stealing stuff with their Cruia, to make a "fair and balanced system", but as you can tell from the above description, there's quite a few flaws with it...But it IS better than just taking what you want without someone else's consent.


Other kinds of buildings you can find around the world are Pokemon Daycares and Aterr Research Labs, or ARLs. PDs are where you can bring Pokemon to be cared for if you haven't the time or means to do so yourself. Only Newborns-Adolescents (physically) can be brought to these places, as Adults-Relics would be...quite odd to see in a Daycare...Actually, that's not ENTIRELY true; you can offer up one of your Pokemon of those ages to act as a supervisor for the Pokemon in the Daycare for a certain time (both yours and others), and if they do well in watching over the younglings you'll get a reward or two, such as Prizeng or good items. There can be three supervisors at once at a Daycare, who are allowed to breed if they're capable of it, but ONLY if they have the time and space for it. Keeping smaller and/or younger Pokemon at a Daycare allows them time to adjust their attitudes or heal up if need be, and they can possibly make some friends too. They'll be given doses of Cruia regularly, but their doses may be bigger if they behave themselves. Poketuses, which are eggs, pods or other things that come from certain Pokemon elders when they breed, can also be kept at Daycares to be given time to hatch. When you visit a Daycare, your Aterrnet Code will be registered with the people there so they can keep in touch with and update you on the Pokemon you left there.


ARLs are where the planet's Aterressors perform their research and experiments. Aterressors are the planet's leading scientists, doctors and engineers on all the studies that are conducted around the world, be they scientific, archeological or even magical. Some of them work for the governments while others work alone, but receive/ask for help from the governments when they need to. They are also known for being the originators of the Pokedexes and the ones who give out Pokemon to people who wish to make an Alliance. These Pokemon are referred to as Starters, and are (usually) rare Pokemon bordering on extinction that were rescued from Killer Pokemon, human hunters or failing habitats, being cared for in the labs after their rescues. Some are just plain rare and not seen very much around the world, even on the continents they were found on, which may hint that some of their Lines are fading away. The Aterressors raise them in their labs to keep this from happening, and hopefully repopulate the world with their Lines again. But they know they can't stay in a lab forever (or they just want to test what they can do in the open), so they offer them up to humans who will accept them. Their evolutions are said to be quite powerful, surpassing the capabilities of a lot of Pokemon, which makes them highly sought out by many Alliances. However, due to their small numbers and the studies of them, the Aterressors refuse to give them up unless someone can prove they can handle them carefully and correctly. Aterressors also have Tasks of their own that people can do, which are usually about surveying and gathering data on certain Pokemon. One of the most CHALLENGING Tasks they have is completing their continent's Pokedex, which they will offer a great reward for if someone could do that. Some have even attempted to document EVERY Pokemon (and Original) in the world, though this challenge has yet to be completed by anyone. You can usually find Aterressors in civilized areas, though there is one or two who prefer to be alone in the wild, where they can document Pokemon more easily...or just have some peace and quiet.


(Fun Facts:

- The Clinics and BnSs are the Pokemon Centers and Marts from the original series, but reworked.

- Villages are technically towns, but with less stuff. Think of ancient towns like Geosenge from X&Y or Celestic from DPPt, but with more buildings made of natural resources.

- The Aterressors are the Pokemon Professors of the Neoverse.

- Prizeng comes from "prize".)


----------

Battles and Sports

----------


I mentioned battles before a few times, but not how much of an impact they have on humans and Pokemon. Well, now's the time to talk about that.


Battles were originally as most were, fights that broke out between two opposing forces who sought to end each other. From the Origin Era and onward this way of life lasted, until the cycle started to change after the AUE was made. Normal battles persisted, but friendly battles began rising alongside them, battles between people and Pokemon alike who were simply sparring with one another or, a bit more ludicrously, just playing around. This eventually grew into the pastime it is today. It birthed friendships, the ideas to make arenas to fight in, and training regiments that would allow others to join in on the pastime (among other things). It was beauteous, in a way, but battling doesn't just make for a fun pastime. It's also a way to get stronger, and not simply by honing one's muscles from the conflict.


Studies have shown that Kata/yas cause the Cruia within the beings they hit to be knocked out, but due to the sudden forcefulness of its removal, it doesn't float away. Instead, it floats above the battlefield and remains there for longer as more and more Cruia joins the convergence, which is apparently due to it being stressed. The Cruia can't move on its own after receiving the shock from attacks, so it remains where it is after being knocked out of whatever it was in. The winner/s of a battle then absorb this Cruia to strengthen themselves. Essentially, the longer and harsher a battle is, the stronger the winner/s will get, and because the Cruia's properties also remain stuck after they're stressed, they won't affect their absorber/s with anything bad or damage the surrounding area with a mix of elements. However, the amount absorbed can still be a lot for them to handle, so it's usually shared amongst a group of winners. Official battles, which are usually held in arenas, sometimes add more Cruia to the stressed amount, to give the winner/s more of a prize. This also accelerates the rate at which they become unstressed however, but if there was a bunch of stressed Cruia then the risk of absorbing it would be minimal. Other official battles modify the Cruia in different (and hopefully safer) ways, or not at all, instead leaving their prizes until the end.


With all this said, you would assume Fluxed humans and Pokemon are the only ones who can fight, right? Well, you'd be wrong. Some humans refuse to partake in fights themselves, either due to being powerless or not liking to fight their own, even if they possess power. There are even some Fluxed humans who don't use Pokemon and fight solo. One of the most notable examples of these different opponents are Casters, humans who use their Cruia or some other form of energy to empower their Pokemon allies. Specifically, they can grant a Pokemon resistance to certain elements that the Caster's Cruia is resistant to, as well as adding bits of that Cruia to their Naturals and increasing the damage dealt by Katas of the matching element/s. Their aura can be broken by attacking it with an element of the opposing kind however, temporarily breaking the Pokemon's extra defenses. Another example is Amper humans, who use their Pokemon to empower THEM instead. This is done primarily through Hangers, which have an extra feature I didn't mention before; by attaching them to humans, half of the power of the Pokemon inside the Hanger's docked PESes flows into the human, increasing their own by quite an amount. Rather than bulk their elemental defenses and offenses, Amping enhances ALL of their Battle Stats by using half of the Pokemon's own, which can make them nigh-unstoppable if multiple powerful Pokemon are used. This process is just as, if not more dangerous than using a Shocker however, as the strain caused from this surge of power can wound or kill a human if used too long, so the Hanger automatically ends the Amping in after a minute or so. The process can leave a person exhausted and open to attack, so it's only to be used sparingly, and when taking a break from it, it's recommended to take 5-10 minutes before using it again. Unlike Shockers though, you don't need to attach Hangers to your heart area and there are clamps rather than pricks for the Hanger's legs, so attaching them isn't painful. It's to be noted that Casters and Ampers are all part of Alliances, as they still require Pokemon for their plans to work, though there are some people and Pokemon who just fight on their own.


It's not just battles that have made their staple on the Aterrians. Throughout the millennia they've come up with many different sports, most of them our own, but with a few new ones. Even those that aren't new have their own shticks that separate them from ours a bit. Football, for example, involves special, well, footballs that are embued with Cruia, which have different effects depending on what Cruia's inside them, and the fields can vary from ordinary, grassy fields to windy, rocky and even fiery fields. Tennis allows more than two players on each side, and the net can be arranged in different ways to make shooting past it more easy or more difficult. There may also be hazards that limit or stop players in their tracks, which other players can use if they are obtained. As a last example, skydiving involves performing tricks with Cruia added in for spectacle, and making varying landings to impress the crowds. An example of a new type of sport is toppling, which involves teams of players creating structures with their Cruia that they must then break down, with each team being given a different structure. Teams are awarded points based on how much of the structure they could destroy. Pokemon can also partake in this event in an alternate mode, but they must instead create multiple smaller structures and pile them on top of each other, since they have more power. Neither race is allowed in the other's mode, unless a human/Pokemon requires direct aid.


Aterrians overall have many ways to entertain and please themselves, which has even affected Free Pokemon in some ways. They've taken inspiration from humans and tried to make their own spins on their sports, or even attempting to join them for/during games. Battling has become the more common of the two among Free Pokemon, though a lot of them do it more so for training. But still, it's been found enjoyable for them.


(Fun Fact: Stressed Cruia is the EXP of the Neoverse games.)


----------

Criminal Organizations

----------


Back in Part 4, I said that Craltis wasn't the only threat to Aterr. Well, I wasn't referring to the Cruiscum if that's what you're thinking (though they ARE still dangerous), I was referring to entire groups. People working stealthfully in the shadows, or crazily in the open. There are many different organizations causing a ruckus out there, but I'll list just a few for now.


Plasma Alliance: A group centered in Urepoe whose members act as terrorists, creating havoc and disruptions around the continent and causing deaths of humans and Pokemon alike. Their leaders compose of the Seven Sages, who were once part of the Harmonious Legion, an ancient order dedicated to keeping the world in balance. Not too much peace, not too much conflict. The highest among them is Ghetsis Harmonia, descendant of the Harmonia family (who founded the Legion), High Elder of the order and third-in-command to its leader. For some reason, the Legion was decimated and disbanded after a tragic event that took the life of its leader and their second-in-command, and now Ghetsis, who was one of the faithful, is causing havoc around the world. There are rumors that the Plasma Alliance is after two Legendary Pokemon spoken of in Saian legend, but the bigger question everyone is asking is: how is a man that lived a century or so ago still alive today? And why would he cause the chaos he's making...?


Galactal Corp.: A group centered in Inomarcae who have an intense interest in outer space and technology made to explore it. They were once a peaceful company that were one of the leaders of the space race, aiding Inomarcae in attaining space flight before their rivals. Sometime after the space race ended however, their leader, Cyrus Celdan, dropped all debts and projects being held for the continent's government and began working on his own, stealing materials and devices from other continents for some reason. Leading Galactal Corp's people in his place are the Astral Admins, fellow experts in space technology and astrology that obey him without question, supposedly because they believe in whatever vision Cyrus has. His actions haven't been as physically devastating as the Plasma Alliance's, but they HAVE caused companies and other groups to suffer setbacks in their work with the loss of what they were using.


Team Magma, Aqua and Caeli: Ever seen an organization made to help the environment? These three take it a step further by seeking to outright change it. Each team has a different origin and area of focus, but they almost all want the same thing. Team Magma's leader is Maxie Rostra, who was born into a family that lived near a volcano. He grew up learning about the land's worth and purpose, during which he heard stories about Motenadon and how it could control the lithosphere itself. Along with the idea that the world deserved more glorious land, Maxie gathered a following from his teenage-adult years that grew into a minor group, then into a fully-fledged organization, one dedicated to expanding the landmasses. Team Aqua's leader is Archie Soken, who is one of the few modern-day pirates that exist. A modern-day pirate CAPTAIN no less. He grew up with said pirates as they roamed Aterr's seas, in search of not lives and villages to plunder but aquatic Pokemon to rescue and heal, while occasionally taking any treasure they found onto their fleet. During his travels, Archie felt the ocean was getting unequal treatment from "landlubbers" due to how polluted it was and endangered some of the creatures were, and felt like it deserved much better. To this end he ventured onto land and gathered up fellow sea-lovers that would help his pirate crew grow into Team Aqua, the self-proclaimed "defenders and spreaders of the oceans", who would go on to seek out the ancient Kyositarus, whom they heard legends of during their on-land explorations. Finally, leading Team Caeli is Cunathe (coo-nah-thee) Bloha, who had a more rough upbringing than the other two. She was born in a part of a region that was notable for its storms, and one time when she was a young adult, a hurricane blew her whole town apart and killed many people, even whisking her away into its core. Somehow she survived, winding up in a field a mile or so away from her home, wounded and tattered. Ironically enough, it was aerial Pokemon (ie. bird and air-controlling Pokemon) that found and nursed her back to health, and also helped find survivors from the hurricane. She found half her family and most of her friends, but everyone else was gone. It was then that she remembered hearing a story about Raezarba, a Primon that could control the skies themselves, which made her think it was that creature that caused the hurricane. She took it as a sign of anger towards the Aterrians for their lack of care for the skies, which she had loved to gaze up at ever since she was born, but it had become negatively affected by the work of humans with their factories polluting the skies and dissipating the clouds. Seeking to stop that (and to see if the legends about Raezarba were true), Cunathe started a small company called Sky High Seekers that worked to stop aerial pollution, which was partly a guise for her to gather numbers to create Team Caeli. She acts as a legit businesswoman while her forces go around looking for stuff that could help them find Raezarba. The three teams butted heads a few times before, but after hearing about each other's interests in more detail, the leaders of each team decided to come together to help make Aterr itself a better place. They would find the three Primon and use them to expand the planet itself, as well as eliminate the threats to its respective parts. Suffice to say, they've become quite the bother ever since their agreement.


Malforce Yakuza: An odd name, especially for a mafia, but their reputation is to be feared. Stationed in Saia, this yakuza is responsible for many a major crime around its regions, such as stealing hordes of money from one of its major banks and even killing off a few old Gym Leaders and Vanguards. They're not a group to be taken lightly, especially since they have connections to lesser syndicates throughout Saia, practically giving them control over the whole continental underworld. Their name comes from their ability to control the Malice and Dark elements' Greater forms, which allow them to cast darkness almost wherever they wish and corrupt almost whoever they wish. This makes them both hard to track down and difficult to tell who's an enemy and who isn't, as even ordinary civilians could secretly be spies for them. Not even the leaders' names are known, but what IS known is that the yakuza is led by one big shot and five others, who are the keepers and managers of the connections made between other crime gangs. There are fears that the yakuza will attack the Peak and subjugate the continent's Alliances, or even expand their operations beyond the continent...


Even from these descriptions, you can probably tell that Aterr's enemies are not to be messed with. Cruiscum are a pittance compared to these people, and each of them have yet to be stopped...


But enough about them, let's get on to nicer stuff. : 3


(Fun Fact: These four teams are redos of ones from the original series: Team Plasma for the Plasma Alliance, Team Galactic for Galactic Corp. and Team Rocket for the Malforce Yakuza. Team Magma and Aqua are the only exceptions, with Team Caeli being a new team I added among them.)


----------

Miscellaneous Stuff

----------


Last few things I'll go over for this Part. First up are Gamechangers, which I mentioned in Part 2.


These things are different phenomena that originated from different continents, from Legendaries and Mythicals according to some people and legends. They were given this name by modern-day humans for how they much they can change an Aterrian. Some change their forms and give them greater power than usual, others equip them with some type of item that makes them tougher and super-resilient, some even affect the Moves an Aterrian can use. Shining Pokemon's evolutions, which are called Platinum Pokemon, are an example of Gamechangers, and are funnily enough the most prominent of them all. When greater conditions than normal are reached, a Shining Pokemon turns into a form clad in shining platinum with remnants of their old colours remaining. These Pokemon have the Omni-Element and are exceptionally powerful, even stronger than the Flashfreeze Primon, though their levels compared to Origin Primon are uncertain. Of course, these Pokemon are also exceptionally RARE and hard to attain, with very few existing in the current day. Their kind's transformation has been nicknamed the "Platinum Providence", a fitting name considering their abilities and appearances. Other Gamechangers have gone through a few changes ever since their own appearances, specifically so they cause less strain on their users and less damage to their environments during official battles. The Aterr Leagues are in charge of managing the Gamechangers, and many of their members (most notably the Champions) are known to use it in battle, be it official or no. They're certainly some things worth checking out.


Secondly is a type of virus a Pokemon can attain, though it's more like a state, which is called Crestide. This phenomenon happens whenever a Sourcewave occurs, resonating with a Pokemon's Crest and causing its limits to recede, allowing the Pokemon to use and produce more Cruia than normal. These states only last for the duration of a week, as that's how long a Sourcewave lasts for, but it can be very helpful. It not only makes the Pokemon temporarily stronger, but the Cruia they absorbed gets amplified, which helps in GIVING them strength as well!


As for the last segment for this Part, Afflictions is a term used for different ailments or otherwise negative things that both humans and Pokemon can attain. Among a few of them are Paralysis, which makes them unable to move very well (if at all) when hit by a powerful shock or nerve-affecting attack, Burning, where a part of their body or WHOLE body is on fire and...hurts a lot, and Frozen, where they are trapped in ice. The Afflictions all have their own ways to diminish and halt who they affect, and they even have lingering effects for when the Afflictions themselves are gone. They can be gotten rid of using certain items or Moves that target them. Motor Starters can cure Paralysis, Soakers can get rid of Burning, and Burners can thaw Frozen targets. It's highly recommended you have some of these items on-hand, or else you may find yourself in a situation you can't get out of...


(Fun Fact: Crestide, the name of which is based off of viruses in the real world ending in "ide", is based fundamentally off of Pokerus.)


----------


Aaaaand that's it for the world-building, more or less. The next few Parts will be talking about the Neoverse games, which will also speak of the stuff I just spoke of in even more detail, gameplay-wise that is.


The first Part can be viewed here. https://crashcourse81.newgrounds.com/news/post/1309033


Tags:

Posted by CrashCourse81 - October 12th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 8 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you wanna see the previous Parts, check here.

https://crashcourse81.newgrounds.com/news/post/1309027

https://crashcourse81.newgrounds.com/news/post/1309029

https://crashcourse81.newgrounds.com/news/post/1309030

https://crashcourse81.newgrounds.com/news/post/1309031

https://crashcourse81.newgrounds.com/news/post/1309516

https://crashcourse81.newgrounds.com/news/post/1309033

https://crashcourse81.newgrounds.com/news/post/1309034


This Part will be explaining a few things not mentioned in the previous Journals, but are related to the gameplay. Extras, in a sense.


Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, this is all copy and pasted from my DA St.ash Journals, with a few alterations.


----------

Nuzlocke Mode

----------


People have been going on about Nuzlockes for years, from what I've learned. I myself never knew what a Nuzlocke was until a friend or two told me about it and after watching a video of Jaiden Animations doing one on Pokemon Ruby a few years ago. Then I figured, "What if it was an actual thing?" Thus, I came up with the Nuzlocke Mode. It is unlocked after completing the story of a game, and can be selected from the main menu. It involves you making your way through an otherworldly gauntlet made of the areas similar to the levels (ie. routes, settlements, buildings, etc) you visited or could visit in the game, but with tougher opponents. The goal is to make it through every level and defeat every major opponent that has appeared throughout the story, including optional areas and foes you have may have visited and fought. Before the mode starts, you may choose whichever character you want to be, and make yourself a group of Pokemon and human allies to bring with you; the amount of Pokemon depends on how many you could have in the story, while the number of humans is always limited to 5 (including yourself). They will have the same Levels, Tiers, stats and everything else they did in the story, though they can be customised to prepare for the run. Moreover, they can gain additional Levels and such in this mode, but ONLY in this mode. Think of it as if their setups had virtually doubled.


The Nuzlocke Mode option will become available in the main menu once you complete a game. After pressing on it, you will be treated with the following options:

  • Run: Perform, continue or replace a run through the Nuzlocke. You can also see your Run History on the side.
  • Party: Organise the characters you wish to take with you on your run. You may also get the aid of players online.
  • Exit: Return to the main menu.


There are special enemies only found in this mode called the Formless, which are strange beings that either fight you in their wavy, uncertain forms or take on the forms of humans and Pokemon alike to combat you. They all have and will only have the Omni-Element, making them dangerous opponents. Luckily, they don't have many Moves outside of mimicked forms, and those Moves don't have much of a Damage Rate. Even so, it is advised to avoid them whenever possible, and take caution when you have to fight them. The good thing is even the weakest among them give a lot of EXP, and have a good chance of dropping helpful items.


On that topic, there are also items to be found in this mode that aren't found in the story, and pickups that restore your Battle Stats along the way. One of these items is a special set of tokens that can be used to buy high-grade stuff at checkpoints that appear at certain points. However, the shops have a limited amount of stuff AND don't sell them for cheap. Your progress is autosaved when you step into a Checkpoint, and you can choose to either continue or exit the mode. Regardless of whether you win or lose, your time taken in the mode and how far you got will be noted down. You can play the mode on different difficulties like the story, but one thing that will be present on each one is that when an ally is defeated, they will ALWAYS disappear and be unusable for the rest of the mode, but will not be dead in the actual game. The stuff the difficulties offer are as follows:

  • Simple: You may capture up to five Pokemon per level, and you can buy items from stores of mimicked settlements. Enemies are decently easy to beat.
  • Average: You may capture up to three Pokemon per level, and Marketplaces and Techstores are not available. Enemies are moderate and appear a bit more often. EXP gained is increased by 10%.
  • Challenging: You may capture only one Pokemon per level, and Clinics can only be visited once per settlement. Enemies are difficult to beat, appear more often and have more commonly have items to use against you. EXP gained is increased by 25%.
  • Primal: No Pokemon can be captured and no shops are open, barring the ones unique to this space. Enemies are much stronger, appear commonly and use strategy to beat you. Bosses will be accompanied by enemies. EXP gained is increased by 40%.

Each difficulty has better items to find that become more commonplace depending on how hard they are. The mode itself also gives you some VERY special prizes if you happen to complete it, even on Simple difficulty. These items can be used in the story or during your next Nuzlocke run, which is immediately saved into your Run History in the Run option, recording the characters you had with you and how far you got into the run.


Yes, I realise this is VASTLY different from how Nuzlockes are done in the original games, but I couldn't think of a way to make it work in these ones without breaking the stories. So this will have to do. I hope you like the idea regardless.


----------

Gamechangers

----------


Mentioned throughout the Parts, Gamechangers are meant to be the gimmicks from the original series, which are drastically different in the Neoverse games...some, at least. They originate from different sources on Aterr, be they Pokemon, Aterr itself or even humans. The AAA (Aterr Alliance Amalgam), or Aterr Leagues as they're also known by, are in charge of locating, managing and mastering Gamechangers, mostly for the purpose of the Aterrians' growth and to keep them out of enemy hands. However, they're also commonly used for battles, including official ones held in stadiums and such. There is more than one Gamechanger on every continent, with each game focusing particularly on certain Gamechangers. Most of them, if not all, usually change a character's stats in some way, and are helpful for different situations, but can also be detrimental in others.


The ones currently existing will be posted here for people to see, via links to pics showcasing them, so expect this segment to be updated a lot. I'll give summaries for each one as they're posted.


