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The Final Branding: Initial Seal [Sign-Ups]

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Renewal

Falling, but Rising Again
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Meh, finally pushed out a new RP. It's more or less your standard journey RP, but with a small twist, and faint aspirations of becoming something epic. Hopefully, this catches your interest, but for now, consider this a trial run. It'll be short and (ideally) sweet, but we'll see where it goes--as the name indicates, this is but the first of many parts.

- THE FINAL BRANDING -
Initial Seal

Introduction:
Imagine a world where the bond between man and Pokemon is so much more than that--not merely companionship, but a true symbiosis, a connection that empowers both trainer and Pokemon. In the far and ancient past, when legends ruled and titans roamed the land, men were weak and fearful, timid beings in the face of nature and the infinite power of the cosmos. The earth was savage, the seas fierce, and the endless sky ruthless. Mankind was nothing compared to the nameless terrors that surrounded them.

But harsh, cruel, and alien does not mean evil, or monstrous. All it took was just one chance, a gamble of one human life to grow closer to one of those unfathomable beasts--then another, and another, and more. And the bond between man and what would eventually become known as Pokemon was born. But mere companionship was not enough to overturn millennia of fear and mistrust. As legends faded and turned to sleep, what mattered most to the rising humans was power.

The ancient tribes and races of men had learned to tame Pokemon, to train them and them as partners in war. But war was anathema to the Pokemon--their power was meant to safeguard and nurture creation, not spread ruin and bloodshed. Still, the tamed Pokemon loved their partners too much--even as countless lives were lost in the struggles between cities, between nations and nascent empires, the Pokemon served faithfully, unable to voice their fears and misgivings.

Yet something changed. By chance, by study, by providence, one exceptional individual discovered a transcendent power: the power to link with a Pokemon, to bind their souls and power together, to share their hearts and minds. This great hero unleashed the most powerful force in the history of the world. Alone, man had but his intelligence, his cunning and skill; Pokemon had but their natural power, untamed and wild. Even training and time were not enough to overcome these fundamental differences.

This binding united the strengths of both man and Pokemon, allowed each to experience the other. With the power of his binding, the hero brought peace to the world--then shared that power with all. By binding themselves to Pokemon, humans gained both the power to shape the world--the power to unleash fire, shift seas and rivers, break the earth itself asunder--and the innate desire for peace shared among all Pokemon, while the Pokemon themselves gained a telepathic connection with their bondmates and even finer control over their abilities. This unique connection--unbreakable and eternal--manifested itself as a Brand on the human's body, a permanent mark of the forged bond, glowing and shining with the energies of a Pokemon.

The techniques the hero had discovered were passed down and recorded among all the peoples of the world. In time, as the modern regions formed and societies stabilized, these teachings were collected in the Scrolls of Branding, great records of all the brands yet known.

The World:
All in all, the world is much the same: the same regions and cities exist, and the same spirit of competition gave rise to a Pokemon League. Of course, what matters most is that the people may be different; familiar faces will make an appearance, but not necessarily in the same role as the games. Moreover, you are free to claim or create key roles such as Gym Leaders; roles reserved for NPCs will be listed in the sign-ups section.

Branding:
As in the games, people can catch and link with many Pokemon; full teams of six are still the standard. Moreover, the nature of the connection means a trainer can unleash the elemental power of any of their linked Pokemon. However, to unlock the full power of the bond and the intimate telepathic connection that comes with it requires a brand (occasionally called a seal, most often by inhabitants of Unova).

Brands are manifestations of the bond and power shared between a person and their partner Pokemon. A Pokemon bondmate is similar to the concept of a romantic soulmate; ideally, there is one perfect Pokemon out there who is uniquely suited to be your partner. In practice, finding such a perfect bondmate is rare; most people settle for a strong if imperfect bond. A person can only have one brand at a time; bearing multiple ones carries the risk of tearing the person apart from the chaotic mix of power. Removing a brand is difficult and often near-impossible, because the bond and telepathic connection it brings must be severed as well; because of this, some trainers choose to wait years as they build their connections with their Pokemon before finalizing their choice of bondmate.