The most common yet not most well-known Gamechanger on Aterr, which is related to Shining Pokemon. This phenomenon can be supposedly enhanced to birth Platinum Pokemon, which bear the Omni-Element alongside Greater variants of their own, strangely enough. They're almost like humans in that sense, being able to control every Element to some extent, but mastering a few of their own...


Cruptaia is another kind of Cruia that is vastly different from the others. The Gamechanger is performed via stones that were found in ancient times, and devices that were foundED shortly afterwards. Together these things can put a Pokemon's Cruia into overdrive, and with enough effort, even give them brand-new evolutions! Unlike other ones however, these evolutions are temporary and will wear off once the Cruptaia wears off, but the effect is said to be stronger than even Cruiora...


A special series of Moves that outmatch Katayas, the art of Hosaiko was born during one of the ancient eras of Saia, when it was being attacked by an invading army. According to legend, a group of dojo fighters were blessed by the power of a Legendary Pokemon and were able to perform Moves of immense power. They have since had an art made around them, which has been refined and made for humans AND Pokemon to use.


This Gamechanger comes from the Zodaum, a league of massive, godly Pokemon that were focused in ancient Urepoe and managed the entire continent from their mountainous home of Zodalitos. Their powers were said to be passed down throughout the continent's humans and Pokemon, through the Zodaum's Crests, which each of the denizens seem to bear in some way. When the power of these Crests is activated, said denizens can become gigantic beings with control over their Crest's Elements, though the power is still lesser than that of a Zodaum...


----------

Natures and Stages

----------


I explained most about Stages before, but not Natures, so I'll go over that first.


Every Aterrian, including Originals, has a Nature. These affect their bearers in many different ways, typically in how they act and what they would do. Similar to how they worked in the original games, Natures are variable between each and every living thing. Humans would of course having different Natures among their kind, since they're all so different, but a Pokemon Line will have more fixed Natures, which is partly what earns them their reputations as Killer, Even and Tame. A few Pokemon from a Line may have different Natures from the norm, but this is rare. Also like in the original games, Natures affect the Battle Stats of their bearers, both positively and negatively. One stat could be 10% higher and gain that many more stat points, while another could be 10% lower and gain that many fewer points, but not ALL of them have negative effects. You can call these Nature Values, or NVs, and can be viewed as green covering a character's affected stats; light green for positive, dark green for negative.


Here are the Natures and their NVs, as well as how their bearers would act:

  • Hardy: Lifeforms who are adept in all kinds of situations, or are quite flexible.

NVs - +10% in all Battle Stats

  • Lonely: Loners tend to be shy or just not fond of society, but keep themselves in adequate shape.

NVs - None

  • Brave: These beings are known for not being afraid of anything, but as a result can be quite brash.

NVs - +10% Offenses, -10% Defenses

  • Adamant: Beings who are set on something once they've decided it, and are hard to dissuade.

NVs - +10% HP, +5% Defenses, -10% Evasion

  • Naughty: Usually an undesirable who likes to mess about even with their friends and do "messy" things.

NVs - +15% Sharpness, +10% Evasion, -5% Physicality, -10% Resilience

  • Bold: Those who are willing to do things that some wouldn't, such as disobeying orders or venturing into dangers.

NVs - +10% Physicality, +5% Sharpness and Force, -15% CP and Evasion

  • Docile: Calm beings who only attack if provoked, or if there is no other option.

NVs - +10% CP and Speed, -10% Offenses

  • Relaxed: Peaceful like Docile beings, but in a more calculated and easy way, making planning and talking easier.

NVs - +10% CP and Accuracy

  • Impish: Cheeky and tricky beings who like to prank others and find ways around a more reinforced situation.

NVs - +10% CP and Speed, -10% Offenses and Resilience

  • Lax: Lazy beings that only act when under threat, or if something triggers them.

NVs - +20% HP ,-10% Manueverability, -5% Offenses

  • Timid: Beings that are easily frightened and scared off.

NVs - +15% Manueverability, -10% Offenses

  • Hasty: Haste makes waste as they say, and Hasty beings do indeed make waste by not planning before moving.

NVs - +10% CP and Speed, -10% Defenses

  • Serious: Not easy to get along with, due to how direly they view and take certain matters.

NVs - +10% Offenses

  • Jolly: Happy and pleasant beings who can be a little ditzy, but they mean well.

NVs - +20% Vitality, -15% Physicality and Accuracy

  • Naive: People and creatures who easily believe most things, unless shown proof deconfirming their beliefs.

NVs - +10% CP and Energy, -15% Distability

  • Modest: Those who like to praise others on their abilities or feats accurately.

NVs - +20% Accuracy, +10% Distability, -20% Evasion

  • Mild: Easygoing and not that fierce of a combatant, even being a bit gentle.

NVs - +10% HP and Defenses, -10% CP and Offenses

  • Quiet: The "silent pro/antagonist" type, but where they lack in speech they make up for in their movements.

NVs - +10% CP, Speed and Evasion

  • Bashful: Shy beings that don't like to be out in the open, or to be noticed that much.

NVs - -15% Distability and Energy

  • Rash: Quick to provoke and not thinking before acting, these beings tend to get into rough times.

NVs - +15% Strength and Speed, -15% Toughness and Evasion

  • Calm: As the name says. These kinds of beings are usually peaceful or composed, even when under stress.

NVs - +10% in positive GVs, -10% in negative GVs

  • Gentle: Mostly kind beings who don't wish pain upon others, and instead seek to help them.

NVs - +15% Vitality and Speed, -15% Offenses

  • Sassy: People who aren't afraid of speaking their mind, even in battle against difficult enemies.

NVs - +15% Distability, 10% Physicality, -10% Speed and Evasion

  • Careful: Careful beings take the time to analyze their surroundings, then act accordingly...or not at all.

NVs - +15% HP, -15% CP

  • Quirky: Odd people and creatures that have varying traits from others of their kind.

NVs - +10% in three random stats


As for Stages, there's not much more to explain about them. Pokemon can have a max of four natural Stages (ie. Stages not part of any Gamechangers), but Fourth-Stage Pokemon aren't necessarily the strongest there is. If they were, it'd be unfair on others. Instead, to balance things out, each Stage gains different IVs depending on how long their Lines are, which are increased by the Level/Tier boosts but made in a way so they can catch up to the others. Additionally, their Battle Stats increase a certain amount depending on the Stage transitions and what stats are affected by the Pokemon's Nature. Shining Evolutions also grant stats, but without taking the Natures into account. They are as follows:


Four-Stage Lines:

  • First-Second Stage: 15% normally; 20% for positive NVs and 10% for negative NVs
  • Second-Third Stage: 20% normally; 30% for positive NVs and 10% for negative NVs
  • Third-Fourth Stage: 40% normally; 50% for positive NVs and 30% for negative NVs
  • Fourth-PP Stage: 50%

Three-Stage Lines:

  • First-Second Stage: 20% normally; 30% for positive NVs and 10% for negative NVs
  • Second-Third Stage: 35% normally; 45% for positive NVs and 25% for negative NVs
  • Third-PP Stage: 45%

Second-Stage Lines:

  • First-Second Stage: 30% normally; 40% for positive NVs and 20% for negative NVs
  • Second-PP Stage: 40%

Single-Stage into PP-Stage: 40-50%


While I'm talking about them, one last note about evolution is that while Pokemon's physical ages DO change depending on their evo's appearance, it is actually not required to reach one to perform evolution. Their ages also progress differently between Breeds, like Originals do.


----------

Ranks and Tasks

----------


I didn't go over them before, so I'll go over them now.


There are different kinds of Tasks and Ranks that can be taken on and obtained, as well as difficulties that determine how tough the former is. Each Task offers up Alliance Points (or AP), which is what allows Alliances to Rank Up. Reaching higher Ranks is paramount towards getting access to new areas and items around the continent. Another way to gain AP is by defeating Aterr Leagues. Vanguards offer 25 AP, Gym Leaders offer 50, High Fivers offer 200 and Champions offer 1000. The number for Gym Leaders and High Fivers will increase as you defeat ones with stronger setups; half the previous number for each one (ie. first Gym Leader - 50, second - 75, third - 112, etc). You'll gain AP by beating them in official rematches too, though with somewhat higher points due to using different teams and levels of power. You can also earn Negative Ranks if you do something in your Tasks that was the opposite of what you were supposed to (which isn't necessarily failing one, don't worry) or if you do cruel stuff like kill people and Pokemon (besides Killers and certain Even ones) or harm allies. This can make things...difficult for you, such as barring you from entering League areas or even settlements. Just so long as you have good intent, you'll be fine.


Now for the different kinds of Tasks, difficulties and Ranks.


TASKS

  • Building: A group of workers or moving people need help in constructing or rebuilding something, needing the materials for it or some extra hands. Either way, you're in for some heavy lifting.
  • Outlaw: Mentioned before, Outlaw Tasks involve searching for criminals, which can vary from Alliances with negative Ranks or just bona-fide troublemakers. These tend to be the more dangerous Tasks, but also some of the most rewarding.
  • Search: Someone's item or friend has gone missing, or someone has found something of interest that they need help in finding. Some of these are treasure-related, which attracts the attention of money and adventure-lovers.
  • Public: Usually Tasks that take place in cities or towns. These ones involve helping the public out in some way, such as cleaning the place up, aiding in small jobs, teaching them how to protect themselves, etc. Some of them even involve helping government representatives.
  • Rescue: Someone or someplace has gotten into trouble, and someone needs to save them. Another dangerous variety of Tasks, but also one of the most important, as some of these people/places may be of high value.
  • League: Tasks put up by the Aterr Leagues or people working for them. These can be various and are usually difficult, but quite rewarding. They can also earn the Leaguers' trust.

Difficulties

  • Breeze: The simplest Tasks, ones that only idiots could fail. Usually offers 5-15 AP (aka Alliance Points.)
  • Quick: Easy-to-do Tasks that won't take long to finish. Usually offers 10-20 AP.
  • Common: An average Task. Not much about it that stands out. Usually offers 15-30 AP.
  • Decent: An above-average Task that may take slightly longer than anticipated. Usually offers 25-40 AP.
  • Fair: A Task that is not too long or difficult, but not too short or easy. Usually offers 35-65 AP.
  • Busy: A somewhat-challenging Task, but one that can be worth your while. Usually offers 50-80 AP.
  • Hefty: When Tasks start to get tough. Usually offers 75-100 AP.
  • Dangerous: A high-risk Task that only high-Ranking Alliances would dare even think of taking up. Usually offers 100-150 AP.
  • Uncertain: These Tasks get their name from how uncertain it is that one would come back from them. Usually offers 200-300 AP.
  • Impossible: The hardest difficulty given, few Tasks of this nature exist, but very few people even look at them, because of how unbelievably hard they are. Usually offers 500-1000 AP.
  • Otherworldly: A small group of Tasks that some people have given an extra difficulty for because of how they are SOMEHOW even more difficult than Impossible Tasks! Just what are they about? No one knows, and no one's tried one...and so no one knows how much AP they give out.


RANKS

  • Starting: The basic Rank for any beginning Alliance.

Positive Ranks

  • Good: The first Positive Rank, and the sign that an Alliance is looking to play nice with others. Requires 100 AP.
  • Decent: The most average Rank for Positive Alliances. Requires 500 AP.
  • Helpful: A Rank that shows how kind Alliances have been and wish to be. Requires 1000 AP.
  • Great: An above-average Rank that most skilled Alliances have. Requires 1750 AP.
  • Honoured: Alliances that have done well for others are granted this Rank. Requires 3200 AP.
  • Rising: A reference to rising stars, for Alliances who have done impressive work in general. Requires 5500 AP.
  • Brilliant: Ranks given to the elite of Alliances. Requires 7500 AP.
  • Super: A Rank offered to many High Fivers and Peak Elites. Requires 10000 AP.
  • Master: A Rank usually offered to Champions, and is so far the best anyone's gotten. Requires 15000 AP.
  • World: The final Positive Rank there is, which is the sign of a truly great Alliance. Requires 100000 AP.

Negative Ranks

  • Bad: The starting Negative Rank, usually obtained by common ruffians and thugs. Requires -100 AP.
  • Annoying: A Rank that signifies an Alliance is either stuck on their course or is heavily misguided. Requires -500 AP.
  • Scummy: People who rob from others and trick them into scams earn this Rank a lot. Requires -1000 AP.
  • Wrong: The standard Rank for criminals on Aterr. Requires -2000 AP.
  • Hated: Alliances that continue to cause trouble for others within a large area. Requires -3500 AP.
  • Infamous: Alliances known around a region for their bad deeds. Requires -5000 AP.
  • Evil: Cruel Alliances that have caused much turmoil, pain and even death across a continent. Requires -7000 AP.
  • Dark: Groups whose deeds surpass even Evil Alliances, which have been done around the world. Requires -10000 AP.
  • Mad: Unspeakable and unexplainable acts have been performed by these Alliances, who are beyond notorious. Requires -15000 AP.
  • Demonic: An Alliance so vile they're not even considered Aterrians, but something...unholy. Luckily no such Alliance exists...yet. Requires -100000 AP.


----------

Types of PESes

----------


The PESes, aka Neoverse Poke Balls, are useful for not only carrying your Pokemon around without any hassle, but also make for good homes for them. How they function differs between each model, as do the environments they have. Some are small and don't have much to see, while others are large and have plenty of space for the Pokemon to move around, and can affect how comfy they'll get. This affects how many items can be placed into them too, which are composed of DB (derabytes), a type of data unique to the Neoverse. Pokemon are configured into derabytes when put into a PES, with every inch counting as 3 DB. Some PESes also have codes that activate during a Pokemon's Capture that limit it in some way, to help with keeping them inside the sphere.


Like in the original games, if a PES is broken open, it will become unusable unless retrieved (you can find them laying on the ground after a battle, if they're intact) and fixed at a Techstore or other place that specialises in tech, though as you can expect, this costs money. Because of laws set by humans and the PESes always releasing the creature they contain when opened up, the devices cannot hold more than one Pokemon at a time.


I would post the ones available here, but that'd take up too much space, so I'll post something showing them off alongside other stuff in the next Post.


----------

Price of Failure

----------


Like the original games, it's possible to get a "game over" of sorts if you lose all of your health, only this time it can happen in the overworld AND in battle. Regardless of where it happens, the consequences can be...harsh. If you are simply knocked out in some way you will wind up back in the nearest Clinic with your stats and that of your allies' all restored, though you may have lost a few items and Prizeng. If you are outright KILLED, then you'll get a proper game over and have to restart either from your last save point or return to the main menu. There are different outcomes to being defeated on each difficulty.

  • Simple: As you cannot die, you will always wind up back in a Clinic with all your items and money intact.
  • Average: There is a small possibility you can perish on this difficulty. If knocked out, you will lose a tenth of your items and a 1/12 of your money.
  • Challenging: There is a 50/50 chance you can perish on this difficulty. If knocked out, 3/10 of your items and 1/8 of your money will be lost.
  • Primal: Most of the time you will die, but for when you don't, you will lose half of your items AND a 1/5 of your money.

Luckily, if you lose your items and money, not all will be lost. You can return to the place where you were knocked out and find them laying where you last stood. Sometimes though, the enemies who beat you will take the stuff and run off with it. You CAN find and beat them to retrieve the stuff, but they may have used some of it by the time you do or run away to someplace distant or hidden. Enemies who have beaten you before will be marked with an X, allowing you to tell them apart from other enemies. Most of the time though, it's recommended you place most of your items and money (especially if you don't need all them that much) in someplace like a storage for safekeeping, to limit the number of stuff you will lose if you happen to be defeated. You won't lose anything if you're killed, except game progress if you didn't save beforehand...But not all is lost if an ally or Pokemon is killed. If you're still alive and can get them to a Clinic AND have enough money for it, you can pay to have them undergo a revival procedure. There are also certain items that can do the job like Harsh Revives, which are greater versions of even Full Revives. More on that in the next Part...


----------


That's it for this Part. The final explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1310071


Tags:

Posted by CrashCourse81 - October 12th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 7 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you wanna see the previous Parts, check here.

https://crashcourse81.newgrounds.com/news/post/1309027

https://crashcourse81.newgrounds.com/news/post/1309029

https://crashcourse81.newgrounds.com/news/post/1309030

https://crashcourse81.newgrounds.com/news/post/1309031

https://crashcourse81.newgrounds.com/news/post/1309516

https://crashcourse81.newgrounds.com/news/post/1309033


Last Part I talked about the overworld and battle gameplay of the Neoverse games. In this one I'll talk about how the workings of the characters' capabilities. But first, I got one last thing that couldn't be fit into the previous Part.


Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, this is all copy and pasted from my DA St.ash Journals, with a few alterations.


----------

Online Play

----------


There's not much to be said about online stuff that hasn't already been said. You can do the following things when you go online:

  • Room: Load into one of the many rooms in the Aterrnet, either one of your design or one already set up. You can check up on your PZs to see how your Pokemon are doing, and modify your own room to become Public or Private, as well as put up decorations and whatnot.
  • Search: Search for people online you want to talk, battle or trade with. In battles, you can set up or join tournaments.
  • Map: Just like the map you have in real life, except this one dots down areas with ATs and AMSes. However, you can only check a map of the continent your game is set on.
  • Tasks: Among those from real life, there are Online Tasks that are set up by people from other games. In the event you choose one that is set on another continent, you will be transported there to do your job. You can also make your own Online Tasks if you wish, setting up the reward/s and everything.
  • Online Market: Like a fusion of all BnSs and other places that sell stuff. You can buy whatever you want here, provided you're the right Rank, are far enough into the story to know of them and for different prices of course.
  • Exit: Exit the Aterrnet.

Unlike Sword and Shield, which had an online mode set around the whole game (or at least most of it), you'll be doing most of your things on the internet, barring Online Tasks. While doing ones on other continents (which are called Crossover Tasks) you may catch any Pokemon you find during your time there, and they will be sent to your PZs. The same goes for any items you happen to find there, and any Pokemon and Originals found will be recorded in your Pokedex.


----------

Challenging the Aterr Leagues

----------


While they may not be the primary focus of (some of) the games, the Aterr Leagues will still provide some goodies if you challenge and beat them. They're also a good way of getting stronger, but don't expect them to be as easy as they are in the original games. These Leagues play for keeps.


To start off, you must enter and graduate from the Outposts (aka Gyms). You can do this by walking in and passing an entrance test, or finding and defeating a Vanguard that graduated from a certain Outpost, in which case they'll (most likely) give you something that'll give you a free pass into the Outpost. You'll be registered by the Outpost and trained alongside other students under the Gym Leader, and while there you must pass a few training exercises and tests. One of these tests involves getting through a gauntlet of the Leader's design, related to the Element they control. However, Outposts aren't just about walking in and doing a good job. If you mess up too many times in the tests or behave badly, you'll be given strikes. Get three and you're kicked out of the Outpost, and unless you can improve yourself, you won't be let back in. Sometimes the Outpost will let you return once some time has passed. While in an Outpost you can also do your own stuff, such as partake in Tasks for the Outpost itself or explore nearby areas, but missing a test or other mandatory request from a Gym Leader will earn you a strike. If you do well enough in the Outpost, you will be given the opportunity to challenge a Gym Leader in a Graduation Match. Gym Leaders have numerous Pokemon that they stack equally to yours, and they will either hold back or use more power depending on your own capabilities, to make things fair. But even still, you shouldn't expect an easy win.


Gym Leaders possess Greater Elements, which are stronger and tougher versions of existing Elements that are more effective and resilient towards Lesser Elements and have better Moves to use, including Katayas. The Gym Leaders will also have mixed teams of Pokemon rather than one based entirely off of their Element, teams based off of the Leader's beliefs and ways of life, or to the Element itself. Some Leaders may even have Pokemon WITH Greater Elements or even Gamechangers, which are basically the gimmicks of the Neoverse, making them much harder to deal with. If you can win against them you'll be considered an Outpost Graduate and will be given a League Piece as proof of your victory. This is more than just a pretty thing to look at though; it possesses the Cruiora of that Outpost's Greater Element, which is supplied via its Power Spot. This Piece can be equipped to give its wearer the Greater Element it possesses, or it can be held within the Alliance to give it certain bonuses, including getting 5% more of the Lesser Element that Piece is related to, and even give a 25% chance of turning some of it absorbed into Cruiora, which essentially doubles that Element's EXP. As an extra bonus, the Gym Leader will give you a KR or teach you of a Natural that they made up themselves.


There are other perks that go with beating a Gym Leader. For example, you'll be able to share your contact info with them and theirs with you if they like you well enough, and you can hang out with them when they're free. If you grow close enough to them, they'll allow you to bathe in their Outpost's Conduit from time to time, which grants you a lot of EXP; 300 for every second you remain in them (Cauldrons grant 750 per second). It's recommended to leave after at least 5 minutes of bathing, as overexposure can cause harm to the bathers, especially if they're in a bad state (ie. low Vitality or having Afflictions). Stronger characters can remain inside them for a longer time, though with Cauldrons it's even more taxing because of all the power coming out of them. Besides that, you can also perform Master Training at an Outpost you've graduated from, which I'll talk more about soon, and special Tasks that can only be done after you graduate from them.


The other Gym Leaders will receive word of another's defeat and come prepared for when you arrive at their Outposts. Once you've defeated the four Gym Leaders of a region, you can challenge that region's High Fiver. After entering the Keep you will be given the choice to enter a small tournament between fellow challengers and/or the High Fiver's people. Win and you can take them on, but be warned: High Fivers can control EACH Element their region's Gym Leaders can, and stack their teams around those Elements. The High Fivers themselves have a Combo Element each formed out of two of the Gym Leaders' Elements, but their other abilities can be hard-hitting and they each control a Gamechanger. If you beat them, they'll take their region's League Pieces and put them together into a League Token. The Token's center possesses a tiny device that amplifies the Elements within the Pieces, effectively doubling their effects! Wearing one gives the same effects as wearing a lone Piece would do (doubled of course), but any mastered Elements before its equipment will return when it's taken off. You'll also be given access to areas of the region you couldn't go to before, and a special item or two by the High Fiver. Like the Gym Leaders, the High Fivers will be told about your victory against another.


Last but not least is the Champion, whose Peak you can gain access to once you've defeated each High Fiver. The Peak is by far the hardest part of facing an Aterr League. The first half of it involves getting through a large gauntlet of the Champion's making called Challenger's Road, which is based off of the Elements of their Leaguers. Besides the stronger combatants that serve the Aterr League and other challengers, you may also come across people called the Elite Four, who are hand-picked fighters that serve as the Champion's second-in-command. Bearing a Greater Combo Element, being capable of controlling multiple Elements to as much of, if not a further extent than High Fivers and/or having powerful Pokemon, the Elite Four are not to be taken lightly, even if their numbers are not whole. You'll have to defeat them all if you want access to the Champion's room, which brings us to the second half of a Peak: fighting the Champion. Champions usually bear the Omni-Element and have full teams of 10 fully-evolved Pokemon, control multiple Gamechangers and sometimes even have fields that change up to make things more interesting, overall making defeating them very hard. If, by some miracle, you defeat them, they'll take your League Tokens and put them onto a plate that completes the League Seal. Mixing in with the Elements their League doesn't possess and creating the Omni-Element, it grants you and your team a 20% effectiveness and resistance to all Elements, increases the stats AND EXP you gain by 5% and increases the chance of turning absorbed Cruia into Cruiora to 50%. If equipped, you will possess the Omni-Element yourself, which is a very mighty thing indeed. You'll also receive a Move of the Omni-Element from the Champion and access to closely-guarded areas of the continent. Oh, and you'll be recorded in the Hall of Fame too and given the option to become the new Champion or not. If you accept, you'll be given command of the Aterr League. If you decline, you'll simply be known as a legend on your continent, if not the world!


As a final goodie, you can rematch whatever Leaguers you defeated for EXP, rewards, and even bonding.


----------

Unable Characters

----------


Throughout each game you'll find a couple of people and creatures lacking the capabilities of every other. Some will be Originals, which ARE born with Cruia in them, but like when humans are born theirs aren't awakened/active, so they're rather ordinary. Some Pokemon will also lack a Crest, which makes them weaker than they normally are. Powerless characters are usually called Dimmed and Crestless, and while some may be common NPCs, others will be characters you can play as/befriend, which can make things a tad bit harder. It's for this reason that Shockers were made for humans, while Pokemon usually get their Crests from the Sourcewaves, whenever they hit. Dimmed humans will be totally unable to fight, while Crestless Pokemon can still fight but they have and gain half the stats they normally do. You can either wait for them to get a Crest via Sourcewave, or you can bring them to a Power Spot that exumes Cruia which matches their Type/s and let them bathe in it for a while, which may grant them a Crest. As for using Shockers, it comes with some downsides; the user could suffer Vitality damage from the shock they receive, and parts of their body may be hurt or made "dead", meaning they can't be used. In the former case, this would make using Moves that involve those body parts harder to perform, could lower the damage they deal by a certain amount or even put it at risk of becoming unusable, if it's put under too much strain. On the other hand it COULD also allow body parts that were previously numb to be used, but that varies between users. If used on one that already has awakened Cruia, it can double their stats while it's used but put the user at risk of being overwhelmed by their own energies, which can kill or vaporise them, similar to when Hangers are used to Amp humans. So...be careful and thoughtful when you're using one.


Unable characters aren't just limited to Dimmed and Crestless however. Certain small Aterrians, such as human children or bug-sized Pokemon (proper bug-sized) could also be incapable of combat, either due to lack of combat knowledge or having Moves that don't deal much damage, if any at all. They can still be brought into battle to get EXP for them, but they may have trouble actually fighting. The risk can really pay off though, as being in more battles can teach them what to do and how to do it. On a sidenote, tinier characters like bug or toy-sized Pokemon can fit on more than one Space in-battle, and they have more space to occupy when climbing onto a bigger character.


Now for the strats...


--------------------

Workings

--------------------

Levels and Tiers

----------


Levels work the same way they do in the original games, but are a bit more important. They are obtained the same way: raise the EXP bar of a character to its highest to Level Up. The required EXP will get progressively higher and higher as you gain higher Levels. The amount of EXP required for each Level Up and the amount gained from battles varies between human and Pokemon alike, which is noted through the Levelling Rate and EXP Gain on a character's screen. The former can range from Quick, Moderate and Slow, while the latter can range from High, Moderate and Low; Quick requires 20% less EXP, Moderate requires adequate and Slow requires 20% more EXP; High gains 20% more EXP, Moderate gains no additional EXP and Low gains 20% less EXP. It's not known in-universe why this is, but some say it has to do with "aptitude."


As said in Part 3, Pokemon can reach Level 100 and Revise to go up a Tier, which allows them to learn new Katas they ordinarily couldn't or missed out on during their previous run, and get more stats. The Tiers max out at 10, and for each Tier they go up by, the EXP and stats they gain increase by 5%, with an additional 5% thanks to the League Seal, totalling a 50% boost for Tier 10 Pokemon. Humans lack Tiers but can go all the way up to Level 1000, and for every 100 Levels they gain (including Level 100) they will gain the same 5% stat boost that Pokemon do. In place of the EXP boost however is an expanded Cruia Code, which I'll touch on later. Levels and Tiers also provide a small damage boost; Levels deal 1% more damage while Tiers deal 3% more damage, but only if they're higher than your opponent's Levels and/or Tiers.


Katas also have EXP they can gain, which is done so through continued successful use. Like Pokemon themselves, Katas have different rates at which they gain EXP and different limits, which are viewed as a bar beneath the Kata in-battle and beside it on a character screen. Once full, they can choose to transform it into a Kataya, but the increased Trickery they gain may make them unusable. In that instance a prompt will appear saying you don't have the Flexibility necessary to use the Kataya yet, and must wait until you do to evolve the Kata.


Pokemon and humans alike have Base EXP Yields, which is how much EXP they will give at their weakest, at Level/Tier 1 with their lowest base stats. These are added on by all the character's Battle Stats (including permanent effects like Ability and held item boosts), then multiplied by their Level, then multiplied again by their Tier. The Base yield and the yield/s you got from them can be checked in the Pokedex for Pokemon and on your device for humans you've met and fought.


----------

Stat Workings

----------


Stats are split into two groups: the Battle Stats, which are for battles, and Other Stats, which are for variable things. As a reminder, the Battle Stats are:

  • HP, short for Health Points, which shows how much...well, health the character has.
  • CP, short for Combat Points, is another name for the character's dexterity and how much energy they can use.
  • Strength, which is related to the character's physical power and how much they hurt one's body.
  • Toughness, which is related to the character's physical endurance.
  • Sharpness, which is related to the character's ranged power and how damaging their projectiles are.
  • Thickness, which is related to the character's ranged endurance.
  • Force, which is related to the character's elemental powers.
  • Stillness, which is related to the character's elemental endurance.
  • Speed, which is how fast the character can move.
  • Accuracy, which is how skilled the character can hit their mark.
  • Evasion, which is how quickly the character can dodge something.

Something I should note here is that HP and CP will be higher than the rest of the Battle Stats, including the acquired points for them. As for the Other Stats, they are:

  • Friendship, which is displayed by a bar that is red on the left and green on the right. This shows how close a character is with another, and there are different bars for each one. There's also a little display above the bar that shows whether the character is easy or hard to bond with.
  • Body Space, which is displayed as a diagram of the character's body, showing how much stuff they have on them and where it can be placed/worn. It also helps in showing where smaller characters can stand or climb onto.
  • Flexibility, which is how clever a character is with Moves. The higher it is, the more Moves they can have.

As mentioned multiple times before, Battle Stats have numbers, which are increased by Levelling Up and training, though they can also be raised by using certain items and through evolution. Stats don't seem to have a set limit, so you can raise them as much as possible before you hit your Level/Tier limit. The stats go much higher than they did in the original series, with Vitality going to the 1000s and the other stats starting off in the 100s. A character's stats are shown on a graph in a character's status screen known as the SD (Stats Display), which shows the numbers of their stats. The stats have a bit of RNG going on as you get them; they range between 10% lower and higher than what you ordinarily get, but the amount acquired can vary depending on what stats a character excels and lacks in (these other factors will be explained later). You CAN train them at an Outpost to be better with those stats, a process which is called Master Training, though that character runs the risk of lacking in another stat, one they previously excelled at even, so think twice before doing this. You also must have defeated that Outpost' Leader to undergo Master Training there. There is another graph shown on the Pokedex called the BST (Base Stat Total), which shows how many stats a Pokemon will be certain to get during a Level-x00 run, during Tiers. An important thing to note is that the acquired stats ONLY take Level Ups and Tiers into account, not outside sources like items, training methods or environments, and the Tiers must first be acquired before you can see how many stats a Pokemon will get during a run through a particular Tier.


Returning from the original games are IVs and EVs. IVs, or Individual Values, are the basic stats a character can get, which can be viewed in their entries in Contacts and on the Pokedex. EVs, or Effort Values, work the same way they did before, being extra stats you can obtain by defeating enemies. Humans have more quantity but less quality, while Pokemon have less quantity but more quality. They can be viewed as numbers beneath certain Battle Stats on a Pokedex and in Contacts. Each Battle Stat can have up to 5000 EVs can be applied at a time.


Stats are acquired more numerously as you Level Up and raise your Tier, as said before. Each Level Up increases the number of stats you earn by 1%, while, as said above, each risen Tier raises them by 5%. The Other Stats are different cases. Friendship can be raised by bonding with others, and Flexibility is gained through Level Ups, Tier Ups and evolutions. 1-5 per Level, going up by 1% like Battle Stats do, and risen further by 5% for each Tier. Flexibility also plays into how long someone can remain in a Power Spot before needing to exit it. For each Flexibility point they can handle absorbing 300 EXP from a Power Spot, so higher Flexibility means longer bath times. Body Space is wholely dependant on the character's appearance, and can only really be changed with Pokemon evolution. Speaking of Pokemon, the Battle Stats THEY gain are a tad bit different in a way, but I'll get to THAT later as well.


----------

Elements

----------


Elements is one of the most common words you'll hear on Aterr. As explained before, they are the classes given to humans and Pokemon alike who have a focused amount of a certain Cruia inside them, which grants them control over a certain aspect of life. They are called Types for Pokemon and Powers for humans. While not completely influential, Elements do affect what kind of Katas they would and can learn as they grow. As they are related to both natural and unnatural forces, Elements allow their bearers to survive in environments they otherwise couldn't, and even thrive in them. This is what's allowed humans to make settlements even in dangerous areas of Aterr, as well as endure attacks from Pokemon. And of course, Elements have different effects against each other. Ones that are effective deal 1.25x more damage in battle, while others that aren't deal 0.75x less damage, which stacks depending on how many Elements were affected strongly or weakly. They also provide extra power to Katas of matching Elements called SEDA (Same-Element Damage Addition), which raises the Power of matching Katas by 20%. Naturals lack Elements so they deal neutral damage, but they can be empowered by Elements if there is a Caster affecting the user. Additionally, each Element grants its advantageous and disadvantageous extras to their bearers.


There are two special kinds of Elements that stand out a lot from the rest. The first is the aforementioned Greater Elements which I've already explained most about, so I'll just say that Cruiora, which is its energy form, grants double the EXP you would ordinarily get from that particular Element. The strong and weak damage they deal and take is double/half that of the normal amounts (ie. 1.50x more effective damage dealt and 0.50x less effective damage taken, rather than 1.25x and 0.75x), but this only works on Lesser Elements. The icons of Greater Elements are modified versions of the Lessers, whose colours also shine a bit. The extras they give are also heightened from their Lesser variants. The second is Combo Elements, which are two Elements mixed into one. An example is Fire and Aqua, which mixed together creates the Steam Element, involving scalding waters and dousing fires. As they are mixed of two Elements, Combo Elements possess a mixture of their halves' effectivenesses and extras, which can remove/add good and bad things to them. A Pokemon can have up to four Types, meaning they can have either four Solo Types, three Solos and one Combo Type, or two Combos. Humans however can have any Power they wish; some they're born with when their Cruia awakens, others they gain through absorbing other Cruia. Although they can only master TWO Elements, they can learn to control all kinds of Elements and use their Power/s to warp others in different ways. Having only two Powers also ensures that they don't take as much effective damage as Pokemon do (in some cases). Combo Elements can also be formed out of Greater Elements, but besides the colours shining, their names and symbols don't change. They simply give higher extras.


One last thing about Elements is that they play into EXP in another way. Each kind of Cruia has a different name and colour for the Elements they embody, and the EXP you get is split amongst the different Elements. This is sometimes used for Pokemon evolution and enhancing one's Cruia Code, as well as determining what Elements a human may get. If they absorb a drastic amount, it will "stimulate" the absorber's heart and it will start generating more of that particular Cruia, therefore granting them its Element. If a third kind were to be absorbed a lot, it will replace the earliest Element. Sometimes humans can even undergo changes in their appearances, especially if they bathe in Power Spots...but they still don't evolve like Pokemon.


(Fun Fact: SEDA is the Neoverse variant of STAB (Same-Type Attack Bonus), but with less of a singular effect (aka dealing lesser damage with one effective Element than STAB.))


----------

Abilities, Traits and Skills

----------


Again, these are something I explained in a previous Part, but I'll go over their in-game workings. First is Abilities, which work similarly to how they did in the original series. Abilities are Element-granted boosts that have varying effects. Said effects are lowered because now, there can be more than 1 of them on a character at a time. Pokemon can have 3 while humans can have 5. While Pokemon usually start off with at least one Ability, both they and humans need to get stronger in order to obtain theirs. Humans also get theirs by obtaining Powers, but absorbing Cruia alone can be enough. Pokemon actually have numerous Abilities to choose from, but are born with different ones. There are ways to change the Abilities an Aterrian has or even add one to them, which is usually done through ARs, or Ability Records, which act much like Kata Records in the way that they hold converged Cruia to form and hold an Ability within them. Same as with Kata Records, you need to put them into a Pokedex or other compatible device and choose a character the Ability is compatible with, then the disc's Cruia will empty into said character. If a character has too many Abilities already, they must choose one to replace with the new one, or get rid of the new one, which is instead turned into EXP.


Traits are similar to Abilities in the way that they provide certain perks for the user, but are more so related to their appearance and stature than their energies. The number of Traits they have and what they are can be variable as a result, and cannot be replaced unless the character undergoes some kind of change. Traits can range from sizes to body toughness to disorders caused by personality, which can both help and hurt the bearer. Skills are another new thing to these games. They are things characters can do in the overworld, which vary from putting out fires to shaking an entrance open to hacking computers, though I also went over this in Part 6. Their viability ranges from 1-5, and can be heightened via Level Ups and Tier Ups, evolution and even a type of Master Training. Not much else to say about them really...Think of them as HMs from the mainline games and Field Moves from the Ranger games mixed into one. A few would even allow you to fly, warp or otherwise transport you across regions and even whole continents, much like Fly from the mainline games.


----------

Cruia Codes

----------


This is something originally mentioned in the second Part, but there wasn't enough space to talk about it. Cruia Codes are the genetic codes of humans and Pokemon, though humans have more variable ones than Pokemon due to their ability to absorb and hold more Cruia than Pokemon can. You can call these the skill trees of Pokemon Neoverse, as they allow the player to get more stuff for their character. And Pokemon too, but more so the humans. The acquireables range from new Moves, Abilities and even Traits to bonuses such as increased Damage Rates, regeneration, and so on, some of which may even mutate the bearer. The Cruia Codes start off small, with only a few Cells, as they're called, circling around an orb, which is the bearer's spirit. You can energise a Cell and gain the bonus it offers using spending CP on it, or Cruia Points. Cruia Points accumulate from EXP obtained in battle; for every 100 EXP you earn, you earn one CP. Cells that can be energised are noted by their glow, while ones that can't yet be energised don't glow. Some glow in a certain colour, referring to a certain Cruia, meaning you'll need CP of a certain Element to energise it. The circle can be expanded into paths by energising certain Cells around it, as well as a few outside it that kinda act like the "seeds" of these "trees", but the latter tend to cost a LOT of CP, and of different Elements too. These paths are called Elemental Branches, and they're where the Elements offered from Prize Cruia come in. They give bonuses and capabilities related to said Element, and can go on for a long while. There's one for every Element (barring Normal, Omni, Void, Unknown and, in humans' cases, Human), so there'll be quite a few things to collect from them. Some Cells will even grant extensions for the stats!


Moves, Abilities and Traits earned from Cruia Codes are called "Restrained". They're hidden capabilities that are only acquired by "stimulating" parts of the Cruia Code. They do not take up space among the Moves, Abilities and Traits one can attain naturally, but there is a catch: these Restrained capabilities require a good bit of CP to acquire, and sometimes they require CP of more than one Element, which makes getting them a chore sometimes. That being said, they're still worth the effort to get. A tip to keep in mind with Cruia Codes is the further out the Cells are, the better stuff they'll offer.


Cruia Codes do have their limits though. With each Level the bearer gets, they'll gain an extra Cell they can energise, but this also means they'll stop when the bearer reaches Level 100. A new circle can be created when the bearer undergoes Revising (for Pokemon) or reaches a one-hundreth Level (for humans), which can also unveil more Cells on Elemental Branches. Even after a character or Pokemon gets to Level 100/1000 or Tier 10, there are still ways to expand the Cruia Code, such as certain items or processes. It's even more limited for Pokemon however, since they will only have Elemental Branches based around their Cruia and no others. To make up for this, their Branches are longer than most humans', especially as they make their Level x00 runs.


The only thing both sides don't get directly from Cruia Codes are Skills. They may be upgraded or even obtained as a result of energising certain Cells, but they are not something that directly comes from the Codes.


----------

Items

----------


Last segment for this Part is on the items of the Neoverse games. There are multiple item types (no pun intended) to be found, which are:

  • Consumables, items that are one-use only, such as food, drink and medicine.
  • Gear, items such as weapons, shields and clothing that can help in battles.
  • Utilities, items that can help you reach places, plant traps, or other stuff.

Items are also split into Ordinary and Key Items, the latter of which are usually to with the story. Pokedexes are an example of Key Items; they won't be story-related, but are too important to just get rid of. Most of the time you'll have a bag or backpack of some sort to hold all your stuff in, while other times you'll have to either wear them or use your pockets and smaller holdables to carry them around. Prizeng is also an item, which you can (sometimes) get by winning battles against Alliances, winning sports or even finding it laying around someplace.


Equipping items works a bit differently than in the original series. Characters can both hold and wear them, and a lot of them give different effects. Armour can increase your Defense but lower your Speed, for instance, and you can wear stuff underneath other stuff if possible (ie. putting a shirt underneath armour, however silly it may look). This also serves as a good way to customise your characters, but because of how many effects there are and how stackable they are, they are all lesser than how they were in the original games...some of them, at least. This is where you must take Body Space into account, as you can guess. Not really anything else to say here.


----------


That's it for this part. The explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1309035


Tags:

Posted by CrashCourse81 - October 12th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 6 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you wanna see the previous Parts, check here.

https://crashcourse81.newgrounds.com/news/post/1309027

https://crashcourse81.newgrounds.com/news/post/1309029

https://crashcourse81.newgrounds.com/news/post/1309030

https://crashcourse81.newgrounds.com/news/post/1309031

https://crashcourse81.newgrounds.com/news/post/1309516


Welp, now's finally the bit where I speak of how the Neoverse games will work. I'll go over the games' main features first.


Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, this is all copy and pasted from my DA St.ash Journals, with a few alterations.


--------------------

Gameplay

--------------------

The Versions

----------


First, and probably most importantly, the games will still be split into Versions, with there being a different number for each continent (minimum 2, maximum 3). The games will still be grouped into Gens, but unlike the original ones, each Gen will take place at a different point in time. The Versions will all take place during a certain point, and will also have different characters to play as with different stories throughout the game, which interlink together. The games won't all be centered around becoming a Champion, though the Aterr Leagues WILL be involved in the stories in some way. Of course, each Version will have its own unique Pokemon in it, the Gens even more so, as not every Pokemon will be located on every continent, and there will be new Pokemon born on each one during each Gen. This means that you'll need to trade certain Pokemon to get them in certain games, but only those that are of the same Gen. That being said, filling the Pokedex won't be a main goal either, since it would be super tedious and it feels more like a secondary task anyways.


Also unlike the original games (or at least the more recent ones), there will be a larger main menu when you load them up, which will have the following choices:

  • Story: Begin, continue or delete your run of the game's story. There are three save slots in each Version, so you can do different runs without having to delete one.
  • Options: Choose the sound/music volume, put subtitles on/off, increase the brightness, etc.
  • Online Play: Here you can choose to trade, battle or simply talk with people online.
  • Extras: View in-game cutscenes and movies, see the credits, look at collectables you've obtained in the story, etc.


One brand new thing in the Neoverse games is difficulties, which...well, the original series needs them desperately, as they're a bit too easy once you get down to it. They are, from lowest to highest:


  • Simple: Fighting enemies, befriending humans and capturing/befriending Pokemon is easier in this difficulty. Neither can die, and you will not lose items or money if you lose a battle. Items are also easier to find; you'll know when they're nearby via sparkles.
  • Average: Enemies aren't too easy but not too hard to beat, nor is befriending Aterrians. Higher-grade items lack the sparkle from Simple.
  • Challenging: Enemies will be tough to beat, using strength, numbers and strategy to win. Befriending Aterrians can sometimes be hard, especially if you did something to annoy them. You are more likely to lose allies on this difficulty, but some items at shops are of higher quality. EXP gained from battles and AP gained from Tasks are increased by 30%.
  • Primal: Enemies will be especially hard to beat and come in larger numbers, with bosses being accompanied by more than usual. You also get a certain time to choose which actions you want to perform before the enemies attack. A bunch of Aterrians are hard to befriend, and more combatants will kill you and your allies instead of knocking them out. Items in shops and the overworld are of even higher quality. Shining and Alpha Pokemon appear more often on this difficulty. EXP and AP gained is increased by 50%.

There are a few other goodies that come with playing on Challenging and Primal, though those will not be revealed until later on in the game's story. So...play at your own risk~ There is something that is unlocked after you finish the game's story, but that will be talked about in a later Part.