In the modern era, there are only five known Scrolls of Branding extant, one for each major region, with the rest lost through the centuries. The brands found in the Scrolls are split into three categories: Initial, Prime, and Grand. Initial brands are temporary; they are essentially long-lasting temporary tattoos, imbued with the power of the bondmate. Prime brands are 'proper' brands, and are marked into the skin with a specially-prepared brand charged with the Pokemon's energy. Grand brands are exceptionally powerful brands, and their use is often restricted. A fourth type, Temporary brands, have been recently developed; they are much weaker than Initial brands, quickly fading in as little as two hours to no more than three days.

The Scrolls are kept and maintained by Scriptors, nominally appointed by the Pokemon League and often chosen from lineages who have traditionally managed the Scrolls. The collection of brands in each Scroll is unique; each region has their own set of common designs, visually distinct from each other. In fact, most Leaders' badges are inspired by a brand of the associated type. However, though all brands are derived from ones found in the Scrolls, ultimately each brand is unique, shaped by the mingling and reaction of the trainer and Pokemon's energies.

Nowadays, the Pokemon League regulates the distribution of the brands. New trainers are limited to Initial brands until they acquire eight badges, while Grand brands are traditionally reserved for exceptional Gym Leaders, members of the Elite Four, etc. Moreover, as keepers of the Branding Scrolls, Scriptors have the final say on any would-be recipients of brands; should a Scriptor notice signs of abuse or an otherwise unhealthy relationship between trainer and Pokemon, it is within their rights to withhold branding from that trainer.

Battles:
Because the brands grant trainers the abilities of their linked Pokemon, various styles of battles arose. Trainers throughout the land will often agree upon one type of battling and any limitations, while Gyms host trainers proficient in many different style of combat.

There are four broad categories:

  • Standard battles: ordinary battles between trainers' Pokemon. Straightforward, and the classical style of battling. The telepathic connection granted by branding adds an interesting dimension to these battles, forcing greater improvisation.
  • Duel battles: battles strictly between trainers. Because trainers can use any move from the up to six Pokemon with themselves, these battles tend to be extremely dynamic and frenetic. However, the relatively extreme physicality demanded by duel battles means it is less common than less intense battle types.
  • Live battles: a blend of standard and duel battles. The focus remains on fainting the opponent's Pokemon, but trainers are valid targets in battle. However, to prevent excessive injury, trainers are often restricted to defensive techniques (they may not attack directly), unless otherwise agreed upon before the battle
  • Squad battles: the newest and most exciting form of battling, and the only one that is exclusively team-centric. Like live battles, both trainers and Pokemon participate. Squad battles require teams of three to six trainers per side; because there are multiple trainers to a side, trainers are allowed to go on the offensive, with the expectation that some teammates will focus on defense.

In addition to types, Gyms may choose to specialize in a certain style of battling, or multiple ones. Unlike the games, the Elite Four are composed of trainers who are extremely proficient in only one school of battling, with the Champion expected to be a master in all four. Thus, there may be years where there is no one qualified to ascend to the Championship.

Link 'Dex:
The Link 'Dex is this world's version of the Pokedex. While it contains the standard index of Pokemon, it is also capable of evaluating the bond between trainer and Pokemon and computing it as a numerical value. In addition, it can recognize branded trainers, as well as the type and strength of their brand.

Gameplay:
This is, at its heart, a journey RP--you'll explore the world, grow stronger, make friends, face Gyms, and maybe even run into a nefarious plot or two. While ultimately the RP will focus on the traditional trainers just starting their adventures, you're free to create any sort of character you want--most notably Gym Leaders, celebrity trainers, and members of the Elite Four. This RP, Initial Seal, is set in Kanto; further entries into The Final Branding will see us go to the other regions.

The limitations on Pokemon growth are straightforward: they can start with up to four of their level up moves. TM and egg moves must be learned in-game, and must be practiced for at least three substantial posts. Tutor moves can only be learned in a city (you can RP as a random tutor) and must be practiced for at least two substantial posts. In addition, while a branded character may have access to as many as 24 moves, that does not mean he or she is proficient at them; they should at least spend one post practicing any new moves they plan to use in battle.

Not that the above are just guidelines; they're intended to encourage thoughtful character growth and game balance. Don't obsess over trying to fill up three posts with practice; just keep in mind that unless your character has tons of experience already (which makes them a tad boring), they probably won't be very powerful.