----------

Overworld Gameplay

----------


Something I should mention before I talk about this is, not every game's story will start off the same as the original ones (ie. you won't be always kid who moves into a town and/or gets Starter Pokemon). They will each have their own beginnings; some may start you off as an adult with much strength and strong Pokemon, some may have you visiting a school and learning more about Aterr, some will be travelling people who help out the continent (like a Vanguard), etc. Regardless of how you start though, the games are more or less played the same. Like the main menus, the stories have larger pause menus than before, which have the following options (note, you will not start with ALL of them in certain games):

  • Resume: Resume the game.
  • Party: You can check out your human and/or Pokemon allies, their Stats, their Moves, etc. You can also customise them to your liking, such as adding on and taking off items, changing up their Moves, what-have-you.
  • Pokedex: You can check the records of Pokemon and Originals you've encountered throughout the game, as well as Katas you've recorded from KRs.
  • Items: Wherever you have them, you can check on the items you have and do what you wish with them.
  • Camp: Set up a camp where you can interact with your allies and rest for a time, recovering Vitality.
  • Options: Same as the main menu, but with the added option of saving your game.
  • Map: Bring up a map of the game's continent that you can zoom in and out of. Places you've visited will be coloured in, and places you haven't visited will be dull. You can choose to fast-travel to visited locations, including non-city/town/village areas, or mark them with cursors for directional purposes.
  • Contacts: Check the people you've gained the contact info of throughout the game. Only Aterrians you've befriended will give you their contacts, and even then some will only give you their contact if they really trust you. This also acts as the Pokedex for humans, as the device you use also lets you record humans you've met and see the different stats and other things they've had throughout the games.
  • Exit: Exit the game. Unsaved progress will be lost.

There may be another option or two depending on what the game has, but this is the normal stuff.


The overworld in each game is laid out in a similar manner to the recent games' overworlds (Sw/Sh, Legends and S/V), being an open expanse of land that you can explore freely. Unlike those lands however, the Neoverse games' overworlds will be more explorative and have more secrets to find, which will be explained as I go along. Pokemon will also be numerous in the overworld, but they won't just pop up like in the past games. Rather, you can see them from almost any distance, and they can be ANYWHERE. The sky, the ground, the sea, ANYWHERE. Luckily you'll only have to worry about them outside of human civilisations, since the majority you'll fight are Free Pokemon. On the top-left corner and leading downwards you'll see the Vitality Bars of the characters currently out and about, which show their HP, CP and EXP bars. There's a clock on the top-right corner that tells the current time, which goes by in real-time and expands to show the name of the area you're in when you enter it. On the bottom-right corner you'll have a mini-map that you can expand to see the entirety of the area you're currently in, which has different icons on it. The size of the icons dictates how small or large the related thing is. The icons are all as follows:

  • Dark blue dot: Player character
  • Light blue dot: Ally
  • Light red dot: Weak enemy
  • Red dot: Average enemy
  • Dark red dot: Strong enemy
  • Skyscrapers: City (capital cities have a star on one of the skyscrapers)
  • Houses: Town
  • Cottage/Hut: Village
  • Dark blue house: Home
  • Light blue house: Ally's home
  • Rectangular building: ETG/Outpost
  • Semi-circle-shaped building: Keep
  • Spire building: Peak
  • Circle surrounding a building: Building of interest
  • Grey dot: NPC
  • Orange dot: NPC with a sidequest/Task
  • Orange board: Task board/stall/etc
  • Seven-pronged star: Main objective
  • Five-pronged star: Sidequest objectives
  • Three-pronged star: Secret (hidden unless you find them or have something that uncovers them)
  • Cyan Aterr symbol: Online play area (such as an AMS)
  • Green plus: Clinic
  • Red shop with fork: Food shop
  • Indigo shop with shirt: Clothes shop
  • Black shop with blue lines: Techstore
  • Blue shop with oval: Items shop
  • Yellow shops: Marketplace
  • VS sign with X: Battle arena
  • VS sign with orb: Sports arena
  • White downwards arrow: Landmark (the aforementioned indicator you can put on maps (max. 5.))

There are other icons besides these, but they also vary between each game.


The majority of shops are called Buy n' Sells, which each sell most of the same stuff, but also have a few products unique to them. Clinics, Techstores and Marketplaces are the same, but with some differences.


  • In Clinics you can enter Regen Pods in order to restore your Party, but they only fit humans and Pokemon of their size or lower. Pokemon inside PESes can be put onto a Regen Stand to be restored instead. There is also a vendor for buying medical supplies.
  • In Techstores you can buy devices such as PESes, new phones, Shockers or even new Pokedexes, but for a large price each (barring a few PEses.)
  • In Marketplaces you can buy varying stuff, some with a bargain and others of larger prices than how they would be sold at another place.


There will also be segments in these locations which their unique products are sold at, or put on display. The latter products can't be acquired normally; to do so, you either have to help that store with a Task they put out or have a higher Rank. Perhaps, if the owners like you, they'll even give you a bargain on some stuff!


In the overworld, there will be some obstacles you'll need to clear to get to someplace, especially during the story itself. For these you'll need a certain Skill; for rocks, boulders and walls you'll need the Crush Skill, which is related to smashing things; for activating different machinery you'll need the Energise Skill, which is related to elements that power things up; for putting out fires you'll need the Soak Skill, which is related to water. Some obstacles will require more than one Skill to surpass, and of high numbers at that. These obstacles will usually lead you to secrets or bonus areas with good stuff to be found in them.


Other than that, there's not really anything different about the overworld. You can talk to people, enter buildings and interact with stuff the same way as you could in any other game.


----------

Battle System

----------


This is one of my favourite parts~...


Battles are initiated the same way in the Neoverse games, though it can be initiated in other ways. When you see an enemy ahead of you, you can attack them with a punch, a beam or whatever else you have, and begin the battle with some damage dealt to them, or if they're a Pokemon, you can throw a PES at them and attempt to catch them by surprise, if you're worried about using the direct approach. This may make them frightened or angry if they escape though, and more likely to flee or attack you ruthlessly. Enemies can also attack and deal battle-start damage to you, which can be lowered or raised depending on effectiveness/es. Other than that, you can just start a battle by running into an enemy.


The battles themselves are changed drastically from the original format. The battlefield is split into grid-like segments called Sides, which are made up of Spaces for each combatant to be on. The size of the Sides depend on the size of the battlefield itself, with wide-open plains and wastelands providing large Sides and crowded areas like hallways or cargo holds providing small Sides. There is usually two Sides but there can be three or four depending on how many teams are battling. There can be multiple combatants on either Side, with ones of human or smaller sizes taking up one Space. Larger combatants (usually Pokemon) will take up two, three or more Spaces, and some may be too big to fit on their Side at all, in which case they can remain in the background and support their team from there. There are also Aerial Spaces for combatants who are able to fly or float, which combatants of sizes big enough will take up.


At the top of the screen there is a timetable showing slots for the combatants, which are called Chances. They are how many actions a combatant can make each Turn, which are totally dependant on Speed. They get more AND get them sooner the higher their Speed is, making it even more important than in the original games. After each combatant uses all of their Chances and, once any after-battle effects are finished, the Turn ends and the next one begins. The combatants can choose to do one of the following during each Turn:

  • Fight: The combatant can choose a Move to use. The Move screen is split between Naturals and Kata/yas.
  • Switch: The combatant can switch out with another one waiting in the reigns. These can be humans keeping their distance, or Pokemon waiting in their PESes. Only humans get the Pokemon choice.
  • Shift: The combatant can move to an adjacent Space, or shift from Surface to Aerial Spaces, and vice-versa.
  • Status: The combatant can check the status of any combatant they wish. Bars will be shown to tell how high or low a Battle Stat is, and there will be a space for Afflictions they have. If you've fought and/or learned much about an enemy their Stats' numbers will be shown.
  • Guard: The combatant guards themselves or an ally from attacks; the former halves the damage they take and the latter protects the ally from damage. Guards can be dropped with enough damage however, which can stagger the combatant.
  • Items: The combatant can check their items and use one of them. Only combatants with items on their person can do this.

Each action uses up a Chance, regardless of how miniscule or large it is. Once an action has been chosen for each Chance, the battle for that Turn will begin, but there will also be a time limit in some fights that will end your decisions early if you take too long. This is most prominent on Primal Difficulty. The actions used are performed in order of their choosing, but you can choose to fast-forward or skip the battle if you wish. Once the current Turn ends, the timetable will be remade; from the first Turn onwards, the order of Chances will be slightly randomized, but those with high Speed will still get to move sooner than others, most of the time. Combatants who are using Moves for longer than usual will be in Interval states. Some Moves take a few Chances to charge or finish, others may leave the user exhausted and need to rest for a few Chances, or even a whole Turn. Some Interval states, such as the latter one, will make a combatant open to being attacked, while others will make them unable to be hit by certain attacks (ie. a character digging into the ground or flying into the air). In these scenarios a combatant cannot be hit by an Aerial or Surface attack respectively, though an Everywhere attack could. Switched-in characters cannot perform actions when they come out, but they will remain Guarded for the Turn to lower the damage they take.


As before, a battle ends when the opposing Side faints (basically knocking them out), after which the winners absorb the stressed Cruia generated from it, called Prize Cruia. This Cruia acts as the EXP of the games, and how much you get averagely depends on two major factors: your opponents and their Vitality. Whenever you hit one with a Move, they release Cruia; 1 EXP for each Health Point they lose during the battle, including recovered HP. Those points are multiplied by the bearer's Level and further multiplied by their Tier, if they had one. That creates the total amount, which is shared amongst the winners if there was more than one, even on opposing Sides. Like with damage, there are other factors that can influence the EXP you gain, though these are far more rare. The most common way, yet also the darkest, is by KILLING your opponent/s. This will add negatively to your reputation, which in turn can lower your Rank and make people not trust/lose trust in you, but their corpses release more Cruia after their deaths; 1 CrP for each 100 BS points, which are multiplied by the Levels and Tiers. This Cruia goes into the Prize Cruia, allowing you to obtain more EXP than normal. If you REALLY wanna do this, it'd be best to kill Killer or certain Even Pokemon, since they can be threatening.


Speaking of BS, the workings of Battle Stats in-battle are like this: The Damage Rate of the chosen Move is multiplied by the user's Level, then (if they're a Pokemon) multiplied again by their Tier (ie. damage x Tier or 2). The result of that is then halved and added on to the points of the offensive stat that corresponds to the chosen move's Style, then finally subtracted by the target's corresponding defensive stat to get the damage dealt. Combatants with higher Accuracy than their target's Evasion have a higher chance of hitting them, while combatants with higher Evasion than their opponent's Accuracy have a higher chance of dodging them; 0.01% for every 100 points. Some Moves have select accuracies that affect the user's chance of hitting their opponent. There are other factors that influence damage, Accuracy and Evasion like Abilities, Move effects and Traits, with the most prominent being Elements. Ones that are effective deal 1.25x more damage, while ones that aren't deal 0.75x less damage. Moves of Elements that match the user's own also gain a 30% increase in their Damage Rates. Another factor of damage is Critical Hits, which work differently in Neoverse battles. Every combatant has a weak spot or two on their body, called Critical Spots, be it a natural weakness or otherwise-acquired soft spots. The primary examples are Pokemon Crests, which seem to be sensitive to pain. Hitting them will be like if a nerve cluster was struck. Hitting weak spots in general increases the damage dealt by 1.3x, though doing so can be difficult; compared to hitting an opponent, hitting a Critical Spot is 50% harder, meaning your Accuracy would need to be rather high to have a good chance of hitting them. Large blows that target the body, even if they hit Critical Spots, won't always count as Critical Hits however. Only attacks that hit the spots dead-center or push into them will count. Large blows tend to have a -25% chance of hitting Critical Spots, due to not focusing on one part of the target's body, while smaller, more direct ones have a +25% chance. Stat changes are also still a thing in the Neoverse, being called Positive and Negative Stat Anomalies (or P/NSAs for short). The amounts they change by varies more in these games, going up and down in percentages rather than stages.


For some additional info on Moves, each one also has Priority, which is shown as a number that tells how many Chances are needed to perform a Move or when they'll be over. Having greater Speed can hasten them, but they may also leave you open depending on what they make you do. They also have Width, which shows how much of a Side they hit. Some Moves will hit in a straight line, some hit one opponent, some cover an area, some hit fixed Spaces, etc. Some Moves may even hit the entire battlefield! This is quite important, as hitting the right places can mean the difference between victory and defeat. You may even be able to leave behind some damage to keep foes from using certain Spaces...


Aterrians have slight regenerative capabilities during battle. After a Turn has passed they'll recover 5-10% of their Cruia, which in turn restores a bit of their CP. They'll recover double the amount if they successfully Guard for a Turn. A lot of Moves deal damage, but those that don't, called Status Moves, are pretty important too. As they focus on raising or lowering one's capabilities, they tend to have greater effects than damage-dealing Moves which have their own. As mentioned before, Katas use Cruia and thus have Elements, with many bearing one and a few others bearing two Elements, in which case the damage dealt is split in half between said Elements. The same applies to Battle Stats when Moves with more than one Style are used. These can be useful in sneaking around an opponent's defenses. Combatants that dwell in the background are usually massive, and there can only be one out. Size can add to or take away the damage they deal/take, and expand the Width of their Moves. They're quite useful, and also quite difficult to take down unless you have your own massive ally. Bigger allies can also allow smaller ones to climb onto them and gain vantage points, or even aid their bigger ally in a way. Only ones in the Spaces can be climbed though, and you can be knocked off them if hit by a strong attack.


As in the original series, there are some moves that inflict status ailments on combatants, which are called Afflictions. Afflictions are split between Elemental and Physical, and it's possible to have more of one kind at a time, though not all of them would be possible to have. For example, you can't be afraid when you're enraged, and you can't be frozen when you're on fire. The Afflictions are as follows:


ELEMENTAL

  • Burning: The combatant's body is covered in flames, which damages them every time they perform an action (aka use a Chance). The damage they take is equal to 2% of their HP. At the end of a Turn, they take damage equal to 7% of it.
  • Heavy Burning: The combatant is either covered in especially-hot or entirely covered in flames, which deals them 5% damage per action and 10% at a Turn's end, and may prevent them from making any actions at all.
  • Singed: Known as an After-fliction, this is after the combatant has been doused of the flames. The parts of their body that were burning will be Singed for a certain amount of Turns, which act as Critical Spots (present Critical Spots cannot be Singed.)


  • Paralysis: Static electricity prevents the combatant from moving very well, halving their Speed and Evasion.
  • Full Paralysis: The combatant is completely unable to use Moves or move around for at least one Turn.
  • Wonky: After the paralysis wears off the character will be left trying to regain their full motion, their Speed and Evasion lowering by a third and the possibility of a Chance or two being lost due to the Wonkiness.


  • Poisoned: The combatant has been poisoned by venom or a harsh chemical, and loses 5% of their HP at the end of the first Turn they have it. This number goes up by 1.5x with every passing Turn.
  • Badly Poisoned: A dangerously powerful liquid or gas takes away 10% more of the Afflicted's HP with every Turn that passes, and may make them too woozy to use a Chance or two.
  • Queasy: Though the poison is gone the character will be a bit sick for a while. They use up twice as much CP during the Turn/s they have this After-fliction.


  • Frozen: The character is becoming frozen, halving their Defense and Evasion and limiting the kinds of actions they can make, particularly Moves.
  • Totally Frozen: The character is completely frozen and unable to do anything until they are thawed out. They can break out of the deep freeze themselves if they're strong enough or have an Element that's effective against ice.
  • Frostbitten: The character's body is brittle from the cold, reducing their Defense and Evasion by a third until it goes way.


  • Drowsy: The character is in a drowsy state, and their Speed and Evasion are halved as a result. Unlike other After-flictions, this one happens before the Affliction, thus making it a Prior-fliction.
  • Sleep: The character is lulled to sleep, preventing them from doing anything until they wake up. They can be awoken by loud noises or being hit by a strong attack. On the bright side, this increases the CP they recover naturally by 50%, lets them recover 10% of their HP with every Turn that passes, and they can even use certain Moves while asleep, if they have any.
  • Deep Sleep: The character is in such a sleepy state that they can't be woken up by anything except a strong effective attack. The CP and HP they recover from before, and any damage dealt with Moves are doubled while in a Deep Sleep.


PHYSICAL

  • Stunned: This one happens whenever a character is hit by an especially-damaging attack or their Guard is broken, which makes them a bit dizzy and prevents them from making a move until the end of the Turn. They do have a chance to recover during it though.
  • Knocked Out: If a character keeps getting hit by strong attacks while Stunned, they have a chance of being knocked out, rendering them unable to fight until they regain consciousness. They may wake up after a few Turns, though it's recommended to get them off the battlefield instead, or use a Revive on them.
  • Confused: This can sometimes happen when someone is smacked hard while Stunned. In their daze, their chances of hitting and dodging their opponents are randomized, and they may sometimes hit their own allies or themselves.


  • Fancying: Another Prior-fliction, a combatant is..."moved" by the sight of their enemy, and won't attack them with as much force. Damage against the Fancied combatant is halved by the Fancying one.
  • Infatuated: The combatant has fallen for another one, and will not attack them in any situation, even if attacked themselves.
  • Lovestruck: The combatant is fully in love with another, and not only won't attack them, but will attack anyone who hurts them, including allies!


  • Haunted: A state in which a strange presence or energy lurks around the combatant, siphoning them of either their HP or CP whenever a Turn passes. The amount taken is equal to how much they lost/used this Turn.
  • Cursed: An outright-ghostly essence is mysteriously weakening the Afflicted, removing them of DOUBLE the HP and CP they used/lost AND lowering a random stat of theirs by one tenth at a Turn's end.
  • Spooked: After the Haunt/Curse wears off the combatant will be left on edge, occasionally getting distracted by make-believe noises and may mess up a Chance or two. Their stats will also be lowered by a tenth each, everything lasting until their Spookedness ends.


  • Tired: This status is gained whenever the combatant is low on either HP or CP. Their movements will be sluggish and they will deal 2/3 of the damage they normally deal.
  • Weak: Gained whenever a lot (at least 5) of the combatant's Battle Stats are low or when their Vitality is dangerously low. They will take twice as long to use their Moves and deal half the damage they usually deal.
  • Fainted: If the combatant's HP falls to 0 by a non-fatal blow or their CP falls to 0 from overuse of Moves, they will faint and be unable to fight until healed/restored. A Revive is the most basic way to do this.


  • Annoyed: A combatant who has grown tired of missing a lot or taunted in some way, which will cause them to focus more on a certain opponent and ignore their allies at times. It will wear off if they land enough hits or have time to calm down.
  • Agitated: The combatant grows angry, lunging out at anyone they find irritating. The damage they deal is raised by 1.25x, but they don't listen to their allies anymore, nor will they help them out a lot. Ones they're close to may be able to bring them to their senses however...
  • Relieved: The combatant is recovering from their tantrum, but are still somewhat angry and will deal 1.15x more damage to whoever they hit.


  • Frightened: A combatant who has become tensed at the sight of a powerful opponent or personal fear. Frightened combatants have a 50% chance of not attacking the thing they're afraid of (or not attacking at all if it's something else), and their Defense drops by a tenth when they DO attack their fear, or are attacked by it.
  • Terrified: Fears can get the best of someone, and this is the Affliction gained when that happens. Terrified combatants will outright flee the battlefield, returning to their PESes (if Pokemon) or hiding in the background (if humans.)
  • Shaken: Even when a combatant shakes off their fear, they will still be a bit scared and will gain two drops in their Defense until they can shake it off.


  • Ravenized: An Affliction unique to a certain Element, Ravenization can only occur on Pokemon...ordinarily. When hit by a Move with a certain "touch", the Pokemon will become infected with a rage that makes them act monstrous, almost like a Killer. This increases the general damage they deal by 1.25x, but it also grants them a certain debuff depending on what their Nature is.
  • Rogue: A state Pokemon enter when Ravenization takes complete hold of them, which is also a classification alongside Tame, Neutral and Wild Pokemon. They become completely uncontrollable in this state and deal 1.50x more damage than normal. However, they also lose a 10th of their HP with every Turn that passes, due to the terrible pain of the infection. If it's not cured before they faint, the Pokemon will become unable to fight for a long time, even after they've been revived.
  • Twitchy: Even after the Ravenization has been cured, the affected Pokemon will still feel some lingering pain and rage. The debuffs they get from Ravenization will remain, but at half their effects.


  • Ringing: Loud noises will harm the ears of sensitive combatants, leaving them ringing. This will make it hard for them to hear things and thus lower their Evasion by 15%.
  • Deaf: When one's eardrums feel like they've burst, they become deaf for a time. This makes them unable to hear ANYTHING and ruin their concentration, lowering their Evasion by 30% and the damage they deal by half.
  • Easing: The ears are regaining their ability to take in sound, but the combatant will still be rather dazed in this state, lowering the damage they deal by 20% until their hearing fully returns.

More will be added in the future if I can think some up.


Another feature of battles is Combos, which are split between Chained Combos and Gang Combos. Chained Combos occur when a solo combatant manages to get two or more hits in before their opponent, the following attacks of which deal more damage as they go on. Team Combos are where multiple combatants attack an opponent one after the other, which don't deal more damage but can be destructive. Both can do/have the following:

  • Chained Combos
  1. Each following hit deals 1.1x more damage and has a 10% additional chance of Stunning opponents.
  2. Chained Combos can interrupt an opponent's charging Interval, during which they have a 30% chance to be Stunned.
  3. The finishing move deals 1.3x more damage than normal.
  • Team Combos
  1. Enemies may have their actions halted.
  2. Team Combos have a 20% chance of Stunning opponents.
  3. If they hit one at the same time, the opponent takes 1.3x more damage than normal.

Last parts about the battle system is about the battlefield itself. Alongside there being different sizes for it, the battlefield may also have Field Features, which range from weather to natural hazards to hidden traps. Weather has different effects such as strengthening Moves of matching Elements, limiting visibility and making it harder to hit your opponents, volcanic geysers that fill the area with lava, it's all very variable.


Overall, the battles are VERY different from the original ones, though I wanted to keep them somewhat similar so they wouldn't feel out of place.


----------


That's it for this part. The explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1309034


Tags:

Posted by CrashCourse81 - October 12th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 4 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you want to see the previous Parts, look here.

https://crashcourse81.newgrounds.com/news/post/1309027

https://crashcourse81.newgrounds.com/news/post/1309029

https://crashcourse81.newgrounds.com/news/post/1309030


This Part will be explaining Aterr itself, ranging from its continents to its inner workings to the biology of its offspring, etc. I'll also be talking a bit more about the setup of civilisations and stuff related to them.


Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, this is all copy and pasted from my DA St.ash Journals, with a few alterations.


--------------------

Planet Aterr

--------------------

The Planet's Core

----------


Aterr's core, called the Crutinar, is not like the core of our world. Rather than magma, it is made up of pure Cruia, every kind of Cruia in fact, and acts as the planet's constant energy source. The Crutinar originally didn't have all the elements in it however, only the four basic ones (fire, water, wind and earth), and not all of the elements flowed to the surface. From what studies have been conducted on it, the Crutinar was energised with more kinds of Cruia by the Source Gem when it first fell to Aterr, and it was also given the ability to create its own, hence why there are different types of Cruia today. In fact it was the Source Gem that allowed Aterr's core to even spread its Cruia around in the first place!


Originally, it was "dormant". It kept the planet going but it never had its energies flow out of it before. When the Source Gem energised it, it made the core active and caused it to send spikes of Cruia throughout the planet, which are now known as Conduits and Cauldrons (universally known as Power Spots). Conduits are springs that produce a pure form of one type of Cruia, while the Cauldrons are larger springs that produce three-five types, and with somewhat greater power. It was these springs that empowered the original Primon and Hybreeds, and they still exist to this day. While these springs also act as the main source of Cruia flowing around the planet's surface, the Crutinar also lets out its own waves, similar to the Sourcewaves, which spread smaller but still helpful amounts of Cruia throughout Aterr. Unlike the Sourcewaves, the Corewaves happen every single day, but the waves are too weak to be felt. These, the Conduits and Cauldrons ensure that Aterr is never without Cruia.


According to scientists, the Crutinar bears not only every kind of Cruia (currently known) inside it, but also bears the genetic codes and atomic makeups of Aterr's different features, including its creatures and humans. Further study has proven that Aterr, via the Crutinar, is capable of shaping itself and its beings to some degree, as there have been sightings of Originals being born from a horde of Cruia coming together, though not enough to make them Pokemon. When a Sourcewave hits them, something is triggered in them that transforms them into Pokemon. Because of Cruia's ability to copy the makeups of different things, Aterr is almost constantly creating new lifeforms around it.


Going back to Power Spots for a minute, these things have become another important part of human and Pokemon life, but mostly human. The Aterr Leagues commonly build their installations over one of these for numerous reasons:

  1. To give the Gym Leaders, High Fivers and Champions a constant source of energy from which they can draw power from.
  2. To give their civilisations some appropriate power sources. Their installations double as energy farms in that regard.
  3. To ensure they don't come under the control of undesirables. Even a common crook could become a major threat if infused with pure Cruia.
  4. To limit the possible damage they could do to their areas.

There are also two ways in which a Cauldron is born. The first and most normal way is if the Crutinar exumes more Cruia than usual, shooting a bunch of it towards the surface (think of it like a sunspot). The second and more unique way is they can be formed from nearby Conduits grouping together, which is another reason why they produce different kinds of Cruia (if the Conduits bore different kinds that is, which they usually do). However, useful as they are, Conduits and Cauldrons can also be very dangerous, as mentioned in the fourth reason for their built-overs. They can cause an area to change in ways that would be detrimental to it; a fiery Conduit could cause a forest fire; an electric Conduit could cause electrical disturbances and storms; a wind Conduit could cause gale forces or hurricanes, etc. Cauldrons are even worse, as they are much bigger and have more energy and types than normal Conduits, and thus can cause more damage. Even stepping into one of these if you're not prepared can be devastating, as pure Cruia has a corruptive quality and can overwrite every other Cruia in the subject's body. There are a few rare cases where Dimmed humans have actually attained power rather than be corrupted by it thanks to bathing in a Conduit or Cauldron, while some Fluxed humans have gone out of control due to the power surge they receive. Even if you take away all those points, Conduits and Cauldrons still tend to draw Pokemon to them, who may end up guarding or bathing in them and becoming much stronger than usual, which can lead to problems in taking over the spot, the Pokemon being too tough to handle, even becoming Killers...


To stop these occurrences from happening, there were special inhibitors made called Power Plugs, which are large lid-like devices placed on top of a Conduit that limit how much energy they exhibit to a moderate amount, just enough to prevent any disasters from occurring. Multiple of these (or a larger one) are needed for Cauldrons due to their size, and you can find one at almost every Aterr League installation. When the owner of one is bested, the challenger is even allowed to bathe in their Conduit/Cauldron for a time, but they must only do so sparingly, especially with Cauldrons. Staying in one too long can either corrupt or even kill the bather, yet it seems like the owners can stay in them for longer periods of time, perhaps due to already bearing pure Cruia? Not every Conduit and Cauldron has one though, and even those that do may sometimes break through the Power Plug/s when it experiences a "hiccup" of sorts. Occasionally, the Crutinar will emit stronger Corewaves that cause the present Conduits and Cauldrons to be overcharged for a short while, which can allow them to break through a Power Plug if they're not reinforced enough. This is one of the reasons why the Aterr Leaguers remain in their installations a lot of the time, to ensure their Power Plugs aren't broken open by forcing it down with their own powers, as stronger Corewaves cannot be predicted.


While on the topic of pure Cruia, there's actually a name for that too: Cruiora. This Cruia is both stronger and more affecting than regular Cruia, and can grant one that manages to absorb it a Greater Element, which is basically a better version of a previous Element. Pokemon and humans that bear these are few and far between, with the Gym Leaders, High Fivers and Champions being the common exceptions, as well as a few Vanguards. Cruiora's effect on environments can be hefty as well, and it's for this reason that it is absorbed, to prevent a drastic and/or unneeded change. Though some people do wish to gain Greater Elements of their own, and search around the world for unguarded Cruiora.


One last note on Power Spots is that they're also not eternal. Every few years the Crutinar will unleash much stronger Corewaves than usual, which causes the current Power Spots' links to the core to be broken, thus making them disappear, after which new ones appear. This can be VERY inconvenient for Aterr Leagues, since they would have to move their installations to where the new ones are, or abandon the old ones to make new installations on the new spots. Said spots may very well be in Free Pokemon areas, hostile territories or a place they just can't be reached.


Simply put, the planet's core is both wondrous and chaotic.


(Fun Facst:

- Crutinar is "Cruia" with "sentinam" added on, meaning "blood pump" (essentially referring to a heart), while Cruiora is "Cruia" with "fortis" added on, meaning "strong blood."

- The Power Spots come from the places that allow Dy/Gigantamaxing in Pokemon Sword and Shield. In the Neoverse, they (and Power Plugs) were given the name after humans started bathing in and gaining/heightening their Powers from them. The public majoratively uses it, even if the spots aren't always used by and affect not only humans.)


----------

The Planet's Three Shields

----------


Aterr is surrounded by a set of three global shields, each with its own function. There's the stratosphere, the atmosphere, and finally the limisphere, which has a more special function than the other shields. The limisphere was formed during the Origin Era, after the Source Gem impacted the planet. The energies sent out from the first Power Spots flowed up above the atmosphere and WOULD have floated into space. However, they were strangely brought together to form the limisphere instead, which prevents Cruia from escaping Aterr, allowing its denizens to flourish. However, strong or high amounts of Cruia, usually harmful ones, can create holes in the limisphere, which allows it to escape out into space. This can sometimes cause an occasional drop of Cruia in certain areas, which can lead to problems such as crops not growing, building materials becoming scarce, Pokemon losing their source of energies, etc. Even certain Power Spots like poisonous or electrical ones can be a problem, as the Cruia they release can damage the limisphere! The good thing is it has regenerative qualities, so the holes won't remain in them forever...provided the cause of them doesn't continue what it's doing that is.


----------

The Planet's Continents

----------


There are currently seven continents around Aterr, most of which came from one: the super-continent Tirfs, which was split apart into six pieces after a second giant meteor struck the planet and caused an event that weakened and split the continent up. Since the Flashfreeze Era the new continents have been gaining new land, turning them into the landmasses they are known as today. Most of them have become majorly inhabited and have civilisations established on them. Each continent is split into regions, each of which is managed by a High Fiver and four Gym Leaders. The Aterr League and Management HQs locations vary, though their joint HQ is usually in the most major city of the continent. Here are their names and a short explanation of what you can expect to see on them.

  • Urepoe: Known for its classy regions and love for agriculture, Urepoe (your-reh-po-eh) is a rather calm and peaceful place. It's got a bunch of history to it, particularly about the beginning of civilisation itself and the birth of its many sports, a lot of which are held here.
  • Tailitsuara: Tailitsuara (tai-lit-sue-are-rah) is one of the more wild continents of Aterr, most known for its massive expanse of nature known as the Wastescape, which is harsh yet beautiful. It's also known for a city with a famous musical theatre that many musicians around the planet wish to perform in, and is home to many of the world's nature-protecting Alliances.
  • Cifara: Another wildborne continent, Cifara (si-far-rah) is said to be home to many tribes that have relations to the Flashfreeze Hybreeds, though most live outside of civilisation. The continent itself is more wild than rural, and the people are said to get along with Pokemon a lot here. It's also home to a bunch of strong and fierce Pokemon, who live much like the tribes do...
  • Inomarcae: One of the biggest continents on the planet, Inomarcae (in-no-mar-kay) is where Aterr's strongest government (in terms of military power) dwells. People there pride themselves on being denizens to the "greatest continent on Aterr", but it's not AS great as they would have you think it is. It does still have its sights to see though, including a massive stadium where different sports are held, a Cauldron-embued supervolcano that still exists today, and a chasm that supposedly leads to the depths of the planet...
  • Isomacrae: A continent that is located to the south of Inomarcae. Contrary to its upward neighbour, Isomacrie (iss-so-mac-cray) has more relations to Cifara in the way that much of the continent is wild, though more of it is rural than Cifara's. The humans AND Pokemon there love to have parties and festivals, and they're even said to worship some of the oldest Pokemon and humans in Aterrian history, having built cultures around them.
  • Saia: Another one of the biggest continents, and one with a lot of secrets to hide. Saia (sai-ah) is close to Urepoe, close enough that there are oceanic and aerial routes formed between their bordering countries. It's also the most technologically-advanced continent in the world, though its government is a bit torn; the Management is imperialistic and weary of outsiders (including from Inomarcae), while the League is compassionate and greeting to outsiders. Much history surrounds this place like in Urepoe, including times of war and strife that grew Saia into what it is now.
  • Nicatretca: Nicatretca (ni-sah-tret-kah) is a vastly different continent from the others, as it is mostly formed of ice rather than earth. A remnant of the Flashfreeze Era, apparently. Due to the harsh cold that pervades this continent and the Pokemon who are nurtured by it and its freezing waters, Nicatretca is inhabited by very few humans. The Source Gem is supposedly buried deep beneath the continent itself, and people have been trying to find ways to unearth it, but at what cost...?

Besides the continents, there are also a few islands around the world, some off the continents' coasts, others simply nearby. The former are considered parts of the continents, while the latter are free spaces.


Excluding Nicatretca, each continent also has its own government to lead it, which all initially did so separately. But a few millennia ago, a treaty was organised after chaos erupted on each continent, due to powerful weapons being used against everyone and everything. It is not known who or WHAT did this, but it was said to be humans and Pokemon who came together against those who sought the end of the world, to prevent their world from being decimated like in the Origin Era. This was called the Aterr Unity Event, or AUE, which involved the following rules:

  1. All continents were ordered to cease hostilities immediately.
  2. Each government was to sign a document of agreement, an agreement to allow another government's people to and from their continent.
  3. Any and all slaves or prisoners of the conflicts were to be released and either returned back to their homes or given their rights as citizens back.
  4. The weapons used in the conflict were to be destroyed or, if impossible, decommissioned and hidden where they would never be found.
  5. Each government will supply the necessary goods to help each other rebuild and heal, both their civilisations and their land.

The governments accepted these conditions, although some felt "wrong" in helping out people they considered enemies or lessers, but they didn't have a choice BUT to help them out. The world was in shambles during that time, and they needed their own help to recover from it, or else they'd perish. The ones who brought the continents together were heralded as heroes and saviors, being called the Archaic Alliance. This Alliance's actions is also what caused the birth of other Alliances, as Pokemon had been thought of and treated more like attack animals or slaves during that time. Since then, Aterr has seen a slow yet fast recovery, although conflict on and between the continents would resume after a while, and continue to the present day. Despite that, the world is majoratively at peace now, and they've created two things after the AUE, which I'll explain below...


(Fun Facts:

- The continents' names are all rearrangements of our own, of which these ones are based off.

- Because of the continents' increased size compared to our own, the oceans are smaller than ours but still important and prominent.

- While the regions remain a thing in the Neoverse, the games will NOT be centered around just one. Rather, the whole continent a game is set on.)


----------

Ranks and Work

----------


First up is Ranks. Work has existed since before the AUE, but sometime after it and the creation of Alliances, a Rank system was built to show how good an Alliance was at its job. Every human has the allowance to take up a job if they wish to, but it's Alliances whose jobs are the most...fruitful. After being registered by an Aterr League, every Alliance starts off with a Rank, which either rises or lowers depending on their actions and performance. Alliances start off at Newbie Rank, as they have only begun being an Alliance. To raise it, they can either perform their assigned jobs (self-assigned or no) or they could take on Tasks, which vary from personal requests to government missions to local assistance, etc. They are put up in both the real world and the Aterrnet, being seen on boards in cities, towns and villages, and when searching through an AT or the Aterrnet itself. Tasks also have a 10-segmented bar showing how difficult they would be. 1 is the easiest, 10 is the hardest, and also rarest. There are Alliance Points (or AP) and other rewards such as items given to those who complete their Tasks, which vary among the difficulties. Getting enough AP raises your Rank, which gives you access to tougher Tasks, certain shop items and even access to certain parts of the continent! However, failing a Task or doing something you weren't supposed to during it will give you minus points, which can lead to you going down in rank and eventually gaining negative ranks as well. Not something you'd find fun, unless you LIKE to be a bad person.


If someone gets below 0 points and continues to lose them, the government/s will resign them as an official Alliance and order their disbandment, or at least keep a better eye on them. Some are simply tracked, others attempt to run out of the public AND government eyes, and others just cause crimes. The latter Alliances usually have posters placed up of them for Outlaw Tasks, but it's a little more complicated than it looks. Some of these criminals have broken laws or did bad things because they were forced to, maybe due to someone blackmailing them or they wanted to stop something from happening and had to perform a drastic move to do it, and this has lead to others being reluctant to accept these Tasks, because they know (or believe) some of these people don't deserve to be locked up. Others are simply too scared to tackle criminals, but the rest are more than willing, either wanting to make money, get famous or are naive. People have sometimes made arguments, complaints and even riots about this issue, most of which have been ignored or taken down in order to prevent further unrest, which more often than not merely causes it to spread. Luckily this sort of thing isn't very common around the majority of Aterr, though you may find it happening in places you wouldn't expect it to...


On a different note, Alliances that have gotten a high amount of points and higher ranks are often treated like celebrities, which they usually are. These people have either earned their ranks through doing many Tasks or accomplishing other feats that impressed many people, and as such have earned high places in the world. As you can expect though, not every one of these Alliances are so good. Some are stuck-up and cocky because of their high ranks, others are distant to "lowriders" (one of many names they have for lower-ranking people), and others sometimes abuse their authority. Another similarity this society has with ours, but again, not TOO widespread. It can be hard to deal with though...


(Fun Facts:

- The rank system and Tasks are based off of the ranks and jobs from the Mystery Dungeon series.

- The idea for negative ranks and doing bad stuff came from the alignment system in the InFamous series.)


----------

The Subalxeceli

----------


Standing up from one of the oceans of Aterr is a space elevator with seven gigantic segments attached to it. This is the Subalxeceli, and it stands as one of the many wonders of the world. It's also where the CAP is led from. It was made as another part of the AUE to act as something to bring them together. The seven segments are each for a Champion from every continent, though the only empty one so far is the one furthest up, for Nicatretca, which doesn't yet have an Aterr League or even an Aterr Management. These segments also have hubs where former and current Champions are recorded (essentially second Halls of Fame), and where stuff on their continents can be checked and recorded too. They also act as places for them to rest. The elevator was only recently finished, but it already has a ruler; in the EIGHTH segment that floats above it, the Seltevco, lives the Monarch, a being above even the Champions that serves as the leader of the CAP. Their elemental power and combat abilities are far beyond any of the Aterr Leaguers (especially since they are made to bear the Omni-Element), while their political power is far beyond any of the Aterr Managers. There can only be one Monarch at a time, and so far there has only BEEN one Monarch, who trains arguously and endlessly while enforcing his laws on the world. He goes by the name of Craltis Borai, but he doesn't work alone.


After he rose to power in the Subalxeceli, Craltis created an inner circle called the Lorefighters, who are basically his own Vanguard. They act as guardians of the Subalxeceli and enforcers of Craltis's will while on Aterr, and are not to be taken lightly. Each of them has power and capabilities equivalent to a Champion's, and they've been disciplined to a fanatical level by Craltis himself, meaning you don't want to cross them. They bear the authority of a Champion too, so you can't speak out against them so easily if you disagree with something. That something will most likely be one of the harsh training regiments Craltis has come up with, which he sends the Lorefighters to spread around Aterr in the hopes of producing vastly powerful Alliances, though most of the time people and Pokemon wimp out or get too injured from these regiments, and are sadly not compensated for it.


To put it lightly, Craltis is a tyrant, and he has been ignoring the plights and arguments of the CAP while furthering his goals. They're not even allowed to visit the Subalxeceli without a very good reason, which has more or less become Craltis's fortress. If he is allowed to continue, he could very much spell a time of great turmoil among Aterr, just like millennia ago...But he's sadly not the only threat to its safety...


(Fun Facts:

- Subalxeceli and Seltevco mean "lair of the seven stars" and "eighth star's space" in Latin.

- The term Monarch comes from Pokemon Journeys. I thought about the Neoverse having its own Monarch and Monarch-based system, thus I came up with this.)


----------

Alternate Forms of Cruia

----------


Cruia normally appears as flowing energies, with their colour indicating what elements they control/embody. But they can come in other forms too, which are highly sought all around the world.


The first kind is Crystia, which is basically crystallized Cruia. How this happens isn't very clear, but it supposedly has to do with the flow of Cruia suddenly stopping and gathering together in one place, after which it becomes solid. Crystia appear as different jewels, which made people give them the nickname "Fragment Gems" after the Source Gem. They are normally found underground, in caves or even out in some open areas, and are mined a lot to be used as power sources. Crystia bear more power than normal Cruia, due to being a confluence/focus of the stuff, though they're hard to ABSORB Cruia from. This is why they're broken down and made into liquids, gases or even returned to energy form, though it tends to flow away when in the latter form, so it's mostly made into the former two. Speaking of which, one of them's up next.


The second kind is Floia, a name earned from how the Cruia flows around like water or general liquids. In this state they can have soft, gentle appearances or thick, creamy appearances depending on what element they were, and can be drunk or washed over you, though only the former method really works since the liquid needs to be consumed in order for it to have an effect on you. In society, Floia is usually a type of special drink or drink addition that can give those who drink it differing power-ups, as well as quench their thirst (and in some cases, hunger) when they need to. Floia isn't just made though; some rivers, lakes and even parts of oceans are made of Floia. Obviously normal watery rivers are Floia, though rivers of magma, poison and other liquids also count as Floia. Studies have also shown that while in this state, they can contain but not absorb other kinds of Cruia into them, meaning you could be drinking or swimming in other elements! This could also give it different properties, hopefully not harmful ones...


The third kind is Mistia, the gaseous variant and the rarest out of them all. Like Floia, Mistia can be either soft and thin or thick and rough depending on what element it was. A lot of Mistia is usually poisonous gases emitted from certain Aterrians or from factories, while the rest is either fog or plain mist. The former is what causes the planet's greenhouse effect, as you can expect. They can be absorbed either quicker or slower depending on its weight, but it's usually recommended that you DON'T. Absorbing Mistia can make you cough a bunch or even sick, and not just because of the majority of it is poisonous; like Floia, Mistia can take other Cruia into it, which gives it different properties depending on the element/s. This can make it harmful to absorb, as the element/s can mix unstably with your own Cruia and cause disorders. For this reason, Mistia is avoided the most out of all the forms.


Because of its amazing worth, some people search hard for Cruia to make themselves stronger...or to make a profit. Many people have caused crimes in order to horde Cruia, such as attacking mining sites and stealing the Crystia obtained from it, sucking bodies of Floia dry for their power, and venturing into Mistia to infuse it with Cruia or merge it with other Mistia to create stronger forms. These people are called Cruiscum, and are one of the most common types of criminals put up for capture on Outlaw Tasks. They often travel in groups, acting like bandits by attacking passerbys and stealing whatever form of Cruia they have on them, including Pokemon. They may even try to absorb the Cruia from other people, if they're capable of it. Like any underworld, Cruiscum vary in terms of their threat and plans, and their locations aren't always known, but many Alliances offer their help in trying to take these people down. The success has been...mixed, and some attempts have even backfired with the Alliances getting captured instead and used as Cruia bribes. Some people steal Cruia so they can use it to get money off of others, being possibly the most petty out of all Cruiscum, but still dangerous. Stuff like trafficking Pokemon and causing slaughters are also things they do, as they can harvest the Cruia from Pokemon using devices they possess, and Aterrian lifeforms let out a lot of Cruia when they die as their bodies eventually disappear, which the Cruiscum take with them. It's like battling, but much more gruesome, as they're not just ending lives with these actions but taking them.


So, all in all, Cruia is a resource held in high esteem, be it out of respect, fear or interest.


----------

Humans and Pokemon Biology

----------


Since I've already explained a lot of stuff they share, I'll just be talking about some miscellaneous stuff.