Rules:
  • Standard RP courtesy. No tennising, bunnying, godmodding, etc. Be respectful. Keep it fun for everyone.
  • Keep it on-topic and IC. Random conversation is good; it gives your character space to find their voice and grow a little. But if you've spent the past forty posts doing nothing but rambling on about something meaningless, the RP is probably being derailed.
  • Try to be informed. If you're not sure what's going on, or are unsure about a plot point of detail of the setting, don't be afraid to ask questions. It's better to be sure about what's happening rather than jumping in randomly with nonsensical posts.
  • Keep it Teen. This applies to both violence and romance. Just because your character has fire abilities or psychic powers doesn't mean it's necessary to go into excruciating detail about how you shredded you opponent. Use discretion.
  • Try to be active. It's understandable that life sometimes gets in the way; still, try to post when you can. If you know you're going to be inactive for a while, let a GM know.
  • Have fun. The most important rule on the list--if you're not having fun, or feeling left out, speak up. This game is for all the players.
  • Read the Arceus-damned rules.

Sign-Ups:
Name:
Age:
Gender:
Sexuality:

Appearance: Some detail is good. It's better to have some sort of image rather than Generic Person #342.
Personality: Detail please. This is the heart and soul of your character.
History: Optional, but very highly recommended. Detail is also very important. You can choose to withhold it, if you feel that it would be more appropriate or powerful to reveal it in-game.

Role: Whatever your character is--newbie, wandering ace trainer, Gym Leader, businessman, etc. ANY role is possible. The only roles you cannot take are Scriptor and Champion. Everything else is fair-game, pending GM approval.
Gym Details: If you choose to play a Gym Leader, describe where your Gym is, your Gym's focus, its appearance, and anything else you think you need to make a gym work.
Brand: Optional, especially if you choose to play a newbie trainer. If your character is branded, describe its appearance and where it's located on the body.

Pokemon: List species, gender, and moves (nicknames optional). Newbie trainers may have up to three. As stated above, they may only know up to four level-up moves; TM, egg, and tutor moves must all be learned in-game (Gym Leader and Elite Four Pokemon are excepted from this). As always, no Legendaries.

Other: Anything you feel is necessary but not covered above.

Characters:

Any questions or clarification needed, just ask Renewal!

NOTE: I will be on vacation from August 1st to August 17th. Sign-ups are open through at least then; the RP will not start until after August 15th.

If you're interested in GMing, message me.
 
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I'd like to reserve a spot for a traveling rookie trainer, please.
 
Name: Asch

Age: 13

Gender: female

Sexuality: straight

Appearance: Asch has black hair that drops to her mid back and messy bangs hang in her face. Her skin is pale white. She stands at about 6'4'' and is rather thin. Her eyes are dark, dull grey. She usually wears worn jeans and a t-shirt. She always wears a grey hoodie without the sleeves (just keeps it draped on shoulders), always wearing it even through hot summer days.

Personality: Asch is the quiet type. She prefers to be alone, though she doesn't mind a little company every once in a while. He loves Pokemon more than she does people. She avoids big cities, having a large distaste to large crowds. She prefers quiet, small towns. Shes very stratigetic when battling with Pokemon, preferring defense over offense.

History: Asch grew up in Lavender Town, where she lead a quiet life of no real excitement or big events. At the age ten, her father was leaving to Johto to work at the Goldenrod Railroad. He gave her a Polemon rarely seen in Kanto, Poochyena. as a parting gift, who she named Haru. Over time, she and Haru became inseparable. They began exploring outside of Lavender, wandering further and further every day until Asch's mother suggested she and Haru leave to explore the Kanto. After a week of thought, Asch and Haru decided to give the idea a try, knowing they could always return to Lavender if things didn't go well. They began traveling the region, each with particular goals: Haru's being to grow big and strong, and Asch's being to strengthen her and Haru's already powerful bond.

Role: traveling Pokemon trainer, slightly experienced

Pokemon:
Poochyena (Haru)
Moveset: Bite, tackle
Ability: intimidate

I do have a quick question. Are we allowed to acquire a seal as the story progresses?
 
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