Starting off, I mentioned Pokemon have ages in Part 3, which are influenced majorly by their Stages, but what I DIDN'T mention is that they're related to how they act, not what their actual age is...kind of. Both humans and Pokemon are categorized by their physical age and mental age. They have different age ratings depending on how young they act, which are:

  • Newborns: Aterrians who have just been born in some way, and have no knowledge of the outside world. Physically 0-2 year-olds.
  • Children: Usually small and weak Aterrians, like human children or First-Stage Pokemon. Physically 3-11 year-olds.
  • Adolescents: Usually medium-sized Aterrians who have developed somewhat, but are yet to fully mature. Physically 12-17 year-olds.
  • Adults: Aterrians who have fully grown and matured a lot. This is the age when Pokemon are able to breed. Physically 18-39 year-olds.
  • Grown Adults: Adult Aterrians who have lived for some time past Adolescent and learned even more than before. Physically 40-69 year-olds.
  • Oldies: Aterrians that have lived a long time and seen much. Physically 70-99 year-olds.
  • Relics: Very few Aterrians possess this category. Those who have lived for at least a century earn this title, and tend to possess more knowledge than anyone. Physically 100-??? year-olds.

Physically, an Aterrian's age can be told with ease, though mentally, it depends on how smart they act. You could very easily find a First-Stage Pokemon that looks rather young, but has actually lived for a longer time and knows more than you'd think. These Pokemon are mostly Revised ones who have been able to perform the process on their own.


One question you may be asking is "Where does an Aterrian's power come from?" From their hearts. While Originals seem to lack control over it, both humans and Pokemon produce and control Cruia from their hearts, which also keeps them alive (obviously). With every pump they make, they send Cruia throughout the body and to where they need to go; if the bearer is attacking with their hands, the Cruia goes into the hands; if they're shooting beams from their eyes or mouth, the Cruia goes into their head; if they're producing something from their...um, nether regions, the Cruia goes to there. The neat part is the heart can produce infinite amounts of Cruia, just like the Crutinar, but at a steadier pace of course, since it's not constantly used up. Each heart starts off with a certain amount of "space" inside them, which is how much Cruia they can create/hold until they hit their limit. This space can be expanded by absorbing Cruia and letting it meld with the heart's space, allowing it to produce more Cruia of its own. This is also how Aterrians restore their energies when they're depleted. The expanse of the heart's space also plays into something else they have, called Cruia Codes.


These genetic/cybernetic codes extend into "trees", which are comprised of Cells. When a Cell is embued with enough Cruia, it becomes more active and gives the bearer something new, like increased strength or a new Move or even slightly transforming them, depending on what they got. Cruia Codes (and by proxy, heart spaces) expand whenever an Aterrian Levels Up, but their further expanses vary between humans and Pokemon. With humans they expand further whenever a "tree's branch" has been fully activated, while Pokemon's Cruia Codes gain a whole new ring of Cells when their Tier increases. This ensures that both sides can continue growing even after they've reached max Level/Tier. It's a very handy thing, but Pokemon seem to be more limited due to having mastery over only a few elements. Meanwhile humans, who start off with none (most of the time), can master any element, and any they DO master only strengthens certain parts of the Cruia Codes, adding to them even. The possibilities are plentiful.


----------


That's it for this Part. The explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1309516


Tags:

Posted by CrashCourse81 - October 12th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 3 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you wanna see Part 1 or 2, check here.

https://crashcourse81.newgrounds.com/news/post/1309027

https://crashcourse81.newgrounds.com/news/post/1309029


This is basically a Part 2 on Aterr's Modern Age, with this part explaining the creatures.


Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, this is all copy and pasted from my DA St.ash Journals with a few alterations.


----------

Pokemon

----------


Though it needn't be said at this point, Pokemon are Aterr's native creatures who possess bewildering powers. They start off as ordinary animals, called Originals, but sometime during their lives they undergo a mutation thanks to the planet's energies that turns them into Pokemon. As Pokemon, the creatures have much longer lifespans (equalling if not surpassing that of humans), greater power and senses, and can control the elements like humans can. But since Pokemon have more Cruia in them than humans, they are wield the energies with more proficiency than most humans can after their own Cruia awakens, regardless of how feral or unintelligent the Pokemon is. Not everything is known about them yet, but they date back many many millennia ago, to the beginning age of Aterr, otherwise known as the Origin Era. Primon is the name given to prehistoric Pokemon who, like existing Pokemon, started out as Originals. Dinosaurs, in other words. They didn't bear the Crests that Pokemon have today, and were said to be powerful enough to devastate entire continents. Like humans, Pokemon have gotten weaker since the old days, which is a relief for humankind since they wouldn't stand a chance if Pokemon were as strong as their ancestors. Pokemon are still not to be taken likely, as they can cause grievous harm to humans if not approached with caution. Hundreds, if not thousands of new Pokemon currently exist today, with the most surprising ones being humanoid or alien in appearance. The former is actually the more shocking one, as these Pokemon tend to act just like humans do, as well as speaking like them. Research is constantly being done on them and other Pokemon to see what answers they're still hiding from the humans' questions, particularly on some Pokemon that are not animals nor were warped from animals, but constructs. Golems, robots, energy beings, even ordinary objects can become possessed or gain sentience. It's highly hinted that the planet's Cruia, which bears MANY different qualities, is what causes these phenomenons.


Before I mentioned that Pokemon were grouped into Killer, Even and Tame, which range from cruel to neutral to kind. But there's two other classifications for them: Tribal and Civil Pokemon. Tribal Pokemon are those that live in villages they themselves set up, using natural resources such as trees, rocks, even water and air, in ways you wouldn't expect! These Pokemon seem to take notes from humanity and set up guards outside their settlements, natural defenses through Cruia manipulation, and other stuff that humans would do for protection. It's not recommended to venture to one of these villages as they're known to have uptight/rough Pokemon that won't accept humans into them, but some dare to look for and enter them anyways. Civil Pokemon are those who live alongside humans, regardless of whether they're Contained or not. Civil Pokemon are often treated as pets by citizens, though some treat them as friends and partners, establishing strong bonds between them. Some are used in police forces, some are used to help with sports, others are used as guards for their humans' homes, etc.


Pokemon are known for taking vastly different forms throughout the world, and not just after they mutate from Originals. Most of them are capable of evolving if they reach certain conditions, which can change their appearance moderately or drastically. This is their most common way of becoming stronger, and it doubles as aging for the creatures. This evolution isn't like animals growing up over time though; once the conditions for it are met, the Pokemon will begin to mutate in a similar manner from when they were Originals, almost instantly becoming both bigger and stronger. This may also change their personality and instincts, as the change is rapid and large and adds a bunch of years to them. Even the non-animal Pokemon are capable of evolution weirdly enough.


Out of all the Pokemon however, even the now-deceased Primon, there are ones that stand above all, which humans call Legendaries. As well as being among the few Pokemon who cannot evolve, these beings have been seen very few times throughout the ages and their very existence is hypothetical at best, but they were said to command many different forces with extreme power, being capable of magnificent and terrifying feats. Three examples of such Pokemon are Motenadon, Kyositarus and Raezarba, which were able to control different parts of the planet itself. However, no one today has seen a Legendary, or at least lived to tell the tale. In fact, the only reason people know of these creatures is because of legends passed down on the continents that talk about them, though some are hazy. There is another group of special Pokemon known as Mythicals, whose existence is even more uncertain than that of Legendaries. They have very few legends spoken about them and were seen even fewer times than Legendaries, but their power was said to cause even greater miracles than the Legendaries. Although, there is nothing to prove this.


Their relationship with Originals is...varied. Some Pokemon live alongside Originals and even try to teach them things, such as how the Pokemon live and what to do to not just survive, but live. Others feast on the Originals like they were livestock or fight with them over territory. The Originals themselves treat Pokemon the same way they treat humans; either as fellow creatures they grow curious of, even submissive in some cases, or as meat to devour. An interesting trait between Pokemon and Originals in-particular however is special links called Gen-Bond. It has been seen that some Pokemon treat with the Originals they mutated from (ie. fox Pokemon treating with foxes, simian Pokemon treating with simians, etc), of which their friendly interactions seem to be more successful. In fact, the Originals start to act just like their Pokemon variants do, and over time they even start CHANGING into those Pokemon, without undergoing the typical mutation! This could imply that the Originals are becoming linked with their mutations and bonding more with them, or the Pokemon can somehow control the Originals themselves. Either way, it is astounding to look at, and it is this phenomenon that is responsible for some creatures living or travelling with Pokemon.


In other words, Pokemon are very diverse and powerful, but there is much more to these creatures than that.


----------

Pokemon Classifications, Statistics and Capabilities

----------


Not EXACTLY to be confused with the terms for different Pokemon used above. Humans have other things to know Pokemon by, which are as follows:

  • Types: Types are based off of the elements Pokemon are capable of using, much like humans, which comes from the Cruia inside them.
  • Breeds: Another thing Pokemon have in common with humans is the capacity to breed and have children. Breeds are usually told by how Pokemon look, and work into which creatures can "bond" and which ones cannot.
  • Rarities: Humans created Rarities to rank Pokemon in terms of how easy or hard they are to find. Not necessarily something that dictates how strong they are, but it does mean that you'll have a differing time finding them in the world.
  • Masses: A fusion of both size and weight. Pretty self-explanatory.
  • Danger Levels: Each Pokemon has a certain Danger Level that shows how unsafe it is to be around them, which like Tasks is noted through a 10-segmented bar. Lower is better, higher is badder. Again, not necessarily something that dictates their strength.

All of these things are noted in devices such as the PESes, Pokedexes and ATs. They're handy for when you need to look for a certain Pokemon.


Along with Classifications, Pokemon also have different Stats, which are-

  • HP, short for Health Points, which shows how much...well, health the Pokemon has.
  • CP, short for Combat Points, is a name for the Pokemon's dexterity and how much Cruia they can use in-battle.
  • Strength, which is related to the Pokemon's physical power.
  • Toughness, which is related to the Pokemon's physical endurance.
  • Sharpness, which is related to the Pokemon's ranged power.
  • Thickness, which is related to the Pokemon's ranged endurance.
  • Force, which is related to the Pokemon's elemental power.
  • Resilience, which is related to the Pokemon's elemental endurance.
  • Speed, which is how fast the Pokemon can move.
  • Accuracy, which is how skilled the Pokemon can hit its mark.
  • Evasion, which is how skilled the Pokemon is at dodging.

These are called Battle Stats. There is another set of them called Other Stats, which are-

  • Friendship, which is how much the Pokemon gets along with its allies.
  • Body Space, which shows what items can be put where on different parts of a Pokemon's body.
  • Flexibility, which is how skilled a Pokemon is at using moves. The better it is, the more kinds of moves it can learn.

All of these Stats play into a Pokemon's strengths and weaknesses. Humans also have these, and they're all measured in different ways; Battle Stats are measured by numbers; Other Stats are measured by various things, such as bars and diagrams (mostly). Battle Stats are also split into categories: HP and CP are Vitality, Strength, Sharpness and Force are Offense, Toughness, Thickness and Resilience are Defense, and Speed, Accuracy and Evasion are Manueverability. Strength and Toughness are also called Physicality, Sharpness and Thickness called Distability (related to distance), and Force and Resilience called Energy. Then there's the Moves.


Moves are split into Katas and Naturals; Katas are Moves that use the elements in them in some way, be it a fire-covered punch, summoning stalagmites, creating steel armour around yourself, etc; Naturals are ordinary attacks and manuevers such as kicks, punches, throws, etc. Some Katas require a certain Natural to be built off of, while others are done without them. They have the following traits:

  • Categories: Categories are the two methods in which a Move deals damage. The first method, called Styles, varies between Physical, Ranged, Summon and Status, and the second one, Area, varies between Surface, Aerial, Everywhere and Choice. Status involves Moves that don't deal damage but instead hinder or increase one's skills, while Choice involves Moves you can choose the opponent/s for, regardless of where they are. Some Moves have two of one type of Category.
  • Trickery: The skill required to use said Move.
  • Width: Width is the distance a Move makes when it's used.
  • Types: Self-explanatory, though only Katas have these.
  • Damage Rate: The factor that influences the amount of damage a Move deals, which adds onto the user's offensive stat that corresponds to the Move's Category (Physical for Strength, Ranged for Sharpness, Summon for Force; Status has no corresponding Stat.)
  • CP Usage: This shows how much CP is used up when performing a Move.
  • Priority: How quickly a Move is used.

Since Katas use Cruia, they deal far more damage than Naturals do, but use up CP when used. Naturals are gained simply by the bearer having the right limbs for it (ie. fists/hands for punches, wings for strong flaps, tails for tail swipes, etc), while Katas are gained in two ways: training and awakening them within the bearer, or by absorbing enough Cruia and gaining a new Kata all on their own. Despite being weaker, Naturals use up less CP than Katas and are useful for building combos off of as they don't use elements, so the damage they deal would be neutral. If a Kata is used enough in a skillful way, it can be transformed into a stronger Move called a Kataya, possibly gaining new effects or a different Category, but ALWAYS having stronger effects. It takes a lot of work to evolve a Kata however, so it shouldn't be expected to happen soon. Some Aterrians may have signature Moves to use, which are usually greater than their other ones.


There is actually a third, more unnatural way to gain Katas, and that's through special discs called KRs, short for Kata Records. These manmade devices gather together forms of Cruia to make and carry different Katas. Usually, only one can be held inside a Kata Record, but there are a few rare ones called Multi-Kata Records that hold more than one. They can be used to bestow a Kata onto a human or Pokemon, so long as it's one they can use (ie. it matches their element/s or it's within their ability). To do so, you need to have another device such as a Pokedex, which has a disc slot that KRs can be put into. Once inside, a button can be pressed that will make the Pokedex scan the disc's Cruia into a target of the holder's choice, instilling them with the Kata. There are also Kataya Records, but like Multi-Kata Records they're quite rare.


Next up are Abilities, Traits and Skills. Abilities are Cruia-granted attributes that can strengthen, reinforce or weaken a certain being. The Abilities one has depends on their Cruia; humans can have varied ones since they bear no particular Cruia, while Pokemon's are more fixed. Pokemon can have up to three Abilities at once, and more often than not they have numerous in them that are waiting to be awakened through more Cruia absorption and training. Humans can have up to five Abilities, which helps a lot since they aren't usually as strong as Pokemon, but they need to gain them on their own since they lack a mastery. Traits are more based around one's physical appearance and qualities, and are less in number than Abilities but in some ways, more affecting. Things like size, senses and even personality and instincts can influence Traits, and because of this they tend to have more of these than Abilities. Stacking them with Abilities and Moves can really turn the tide of a battle, or if done wrong could just topple it on top of you.


Skills are unrelated to the rest of the above stuff. They are things the bearer can do in the field, such as breaking a wall down, activate a generator, light a place up, etc. These are required if one is to get through a place with obstacles that can't simply be fought, and are based around both the Cruia AND physicality of oneself. The Skills range in use between 1-5, with 5 being rare yet excellent, and 1 being common yet minimal, like breaking a small rock. Skills can be enhanced via evolution and/or training, but will be lost if the bearer loses the Cruia related to that Skill, so careful thought needs to be put into them.


And now, finally, for something Pokemon DON'T share with humans...


(Fun Facts:

- CP is the Neoverse version of PP.

- Breeds are based off of Egg Groups from the original series.

- Katas being capable of upgrading comes from PMD: Gates to Infinity and Super Pokemon Mystery Dungeon, which allowed you to strengthen your moves with continued use.

- Skills are combinations of the HMs from the mailine games and Field Moves from the Pokemon Ranger games.)


----------

Evolution, Forms, Variants and Breeding

---------


Evolution. I touched on it earlier, but now it will be explained in more detail.


Pokemon evolve in different ways. Some evolve simply by getting stronger, some evolve by absorbing different kinds of Cruia, some evolve by possessing certain items, some even evolve by being a particular age. There are many different factors that influence evolution, all of which are found out only by performing it. Sadly the methods aren't always obvious, and so a few of them are missed or misunderstood, which can lead to confusion and annoyance when someone tries to evolve their creatures. They also have different evolutionary paths called Lines, which are each split into Stages, the max of which is 4 (as in, four possible Stages, not the number of forms they can take in their lines). The strength and attributes they get increase further and further the more a Pokemon evolves, with Fourth-Stage Pokemon being the rarest yet strongest. Some Pokemon may have more than one form they can evolve into, which have different attributes between them, while others may not have evolutions, but the ability to gain a new form upon reaction to a threat, item, etc. Some Pokemon even have different appearances depending on their habitats, another thing that was touched on before. These are called Variants. For instance, one Pokemon line may be used to cold climates such as tundras or icebergs, but over time they may leave that habitat and journey to a more rocky, sunny one. They'll have trouble enduring it at first, but they'll slowly get used to the Cruia in that habitat as they absorb it, which changes their looks a lot. When this happens, one or more of their old natural Cruia may get overwritten/absorbed into the new Cruia, which in turn causes the Pokemon's differing appearance. This will grant the Pokemon new capabilities, but will also remove some of their old ones. Pokemon don't usually leave their habitats unless they're migrating, forced out or brought to a new habitat by humans, who shipped them to another location, but they are quite interesting to see.


Pokemon who can transform without evolving are called Changers. They're not limited to non-evolving Pokemon though, as numerous kinds have the ability to change their form. These Form Changes usually bulk the Pokemon up in a certain way or two, but may have something that diminishes them as well, such as having great strength but slow speed. A Form Change could even involve a Pokemon growing violent and entering a berserker mode of sorts, during which they are quite hard to quell, but the change wears off on its own. They make great use of these Form Changes, such as to get past terrain they ordinarily couldn't pass or break down something in their way. The effects and appearances are variable.


Lastly, like humans, Pokemon are able to breed together and birth offspring, but only Pokemon of at least adult age are able to do this, as the organs of ages below haven't developed that much yet. A Pokemon's offspring can vary greatly compared to humans however; if Pokemon of the same Line breed, they will birth the lowest Stage of their Line but with some of both parents' capabilities, such as their Moves; If Pokemon of different Lines breed, the result can be...mixed. Some will have no baby at all, while others will have a baby that is of an entirely different species, having been mixed together with the genes of the two interlocking species! For some reason, Pokemon who can give birth aren't restricted to females like humans are. Some males of a species can give birth, while sometimes both genders of a species can give birth, which can make the results even more mixed. Genderless Pokemon seem to be different, as some reproduce asexually or don't reproduce at all. Pokemon resembling objects also seem unable to breed, the same goes for those who appear to be created or mass-produced, like objects or robots.


But there's a bit more to Pokemon than this...


----------

Shining Pokemon, Alpha Pokemon and Crests

----------


The last three things relating to Pokemon are a phenomena, form and attribute of them, specifically.


The first involves Pokemon who are reported to have a platinum aura around them, which has earned them the name Shining Pokemon. These creatures are very rarely seen and are low in number, but are said to have power far surpassing their usual selves. The platinum aura around them seems to be a special kind of Cruia that amplifies their own, and apparently also makes their bodies shine. Even crazier is that these Pokemon have Moves and other stuff that they ordinarily wouldn't and couldn't have, which leaves many wondering...what causes this phenomena? Whatever it is, it's gotten many people wanting to see one of these creatures up close and capture them even. However, due to their rarity and elusiveness, so much as seeing one is easier said than done. Even if one WAS found, its power makes it difficult to Capture, even with high-grade PESes. Scientists theorize that the platinum aura is in fact the incredibly rare Omni-Type, which is made up of EVERY element. This would explain why Shining Pokemon are able to use any Cruia with expertise and why they are resilient to damage from each one, including ones they're weak to. An article even pointed out that someone saw a Shining Pokemon evolving, one that had already reached its final Stage. And yet, it was evolving again! This hasn't been proven, but it hints towards this Shining phenomenon giving Pokemon an extra Stage...


The second thing is an enhanced form of Pokemon that are more commonly seen than Shining Pokemon, but are still rather rare. Alpha Pokemon are fully-evolved Stages that have gone through some different mutation, becoming larger, stronger and in some cases, smarter than their usual selves, but it's not to be confused with evolution. These Pokemon are also notable for bearing the Giga-Type, a very powerful Type that grants the bearer immense strength and durability. They can be seen leading groups of their Lines, mostly Stages that come before theirs, which is what earned them their name. Alpha Pokemon usually retain their former personalities but with an added sense of...pride. Perhaps their realisation of being able to control their own Lines like they were armies got into their heads a bit, though not EVERY Alpha is like this. Some don't like members of other Lines attempting to join theirs, sometimes even those that ARE of their Lines, but are of different Variants. Some people have tried to approach and, occasionally, befriend/capture these Pokemon, and they are more often than not heavily injured or even killed off. Killer Alphas tend to be seen during assaults on settlements, perhaps acting as their leaders. While some Alphas join their armies in their attempted slaughter, others stay behind and command them unless things get out of hand, in which case they reveal themselves. Few humans and Pokemon alike have ever survived an encounter with an Alpha, and even fewer have actually captured Alphas, even High Fivers. It's not known what causes the mutations that "creates" them, but it's most likely due to an overabsorption of their respective Cruia. Like Shining Pokemon, Alpha Pokemon can have Moves and other capabilities their normal selves wouldn't have, or would only obtain later on in their lives, but they're not as flexible or variable as Shining Pokemon. They do have more Katayas than the usual Pokemon though, which adds even more to their already dangerous reputations. If you should see an Alpha, pray it's a kind one


The final case relates to the Crests, which again, were brought up before. Crests came into existence towards the end of the Flashfreeze Era, when the Primon and Hybreeds of that time were facing off against unknown beings. Much research has been done on the Crests, and much has been revealed. To start off with, each and every Pokemon has a different Crest, including Variants and Alphas, which change as they evolve and transform. They play a major part in their powers, as Crests both amplify and limit a Pokemon's Cruia; they DOUBLE the Pokemon's power, but the Pokemon cannot go beyond a certain level with it, perhaps as a failsafe in case they were to run rampant. Because of this, their true limits are not known, with some even saying they don't HAVE limits. Perhaps this was why the Flashfreeze Primon were given them? They WERE able to cause disasters as normal attacks after they gained their Crests after all. As to HOW, scientists believe it's related to the massive Cruia jewel beneath one of the continents, which they call the Source Gem. The jewel was reported to have unleashed its first waves of energy during the end of the era, during which the Crests appeared on the Primon. There have also been multiple of two instances where Pokemon could suddenly use more power than before, during which they Crests shone in their Cruia's colour/s, and Originals were mutated into Pokemon, which happens every 6 months. That's when the Source Gem lets out another bunch of waves for a week, a period which is called the Sourcewave. Its effect on humans is similar, as it makes them stronger for the duration the waves are emitted for, rather than allowing them to use more of their natural powers. On a sidenote, some Pokemon are born without a Crest, be it from Original mutation, parental birth or other means. These Crestless Pokemon appear weaker and dimmer in colour than they usually are, with the lesser ones having the same or even a lower level of power than humans. These Pokemon don't remain this way forever though, as they gain their Crests whenever a Sourcewave comes up, further implying that the Source Gem gives Pokemon the Crests. There is research being done to see if the Crests' limits could be removed, but many people consider this research dangerous, as there's no telling what the Pokemon could do if this happened. There's also a theory that the Crests are what gave Pokemon their intelligence after the Flashfreeze Era, given how they changed after they got the Crests. If this is true, they could be limiting more than just their power...


(Fun Facts:

- Shining Pokemon are Shiny Pokemon but made actually useful and not nearly as rare.

- Alpha Pokemon are similar to those from Pokemon Legends: Arceus, but are naturally born and self-aware instead of being frenzied.)


----------

Getting Stronger

----------


One of the most basic and common ways gain more strength on Aterr is to absorb Cruia. The absorbed Cruia both strengthens the absorber and creates more "space" inside their spirit, which in turn raise their Level. Levels are human-given indicators of a Pokemon's AND human's growth, and rises further as more Cruia is absorbed into them. Normally, Aterrians would just absorb Cruia they find in the wild, but they can also create it themselves by battling one another. It's been revealed long ago that when Aterrians combat each other, they "leak" bits of Cruia and multiply it as their fight continues. In human society, Pokemon battling has become a great way to Level Up, with the winners of a battle absorbing the Cruia generated from it, the element/s of which depends on the fighters and the Moves they used on each other. Aterrians' Levels max out at a certain number: Pokemon at 100, humans at 1000. In Pokemon's cases, it's due to finally hitting their Crests' limit, but there is a way to fix this. A process called Revision, which involves the Pokemon returning back to its lowest Stage and restarting its evolutionary journey. It has drastic downsides AND upsides.

  • Downsides
  1. The Pokemon's strength will be greatly decreased, and any capabilities it may have had that only its former Stage could use will be lost (especially if the Flexibility goes down a lot.)
  2. The Pokemon's Level will go back down to 1.
  3. Depending on the Stage, the Pokemon may become more rebellious and/or dangerous.
  • Upsides
  1. The Pokemon will go up by 1 Tier, which is another human-given indicator of a Pokemon's potential, relating to the limits of its Crest.
  2. They will be able to re-learn Moves they had lost before, as well as new ones during their evolutionary journey.
  3. Their physical age will decrease, but not their mental age, and they will not suffer memory loss.
  4. They can evolve into forms they possibly couldn't have before.

Revision ordinarily can't happen on its own. Only long-lived and powerful Pokemon seem to be capable of it, and those take time to happen. For Revision to happen quickly, a Pokemon must bathe in what is called a Conduit or Cauldron, one of the springs of Cruia that can be found all around the planet. The energy pouring from them can trigger something in the Crest and make it absorb much of the Pokemon's obtained Cruia, reducing it to its youngest form. On the plus side, this also decreases the limit the Crest has on the Pokemon, allowing it to become even stronger when they train and battle again. Tiers max out at 10, though very few people have ever gotten their creatures that far, and there no such ones in the wild.


----------

That's it for this part. The explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1309031


Tags:

Posted by CrashCourse81 - October 12th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 2 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you wanna see Part 1, check here. https://crashcourse81.newgrounds.com/news/post/1309027


In the previous Part I went over the origin of the Neoverse and Aterr's past, the setting of the Neoverse games. In this Part, I'll be explaining the current age of the planet and what it has to offer.


Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, these are all copy and pasted from my DA St.ash Journals with a few alterations.


--------------------

Aterr's Modern Age

--------------------

The Aterrians' Growth

----------


Primon and Hybreeds changed to Pokemon and Breedless, who bore mixed civilisations. The Breedless, as humans are called nowadays, had created vast cities, large towns and decent villages for themselves to live in using technology (most of the time), while Pokemon had made homes for themselves in the wild, sometimes making huts or other old-fashioned buildings using natural materials. Humans once did this too at the start of the Intelligent Age, which is the name for the (current) time where both humans and Pokemon grew smarter, but slowly grew to master tech and machines and use them for construction and other purposes. Both societies having greatly varying qualities.


Human society is pretty similar to our own. The cities are loud and crowded, the towns and villages are plentiful and have their own sights to see, and people themselves are pretty varied. Some are nice, some are weird, some are criminals, etc. The majority of humankind resides in the settlements they created for themselves, while others simply travel the world like nomads. However, they can't and don't just venture wherever they please and expect it to be easy. Humans are commonly attacked by Pokemon, usually the more violent ones, though a few others could be provoked into attacking either out of fright or territorialness. Some Pokemon will even be daring enough to attack entire settlements, including cities! The cities come prepared for this by having shield generators built around them that automatically activate whenever a group of hostile Pokemon are approaching, alongside robots and machines that defend the perimeter. Towns and villages may get shields of their own if they have the money and/or resources for them (in the latter case they could build one themselves), but they usually are left with only strong humans and befriended Pokemon to protect them. On THAT topic...


The Breedless, while lacking the same level of power as their ancestors, are still capable of using some of it, sometimes with a bit of help from natural sources. They named the energies that flow around and shape their world Cruia, which remains dormant in them at birth, but can be awakened and empower them with enough effort. The energies also grant their bearers different elements, which are referred to as Powers for humans and Types for Pokemon, due to how the latter were born with them rather than attained them. These humans are referred to as Fluxed, and are capable of manipulating and even absorbing Cruia around them to strengthen themselves. Starting off, they have no particular mastery, but when they absorb enough of a certain type of Cruia or, in a rarer case, access a certain type within them, they gain that element as their own, though it doesn't prevent them from absorbing other kinds. However, some may not be as energising or even compatible with their element, since everything has its strengths and weaknesses. Absorbing much of another kind could either add another element to them or replace one they already have, which can cause minor to drastic changes to the body. Humans who cannot use Cruia are called Dimmed, who rely more on technology or Fluxed humans to get things done. Some of these humans have been lucky enough to get their hands on a special kind of device that amplifies their Cruia called Shockers, but they are just as dangerous as they are useful. Why? Well, that'll be explained later. Right now all you need to know is, just like there are good and bad humans, there are powerful and powerless humans.


Pokemon are a different story, especially compared to THEIR ancestors. For eons many different animals have been birthed by Aterr itself, the energies of which transform them into the creatures they are today. What splits them apart from humans power-wise is that they can only bear certain elements while humans can seemingly bear them all, even if in a limited form, but their power is greater than a human's. Even small Pokemon could potentially KILL a human if their power is misused, but the creatures are smarter than that. In fact, it seems they gain some more intelligence after transforming, not on par with a human's (at times) but enough to tell some things apart, and they retain the memories they had from their animal lives. Sadly, they also retain their instincts, which can lead to good or bad things depending on what they were like. Despite their animalistic natures, tendencies and appearances, Pokemon are not completely incapable of speech. They make noises, growls and roars, as creatures do, which can be translated using human-made translation devices, which come in different looks. This comes in handy if the Pokemon is trying to alert their human companions as to a nearby threat or item/place of interest. Mysteriously, some Pokemon even gain human-like forms and act like humans do (for better or worse), even being capable of proper speech (in some cases) and living amongst them like they WERE humans, regardless of whether or not they know. But what REALLY sets them apart from humans however is the black marks they bear on their bodies, though that'll be talked about later on.


Pokemon are split into three parties: Killer, Even and Tame. Killer Pokemon are the aforementioned cruel and vicious Pokemon that can be considered modern-day Primon, as they are focused only on killing whatever they see. Be it from the instinct to feed itself, some condition that makes them "unstable", or more frighteningly, causing evil knowingly and willingly. They also are usually stronger than most other Pokemon, making them hard to deal with. They are commonly avoided for these reasons. Even Pokemon are creatures who are neutral, either keeping out of both sides' affairs or doing what they wish with or without consent from each side. Some stay in seclusion, others act like nomads like some humans do, and the rest just do their own thing. And finally, Tame Pokemon are docile, calm or otherwise peaceful Pokemon that are easy to approach without starting a fight. Some may run away from their visitors out of shyness, others will allow humans to stay in their homes if they wish it, some others will even dare to journey to a human settlement to make allies there! These Pokemon are highly recommended, though do not make up the majority of those that live with humans. As you can expect, Killer Pokemon are the ones who attack settlements mostly, with some even coming in enough numbers to make an army. This is why the city shields were made, but even then the assault from said armies can bring the shields down, leaving the cities open to attack. That's when things get REALLY messy...


When humans and Pokemon befriend each other, they are called Alliances. Allied humans and Pokemon are registered with their continent's government and given a certain license depending on what job they take. If not, they simply get one saying that they're an Alliance. There are many Alliances around Aterr, some greater than others. In fact, Alliances have become the backbone of both societies, which help out each other to prosper. Mutual gain and all that. Alliances can do way more than that however...but I'll get into that later as well.


Besides all that, human AND Pokemon society works roughly similar to ours.


(Fun Facts:

- The term "Alliance" comes from the feature of the same name from Super Pokemon Mystery Dungeon.

- Cruia is a corruption of "cruor", which is Latin for "blood" (as in lifeblood.))


----------

Pokemon Environment Spheres

----------


It's time to talk of the technology humans have made, starting with Pokemon Environment Spheres, or PESes. They are one of the most common devices on the planet, and also one of the most important. These small round devices were made for the purpose of capturing and carrying Pokemon with ease, as taking them around everywhere can be a bother with their different sizes and ways of getting around (ie. Pokemon not fitting into a tunnel or being able to walk well). At first, they sound like prisons for the creatures, but they are actually far from it.


The wielder must first press a button in the middle of the PES's front hole, hidden in the black inner casing, which activates its Scan Mode. When the PES touches a Free Pokemon (aka a Pokemon that is not yet captured/befriended) it will open up, scan the Pokemon, and digitalize it (don't worry, the process is painless). They will then be brought into a virtual space, and the PES will begin Containment Mode. When the following countdown ends, the PES's Lockdown Mode will engage and prevent the Pokemon from escaping, which they may try to do out of shock of suddenly being transferred into the device or something. When they are contained, the space they are in will transform into an environment to suit their needs, even providing them digitalised food that tastes and fills them up like the real thing (the food is put into the device before it reaches stores). This altogether is called a Capture. Upon Capturing the Pokemon, the device will fly back into your hand. It was this device that gave people the idea for the term "Pokemon", standing for "Pocket Monsters."


In short, a PES is like a tiny digital biome for Pokemon. It was made as a method of keeping them safe from the dangers of the outside world, or to give them a new home if their old one was lost. As such, Pokemon who are kept inside PESes or other devices that act like them are known as Captured. Of course, the PESes aren't perfect, and it's possible the Pokemon can escape before it locks down. If they do, the PES will be broken open and rendered unusable (unless you found someone to fix it for you). Some PESes have different Containment times, others have upgrades that inhibit the Pokemon's capabilities while inside them, etc. If a Pokemon would like to enter a PES itself, it can simply touch the PES's middle button and allow itself to be scanned and digitalized. It may also take some time for the Pokemon to get used to the interior of the PES, which is natural considering it was brought into a new world and out of its own so suddenly. Another nifty feature they have is that they can shrink to the size of a chestnut to make them easier to carry around, as PESes are usually the size of a human's hand and thus can be hard to hold multiple of. Some humans don't even use PESes and instead try to bond with Pokemon openly, which has had...mixed success.


A PES's systems can be controlled from the outside by using five buttons around its front hole. The middle button is used to bring a menu up, the outer right and left ones are directional buttons, the inner right is a confirm button, and the inner left is a deconfirm button. In this menu, one can choose to check on the Pokemon inside, check the PES's status, install a new program or digitalize food/drink into the environment, etc. To get a Pokemon out of the sphere, you need only press the middle button to open the device, or you can say the Pokemon's nick/name as a voice command. This is also used to get the Pokemon back into the PES; you need only say "[insert nick/name here], return." A PES can also monitor its Pokemon's position within 5 kilometers of the sphere's area, allowing you to find it if it ever gets lost. However, if one were to choose to get rid of or part with a Pokemon for any reason, they can unregister/release the Pokemon through an option in the menu, in which case it is considered a Free Pokemon again. The Pokemon can remain with its human ally if it wishes to however. It is also possible to re-capture the Pokemon with the same PES. All Pokemon that were contained inside the PES are recorded in its onboard library, which you can check in the device's menu.


According to human law, a person can have up to ten Pokemon at once in their Party, as they're called, a limitation to keep them from having too much power or...too many hands. Anyone caught breaking this law will be stripped of their extra Pokemon and punished depending on how many they had, what they did with it/them and how long they've had it/them for. A good thing too, as some humans in this world are QUITE skilled and powerful. Pokemon too...


(Fun Fact: PESes are basically Poke Balls, if they actually worked how they were told to work in the anime, with a few touch-ups.)


----------

Pokedexes

----------


Pokedexes are another one of the most prized gadgets of humankind, created for the purpose of documenting and understanding Pokemon better. Originally starting out as a list created by old humans to see which Pokemon they've found, it has since gained many upgrades and has become a miniature library for the creatures. It is similar to the PESes in that sense, but this library is MUCH larger. They usually come in the form of book-like machines, but can come in different forms around the world, which is usually dependant on culture or style.


A Pokedex can be used in one of two ways. The first way is the Tracking way, which requires some level of caution and readiness. In this case, the Pokedex is used to scan Pokemon from afar and record their appearance and anatomy, giving the person a decent bit of info about the creature, such as their elements, capabilities, habitats, etc. This can be difficult due to the person needing to oversee the Pokemon directly if they want to gather information on them. The second way is the Gathering way, which is considered to be the easier of the two methods. There are small segments on a Pokedex for a shrunken PES to fit in (usually three), which upon placing a PES in allows the Pokedex to scan and record the Pokemon inside the device. In either case, further study is required to learn more about the creatures, such as experiencing their skills in battle, watching them live in nature, working alongside them, etc.


Pokedexes are mostly used by Investigator Alliances, comprised of scientific, archeologic and other humans (and even Pokemon) interested in finding out about the world's secrets and such. Some of them dedicate their lives to finding every Pokemon that exists and learning all that there is to know about them, while others simply do it for the thrill, or to pass the time. Some people are given rewards for finding records of certain Pokemon such as Legendaries, Mythicals or generally rare Pokemon, a topic that will ALSO be touched on later. Despite this, you can find quite a few people who aren't from an Alliance or interested in science or archeology with a Pokedex in some way or form, looking up and out for different Pokemon.


Pokedexes don't just record Pokemon though; there's a feature on each one that lets the user record animals they find as well, which are called Originals. They act just like the creatures of our world, which makes sense since they ARE the creatures of our world, and scientists have learned much more from Pokemon by documenting these creatures. Those will be spoken about more in the next Part...


----------

Atternet Terminals (ATs)

----------


Aterrnet Terminals are computers that can be found in certain buildings at cities, towns and even villages. They are machines that can link the user to the Aterrnet (Aterr's internet), where they can check on their bank account, look at videos, basically the stuff that WE can do. However, they do have two special functions that separates them from our internet devices.


The first function is Pokemon Zones, or PZs for short, which are managed by one half of a continent's government that handles Alliances in general. These act similarly to PESes in the way that they are digital areas for Pokemon to be placed in whenever there is no space left for them in a human's Party, or for safekeeping. Just like the PES environments, these worlds mold themselves so that they meet the needs of every Pokemon inside them, and are good places for them to hang out together safely. Also just like the PESes, PZs can be given upgrades to make the Pokemon's experience more pleasing and relaxing. If you have an account linked with the Alliance half of the government, you are given your own PZs that you can transfer a Pokemon into through your PES, which becomes linked to said PZ and can let you view the device's Pokemon through an option in its menu. Even more, you can transfer the goods and habitat of that PES into the PZ if you wish, including a copy of the stuff, though this will require money. Every registered person starts off with 10 PZs, though it's possible to expand the number and width of these PZs.


The second function is Trading. Trading allows you to trade Pokemon in your Party or PZ/s with one in another person's Party or PZ/s, the number of which can be chosen between 1 and 5 at a time. Trading Pokemon can be good for letting your Pokemon experience what it's like to be with someone else, perhaps a friend or family member or heck, even an acquaintance, while also seeing what the sender's Pokemon is like. It can sometimes be hard on your Pokemon to leave you however, especially if they're attached to you, or vice versa. If this is the case, it'd be best to speak with your Pokemon and see if they would be up for it. Any items they had when being traded will remain with them, as they are carried with them upon being digitalized. You can also see the names of the former humans they've been with before (if they're registered that is). Trading can also be useful to enhance Pokemon in a certain way, but again, that's something I'll touch on again later...


(Note: Trading can be done both off and online, offline with NPCs (including allies; don't worry, you can get your Pokemon back) and online with people around the world.)

(Fun Fact: The ATs and PZs are basically the PCs and Pokemon banks from the original games.)


----------

Hangers

----------


Some people find it difficult to carry around PESes despite their capacity to shrink. If anything, shrinking makes them more likely to be dropped and roll off to someplace they can't be reached. To fix this, a series of carrier devices called Hangers were made, which are able to hold multiple PESes at once. The number of spaces for them vary between Hangers, with the bare minimum being 3, like Pokedexes. Hangers are actually one of the priciest things out there, due to how essential and useful they are in carrying Pokemon. One such use is the fusion of each environment of every installed PES, which allows the Pokemon inside them to meet, greet and hang out with each other. Another use is that the PESes become locked onto the Hanger's spaces, which only release the devices when the owner presses a button that detaches the PESes from it, thus preventing robbery of them even if the Hanger itself was stolen (unless it was hacked, of course). The Hangers also come with programs that allow the Pokemon to train while inside the digital spaces, which is useful when there's not many opponents to battle. PESes can have these too, but they don't often come WITH the programs, which usually have to be bought and downloaded. Lastly, Hangers also give Pokemon a certain boost or two when they're being launched from the PESes, which depend on the Hanger itself, but are helpful for different situations. Overall, Hangers are worth the money and effort in getting.


Who knows, you may luck out and find one that someone dropped...provided it's intact.


----------

Shockers

----------


Now for one of the more risky gadgets made by mankind...Shockers. Some humans don't ever manage to awaken their Cruia, others just refuse to, or some even lose it. The remedy for this issue is these devices, but they are very dangerous to use. To use one, you equip it on the spot of your chest where your heart is, which involves sticking sharp pricks into you, and pressing a button that sends a shock into your heart, hence the name. If you're lucky, you'll feel a shock spread throughout your entire body, indicating that your Cruia is now active, or if not, you'll suffer a heart attack and die. Even if you endure the process, Shockers can leave your body wounded in some way or cause a disability, as the Cruia is being forcibly awoken and sent throughout it. It's also harder to get used to, so Shockers are rarely bought as used, especially since they're costly. BUT, there is ONE upside to a Shocker, if you can call it that.


It has another feature that allows it to temporarily boost the Cruia you produce, giving you a burst of power for a short time. However, this sudden power spike can cause drastic damage to one's body and even kill them, either by the body giving out from the strain or the bearer being consumed in their own Cruia. It's handy in a pinch, but it's recommended to only be used as a last-ditch effort, and even then, only for at least 2 minutes. Shockers are given to Pokemon as well solely for this reason, and it's just as painful for them as it is for humans. The devices have become outlawed in some parts of the world because of all this, as some people tend to use Shockers just to punish or harm Pokemon, almost like an electric collar.


Some wonder if Shockers were a blessing, or a curse...


----------

AMSes

----------


Moving from inventions to full-on buildings, there is one in every capital city (or at least most of them) that people love to visit a lot, called the Aterrnet Meeting Stations, or AMS for short. They possess terminals that allow people to meet each other in a gigantic worldwide cyberspace, where they can do many things together. There are machines in each AMS that digitalize humans and Pokemon alike, just like a PES, and sends them into meeting zones in the Aterrnet itself. Here they can chat and hang out, trade, battle, head to different places in the world, and much more. It's a pretty neat place to go to, though it's also a great place for hackers to attack unwitting civilians.


During your first time on the Aterrnet, you're given an Aterrnet Code to use as both registration and identity. When you meet people you can choose to share your Aterrnet Code with them, or they could share theirs with you. When this is done, it allows them to contact each other over their mobile devices or another contacting device. People who share each other's codes and bond together a lot are called Digital Alliances, and can partake in events to raise their online ranks.


And speaking of ranks...THOSE will be spoken of later as well.


(Fun Fact: The AMSes are based off of the GTS from Pokemon DPPt and Festival Plaza from the SU/USUM games, but with more functions.)


----------

The Aterr Leagues

----------


The Aterr Leagues are the half of the governments that rule over Alliances, and are one of the most important parts of Aterr itself. Universally called the Aterrian Alliance Amalgam (or AAA), they serve as one of the two major powers alongside the ordinary governments, who are individually called the Aterr Managements; universally, the IWM (Intercontinental Work Myriad). Together with the AAA, they form the Conglomerate of Aterr's People (or CAP). The Aterr Leagues are made up of high-ranking Alliances who are adept in many fields and serve many roles, the most prominent being the protection of the continents. The AAA are in charge of overseeing the growth, actions and creations of Alliances, who register and send their data to the governments so they know who's who and what's what. They are split into three segments, each with its own role.

  1. The Vanguard. These people are elite Fluxed humans who have trained in and graduated from places called Elemental Training Gyms, or ETGs (alternatively and more simply known as Outposts). They are most commonly seen guarding settlements, usually cities and bigger towns, or even travelling with their former mentors. Which brings us to...
  2. The Gym Leaders. Also called the Greater Vanguard, these people have made their names by mastering an element and opening the ETGs, a special type of gym where humans and Pokemon alike can come train under them as students, learning their secrets and those of the elements they control.
  3. The High Five. Five especially powerful people who are stationed in different parts of the continents and oversee four different Gym Leaders each. They are among the few Fluxed humans who control more than one element, making them especially powerful. But even they are nothing compared to...
  4. The Champion. The strongest member of an Aterr League who also serves as its leader. They typically have command over MANY elements, or at least have much knowledge about them and the creatures related to them.

The Aterr Leagues follow a system: first, a continent's Aterr Management hosts a tournament for anyone on the continent to partake in, which is harsh yet fair. The winner of the tournament is then put through rigorous training, including the mastering of many elements and controlling powerful Pokemon. If successful, the person will be made the Champion and given their own HQ called the Peak (also known as the Champion's Peak), where they can start building their own Aterr League. The Champion holds an event in the continent's biggest city to see who among those who visit would be worthy of joining them. Up to five people are chosen and ONLY five people, who are either put through training of their own or challenged by the Champion to see how well they do. If they pass, they will become the High Five, the Champion's second-in-command you could say, who can then set up their OWN places called Keeps. Lastly, the High Five scout the continent for up to twenty people who would like to join the Aterr League. Accepting allows them to open ETGs of their element and become Gym Leaders. Those Gym Leaders can then train anyone who would like to join their gym, with the strongest/graduates being given the option to become Vanguards if they wish.


While the Aterr Leagues primarily focus on Fluxed humans with Allied Pokemon, they will also allow Backed Alliances to join them if they're good enough. Backed Alliances involve humans or Pokemon that cannot or will not partake in battle themselves, but can offer their powers to their allies in certain ways if their inner Cruia is awakened (more on THIS later as well). Aterr Leagues are also the most focused on protecting the continent they're on, but they also allow people to challenge them, which is part of their idea of letting Alliances grow. Defeating an Aterr League is a long process though; the Alliance must first join and defeat the leaders of each ETG. They can join by impressing the Gym Leader with an entry test or by getting a letter of recommendation from a Vanguard that graduated from said ETG. When an Alliance trains under a Gym Leader, they are taught how to handle that leader's element and what they do with it, and are usually pit against fellow students. If they accomplish enough lessons, they will be given a chance to face the Gym Leader in a Graduation Match. Upon defeat, the Gym Leader must give the winner a League Piece, which is proof that they were bested. A High Fiver can only be fought if you defeat all the leaders they're in charge of. Before facing them, the challenger must get through a small tournament against the High Fiver's people or, if there are any, other challengers. The winner gets the honour of challenging the High Fiver. If THEY'RE defeated, the High Fiver must grant the winner a League Token, which is made out of the League Pieces they got from the HF's Leaders. Once all High Five members are defeated and the Tokens obtained, the person may enter the Aterr League's HQ, where the Champion awaits. The visitor must first make it through a gauntlet of the Champion's making, called Challenger's Road. This gauntlet is made up of the elements of the previous Aterr Leaguers, but there may also be a few powerful opponents waiting within. These opponents are hand-picked warriors of the Champion themselves, acting as their elite guard. There can be a total of four of them, called the Elite Four. If that is the case, the challenger must defeat them before the way to the Champion can be opened. Needless to say, fighting a Champion is like fighting a god, but if you win, you will be given a League Seal as proof of your victory, which is formed from the League Tokens. You can also take the Champion's spot or wish for anything you desire, within reason. Regardless of which option is chosen, the challenger will be brought to the HQ's depths, the Hall of Fame, where they and their allies are recorded for all history to see. The Hall of Fame's contents are shown to the Aterr Management as well.


Beating an Aterr League is a sign that you are an ESPECIALLY powerful person, though it's not just humans and Alliances that can challenge it. While exceedingly rare, lone Pokemon can also challenge the Leagues. However, the challengers will find themselves facing against certain tricks the Leaguers, particularly the High Fivers and Champion will have, called Gamechangers. You'll see what those are in another Part...


----------


That's it for this part. The explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1309030


Tags:

Posted by CrashCourse81 - October 12th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 1 in a series of documents detailing the Neoverse Project, which I've been working on for some time now.


Notes: The titles will be at the sides because they won't stay centered for some reason. -_- Also, these are all copy and pasted from my DA St.ash Journals with a few alterations.


--------------------

The Neoverse

----------

Pokemon's Origins

----------


In the segment of existence that would become the Pokeverse, there was Ralyaoanta, a primary-platinum being whose body was made up of powerful jewels that had different elements in them. Born long before the beginning of the Pokeverse, Ralyaoanta saw that no other deities had reached this segment of existence yet, so it set up shop by creating a network of pocket dimensions called the Shards, which were born using the different elements in the being's body. These elements would give birth to creatures of varying kinds, who would be able to travel between their worlds through timespacial channels that linked them. Ralyaoanta would make its home in the center of these worlds, where it created one using the energies from the others. This world was called Spectrum, and in it was born beings not bestial or monstrous like those in the Shards, but vastly intelligent and adept with a special technology that very few other dimensions have, called alchemanicry. These machines fused science and magic together to create forces that could control and even create any other, and are FAR unlike what any texts would have you believe. These beings, called Ralyenka (non-plural lacks the a), would come to name the conglomeration of worlds after the elements they were centered around, worship Ralyaoanta as their god, and even create a city around its abode within Spectrum using their technology. The beings would then name the conglomerate of worlds itself: Platoil.


The Ralyenka made a habit of journeying to the Shards and seeing the creatures they had to offer. While on the level of the Ralyenka, the Shard creatures (which they named Shardkin) were much stronger spiritually than the Ralyenka, who despite being born of an almighty power, were lacking in the combat department, thus they relied on their technology to do their jobs for them. They grew curious of how it would be to have Shardkin among them, and created spherical devices to contain and control them. The process of capturing Shardkin was rough at first, and befriending them was even trickier at times, but the Ralyenka perservered. Some weakened Shardkin using other alchemanicry, while others took a chance and approached Shardkin to earn their trust before putting them into the devices, with their consent. It didn't take long for Shardkin to take their place among the Ralyenka population as allies. Although it was pleased with its creations, Ralyaoanta began to feel like it needed to fill up more of its empty segment. That's when it learnt of worlds being born outside of Platoil, which were filling the void. It seems the elements from the Shards were leaking out and entered the emptiness outside, whirling and wrapping around it all and joining themselves together to eventually create their own worlds. Ralyaoanta decided to take advantage of this by setting Spectrum's denizens out to enhance these worlds into whole dimensions. Their technology, which was centered around alchemy (which is very different from how it appears in old texts), made this possible; the worlds were expanded into galaxies, then over time into universes, which came together to form multiverses. Finally, when it had seen how many there were, it created a gigantic bubble of prismic energy around the multiverses to encapsulate them, in a sense, then moved Platoil to the center of it to form the omniverse.


From here, Platoil's denizens watched as the planets within each omniverse birthed its own kind of beings...


(Fun Facts:

- Ralyaoanta (ral-yow-ant-ah) and Ralyenka are part of a language I came up with that holds importance in my Ultimate headcanon (another series I've been working on, the main one at that), which uses noises and sounds rather than words. The words translate to "Rainbow-born beast of radiance" and "Rainbow-born people".

-- They also happen to be Necrozma and the Ultra Megalopolis's people.

- Platoil is a combination of "platinum" and "toil", referring to how the Ralyenka toil away within it most of the time. It's also a slight combination of "soil", referring to how it's the Ralyenka's home.

-- It is also Ultra Space.)


----------

Planet Aterr

----------


As Platoil's denizens watched the multiverses grow, they took notice of a few worlds that caught their interest, which Ralyaoanta itself decided to bless with with a jewel comprised of each element from its body. These jewels would either be warped to the worlds, or sent to impact them like meteors to reconstitute them if they were lacking. One of these worlds was Planet Aterr, which was more recently born than most other worlds. The planet bore just one landmass and a large ocean, both of which held many creatures of mostly large sizes that fought it out for food and drink. Because of their constant fighting however, the world was starting to become a mess, which is what made Ralyaoanta send a jewel to impact Aterr, creating an explosion that didn't devastate the planet, but restore its wounds. Torn-down trees regrew, diminished lakes and rivers refilled, lands burnt away from volcanic eruptions recovered, etc. But something else happened to the planet, or rather its denizens; they were becoming warped by the energies, which transformed them into something...different. They bore heavy resemblances to their former selves, but were now bigger, stronger, faster, even smarter to some extent, and they were also able to control the elements. The world also got a bit of a makeover, such as the land increasing in size and flourishment, the seas becoming purer than ever before, and the energies from the jewel flowing into the planet's very core, transforming it too in some way. Now the core was producing springs of energy that rose to the surface, which the transformed creatures bathed in and gained even more power from through prolonged exposure, even transforming further. These springs also created an extra atmosphere around the planet that, ironically enough, prevented the energy from leaving it. Aterr was practically reborn, and its new beasts were called Primon. Their time was known as the Origin Era.


Out of all the Primon however, three stood out: the Motenadon, Kyositarus, and Raezarba. These creatures were gigantic in size, great in strength and cruel in instinct, able to control the planet's elements to unspecified yet amazing levels, and caused great destruction in their wake. They ruled the lithosphere, aquasphere and atmosphere of the planet, essentially making it their gods. The other Primon attempted to avoid them whenever possible, but there was just no doing so when they went on a rampage, especially against each other, as they were enemies.


Alongside the Primon were humans, wild ones that only hunted and survived like the creatures did. Their numbers were small and their abilities and power minimal compared to the Primon, and they would've went extinct if not for Ralyaoanta's jewel. Rather than outright transform them, the humans were empowered by the energies that came from it to the point that they could fight against the Primon, but there was something else they gained too; the ability to mix their DNA with a Primon's to become a Hybreed. They bore features of Primon and heightened instincts, including the instinct to kill, and were more adept at controlling elements depending on the Primon they were mixed of. It made the two sides equally matched, if you're not counting the mighty trio. Interestingly enough, both sides grew a reverence towards the jewel that changed them, which became wedged into the planet. Many Primon and Hybreeds would come and worship the jewel, though instead of bowing they would bring objects of "value" to it and let out prideful roars. An odd but generous sense of worship...But their jewel would also be what caused their doom.


One day, another meteor was streaking towards the planet, this one less kind than the jewel. This one carried with it a creature that sensed the jewel's power and redirected itself towards Aterr, impacting it with the same force as the jewel did, but not the same gentleness. The ensuing explosion killed many beings and decimated the singular continent, leaving few Primon and Hybreeds alive. A bunch of energy blew out from the meteor during the explosion, which aroused and caused the Motenadon, Kyositarus and Raezarba to appear out of the blue and start to ransack the entire world out of power craze, all on their own. They caused disasters on unimaginable scales; plate-cracking earthquakes, massive tsunamis and whirlpools, giant tornadoes and powerful thunderstorms, all of which damaged the already-weakened continent. But then, out from the meteor spewed forth another gigantic creature, this one appearing far more...alien. It looked of a skeletal frame surrounded with energy, powerful energy, which was the cause of the trio's madness. The alien's reveal drew the attention of Motenadon, Kyositarus and Raezarba away from the world's destruction and towards itself, as they all fought to claim its power. The alien, surprised by their sudden attacks, did battle with the titanic Primon and bested them by absorbing their power and weakening them drastically, forcing them to retreat back to their respective homes to recover. Despite the alien's close save however, the damage was already done.


The seas were ruined with bodies of dead Primon and aquatic Hybreeds, and the continent was in utter shambles. It's a wonder it wasn't covered in blood with all that happened. THAT wasn't the bad part though; that was the continent coming apart, splitting into seven pieces that drifted across the world. They lacked foundations to stop them, and they would eventually collide and cause even greater damage to each other. As if driven to save the world, the alien beast dove into the planet and entered its very core, which it absorbed energy from. In turn, it GAVE energy to the core, empowering it to greater levels than before and giving the alien some control over Aterr itself. It used its power to create new foundations for the continental fragments, stopping them in their tracks. Now they were spread across the whole planet, with the jewel having been lost to the seas due to being in the middle of the continent when it was coming apart, thus dropping it into the ocean. The alien couldn't retain its control over Aterr for long; shortly after creating the foundations, it fell unconscious due to the force of the energies within the core, remaining trapped in there for the following eons.


But its sacrifice would not be in vain...


(Fun Facts:

- The Primon are the fossil Pokemon, but made into actual dinos. Their name is a combo of "primal" and Poke"mon". As you can guess, the Origin Era is basically the prehistoric era.

- The being from the second meteor is Eternatus.

- The three titans, as you can guess again, are Groudon, Kyogre and Rayquaza, whose new names I attempted to keep a part of each while making them new at the same time. Their new names are respectively made of the following words: "motus", "fundamentum" and "don" (meaning "quaking foundation lord"; "concitare", "aedificium" and "kaio" (meaning "stirring building king"); and "volubilis", "spira" and "caesar" (meaning "whirling spire emperor").

- Aterr is a rearrangement of terra, which is Latin for earth (a pun on how Aterr is a different version of Earth.)


----------

Aterr's Ice Age

----------


The alien may have been locked inside the core, but its quality to give energy after taking it remained active, and the core was constantly giving its own energy to the alien as it remained inside it. The enhanced power it gained after taking those of the three Primon made the alien's traded energies greater for the core, which in turn remained in its empowered state and gave the alien greater energies in turn. As for what was happening to Aterr...


Thanks to the dormancy of the Primon and the empowerment of the core, Aterr was heading on the road to recovery. Its climate was given time to return to normal after the Primon's abusement of it, and the planet's energies began to restore its surface. Sadly, the energies came too late to heal the very few survivors of the earlier near-armageddon, and they had perished from their wounds. However, life on the planet would not be lost; the corpses of the Primon and Hybreeds became fossils over time, but before they did, Aterr's energies took parts of their genetic codes and kept them for something that would happen later on. Until then, all life had bit the dust, though the planet would receive NEW visitors soon.


Yet again was Aterr met with something from space, this time being a whole meteor shower! Luckily these ones were of much smaller sizes, but their numbers were in the hundreds. They impacted different parts of the world, some in the ocean and the rest on the landmasses. These asteroids broke apart to reveal marked triangles, which turned into new aliens. This was the Deoxys species, an alien race that bore both a scary and useful ability: copying the atomic structures of anything they wished. This allowed them to take on numerous forms, but there was sadly nothing of use to copy on this planet, which they had sensed powerful energy emanating from. The same energy that drove the previous alien towards this planet. They searched all around for it until they found the giant jewel beneath the ocean, far away from the landmasses. Unexpectedly though, they didn't try to claim it, but instead wanted to bury it. They had apparently feared the jewel for its great power, insinuating that they knew what had happened because of it, and so they wished to get rid of it so nothing like that would happen again. To this end, they used their powers to warp the atoms of the atmosphere itself, causing the climate to become harsh and freeze most of the entire world over, encasing the oceans in ice and the landmasses in snow. This ended the Origin Era and began the Flashfreeze Era, as modern-day scientists call it.


After the jewel was frozen in the ocean, the Deoxysi decided to establish a settlement for themselves on the planet, creating numerous structures by manipulating the atoms of both objects and weather, and even their own powers to a degree. Little did they know that they would be quickly followed by a new race of beings, whose birth was coming from the planet itself. These new beings were made up of humans and animals like before, but without the features of their predecessors. In fact, the latter were completely different, being woolly, furry and more used to cold rather than scaly, tough and used to heat. It was almost like a complete inversion of the prior races, but they did bear the same abilities the originals gained from the jewel's impact a long time ago, most likely due to the planet having absorbed its energies while stuck in its surface. The Deoxysi were surprised at this sudden appearance of life, but weren't opposed to living with them. Sadly, the new Primon and humans, which eventually became Hybreeds of their own, weren't as onboard with the idea, as they still bore chaotic and killer instincts like their former races, and saw the Deoxysi as more creatures to slaughter. The Deoxysi merely defended themselves, not wishing to kill off this newly-born life, and they could've easily done so too. But something weird was happening; despite being completely frozen, the giant jewel beneath the oceans was still pulsing with power, which fuelled the Primon and Hybreeds greatly and gave them strength to match, if not surpass the aliens! A bunch of them were lost to the assaulters, and they were forced to use their atomancy to deal with them. But amazingly, the creatures and humans were able to resist their control, AND they were capable of demi-godly feats such as causing blizzards, creating glaciers, making tidal waves, etc! The conflict eventually became too much for the aliens and they decided to abandon Aterr earlier than expected. They fled the planet in a bunch of large pods, leaving the Primon and Hybreeds with themselves to contend with...and also the changing climate.


Without the Deoxysi to manage it, the coldness of Aterr was slowly starting to change back to its hot state. This caused the snow on the landmasses to melt, the ocean around them to unfreeze and the glaciers to collapse, which didn't bode very well for the new Primon and Hybreeds. They wouldn't all die out this time though; some of them managed to hide away in safe havens such as underwater dens or mountain caves, while the strongest survived out of sheer will. It took millennia for the Flashfreeze era to end, but when it did, it caused the oceans to rise by a tremendous amount. Unlike what would normally happen though, where the landmasses would become flooded, for some reason they remained unharmed, floating on top of the ocean as it expanded! Some say this is due to the core raising the lands' foundations so they wouldn't flood, but who could really say...?


The important part was that Aterr had survived another doomsday, and this time, so did its denizens. And apparently, so had a chunk of the Flashfreeze Era itself; a whole continent's worth of ice remained from it, which was in the same area as the jewel was. It would seem the jewel's power was reinforcing the ice, preventing it from melting even as temperatures increased. This, alongside the survival of some Primon and Hybreeds, would lead to quite the evolution...


(Fun Fact: The Flashfreeze Era is basically the Ice Age, but with somewhat different events.)


----------

The Aterrians' Legacy

----------


Though they had endured the end of the Flashfreeze Era, the Primon and Hybreeds now had to contend with hotter, meeker weather than before, as well as unfrozen lands and seas. They had trouble coping at first, but they learned how to adapt to their new environments. But here's the REAL twist: they started coping with each other too. Both sides grew curious of one another, approaching each other with cautious yet peaceful intent, and bonding together. It was the first time in Aterr's history that such a thing happened, and in such a period like this, where intelligence was minimal. Their interactions with one another, their adaptions to the environment and their eventual grouping together in fact heightened their intelligence, slowly getting rid of the instincts that drove them and replacing them with rational thought. These Primon and Hybreeds even learned how to make their own structures, weapons and other objects, including garb infused with the elements, which bore many uses. It was a prehistoric revolution, and it was merely the beginning of Aterr's true life.


Back in Spectrum, Ralyaoanta was witnessing the events occurring on Aterr since the jewel's impact, and grew increasingly impressed with the proactivity between its denizens. They were surviving even under the harshest of conditions, but with the expanse of the oceans, they required more land to work with...and more hands. Ralyaoanta decided to give them some. It created another jewel, this one much smaller than the last but still quite large, and teleported it to Aterr, whose energies resonated with it to give it form. The jewel took the appearance of a gigantic being, looking humanoid and yet not so much, bearing the elements of fire, water, wind and earth on its body. The four primary elements of a planet. The denizens of Aterr looked up at the massive being as it stood up from the seas, gazing down at them silently for a moment before reaching its hands out to the sides and performing a miraculous feat.


The planet's main elements were gathering around it; fire from the core's magma (yes, it had that), water from the seas, wind from the sky and earth from the...well, earth. It bundled them together and crushed them one-by-one in its hands, creating smaller titans that stood around it. As the beings stood up to greet their new master, it spoke to the denizens below in a loud yet calm voice.


"My identity...is Regigigas. I am from...a world far beyond here, yet this one...is my home. The names of my followers...Regiblaiz, Regiwaiv, Regigail and Regilyth. They shall...form the world into a better creation."


With those words echoing in their minds, the Primon and Hybreeds watched as Regigigas split the servant titans up to perform different tasks, with Regilyth's being the most prominent. It created new land for each landmass, to expand them far more than they were now. Regiblaiz and Regigail's task was to alter the climate so that it would become suitable for current AND new life. Shortly afterwards Regiblaiz created volcanoes for when the world needed a bit more...flame. Regiwaiv didn't do much besides restoring some parts of the ocean, which were damaged after the Primon apocalypse and rampage from the Origin and Flashfreeze Eras. After their primary tasks were done, the Regis disappeared into different parts of the world themselves to begin their secondary tasks: watching over it and making sure it was balanced elementally.


After that, Regigigas performed its task by pulling the landmasses to certain parts of the world using energy chains, putting them close to one another that they could be easily reached (in the future) while not being TOO close. Regigigas then took its own place within the world, opening a hole directly into it that disappeared as soon as the titan went into it, looking as it never was even there. Before it did though, it had this to say:


"The world's new sculpture...is finished. My originator...is pleased. I...shall watch from below....with my servants as the world warps...May your own lives be...evolutional ones..."


This was all a lot for the denizens to take in, but they were grateful to the Regis for their assistance. They decided to build temples to worship them at as a token of their appreciation, offering up objects of the Regis' respective elements as tribute, even crafting some. This was the birth of traditions. As the Primon and Hybreeds went on, they gave birth to civilisation, and eventually, to offspring. However, the offspring began to lose the strength their elders had, though they kept the DNA-mixing and element-controlling abilities, but to a lesser extent. Eons passed, and the Primon and Hybreeds were unfortunately no more, replaced with weaker creatures and lesser adept humans. They did have some major positive differences from their progenitors though.


For starters, humans had created and mastered technology, which was invaluable for making cities, developing weapons and gadgets and creating barriers to keep unwanted beings out, and they were much more numerous than the Hybreeds. Smarter too. Meanwhile, the creatures had also become more numerous than their predecessors, and with help from the planet, new ones were being born practically every day, which were turned slowly yet surely into enhanced forms just like the Primon. Some of them were cruel and monstrous like the Primon as well, but others were docile and peaceful, while the rest were calm and neutral, neither attacking nor defending a side unless it suited them. Some of them even gained intelligence enough to communicate with and/or understand humans, with a few among them becoming human-like themselves! Nearly indistinguishable if not for a few select features that stood out. They also made their own settlements like humans, though smaller and more naturally-made than mechanically.


This has led to humans and Pokemon having a mixed relationship. Some live amongst each other on the other's side (or both), some hunt each other for sport or out of hate or hunger, and others live on their own, not caring for much besides themselves. One thing is for sure, the world did indeed evolve after the Origin and Flashfreeze Eras, with many countries and such set up on the landmasses, which were now fully-fledged continents. It was also during the beginning of modern times that a name for the creatures was finally given, which also served as the basis for their progenitors' name.


Pokemon.


(Fun Fact: The new four Regis would replace Regirock, Regice and Registeel in the Neoverse.)


----------


That's it for this part. The explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1309029


Tags: