Pikmin Aspect

Hey, you! Yeah, you! Look over here! Over . . . here! Yeah, there we go! See this? Yeah, you see this? READ ME! =D
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K
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Pikmin Aspect

Post by K » Mon Oct 18, 2010 10:50 pm

Welcome, Seinvoccans, to the fascinating world of Pikmin! Behold the wonders of alien and seemingly impossible biology, along with their effects on the surrounding realm and their infinite uses! Control your own plant-animal, semi-intelligent buddies with various immunities and great physical capabilities until your Level is high enough to put them to yet greater use! Informally, they are sometimes called "pikis" (pi-kees).

The Pikmin Aspect is all about controlling these little guys to work for you, fight with you, train with you, grow with you, multiply by killing stuff (mainly animals and some plants) and taking the remains to their living ships, which spout Pikmin seeds, and be your possy/army, all with what seems to be an infinite pool of energy. These things are strong, especially in numbers, and they'll work endlessly for you, then fight to the bloody death (which, actually, doesn't tend to be so bloody) without ever questioning you or letting their impeccable loyalty waver in the least. You are their queen bee.

There are different kinds of Pikmin, usually distinguished by their colors, each with different capabilities. Note that the pikis of Houcm will include some major and some minor differences to those of their game. Among the major differences is that they are no longer about the size of one's pinky fingernail, but about 2 feet (around 0.609 meters) in height, excluding their stems. Including the stems, they are twice that.

Special flowers are now in bloom all around Houcm, although many are difficult to find or get to, and they are not detected by any means but sight and smell, since there is some sort of unidentified aura that is caught in transdimensional flux around each of them, and that aura blocks ALL methods of detection but sight and smell, with NO EXCEPTIONS. Well, okay, if you make a character that gets by only on other senses and absolutely can not use those two, contact the Pikmin account or Noah for approval for some sort of exception. There are different kinds of these plants with different effects, including the ability to provide nourishment to the living ships of the Pikmin to cause more seeds, turn Pikmin of one kind into Pikmin of another, fuse Pikmin into new breeds, and more!

While it is not necessary, it is STRONGLY recommended that one watches some vids that display the gameplay of the games, Pikmin and Pikmin 2, before using this aspect. Note that the commands that one can issue to their pikis on Sein are not limited to those of the games, so one can have them spread out in any array. If the games don't look so fun, ignore what they look like, because those games are incredibly fun, and tons of people agree with that. Serious business. PX

One note about the Pikmin Aspect is that people who are familiar with the gameplay can post a series of Pikmin actions in a topic without the direct interaction of the Pikmin account, but that post/series of posts must be approved by the Pikmin account before anything can be counted.

Pics on IGN There are over 200 pics, so there are (last that I checked) 18 pages of them to look through. If you are on a slow computer, look at these when you have access to something that won't take so long. At least IGN usually loads quickly.

Getting started: Go to the Onion Fields, check the place out for a bit, and the Pikmin account will aid you. You'll be asked to pick one of the Primary Pikmin types to start with.

How it all works: This is the essentials, and, much like in biology, most of the things about the whole thing are essential, and they all kinda' blend together. The Pikmin Wiki will be infinitely helpful, but here is most of what you need to know.

Onions:
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These are the ships of Pikmin. They are shaped like onions, hence their name. To fly, the stem-like legs simply tuck into the onion (much like one's arm into one's sleeve, but completely straight), which has lead many to wonder how ships of such dimensions hold such long legs like that, and the flowers at the tops spin as propellers, though they require no air for propulsion, being able to fly through space. They project a cone-shaped beam of an inexplicable, light-like energy downward from their centers when standing. The energy has a tint of the same color as the Onion. By standing in this 'light', the person who the Onion is linked to can mentally, verbally, or otherwise command Pikmin to exit or enter (by climbing up or down the legs and into or out of the leg holes) in desired quantities. The total number of Pikmin that an Onion can store by default is 999. It is theorized that a method could be developed for more, but one has about the same chances of obtaining one of every Poke`mon on Sein. This has no direct connection to the Pikmin presence limit. When a Food Pellet or the corpse of a defeated foe is carried by Pikmin to an Onion, the unit in question is held by the beam as a tractor beam, as the Pikmin release the unit, then suddenly beamed-up, Scotty. The Onion consumes the unit within a second, then spouts seeds of Pikmin of its type, depending on how nourishing the unit was. An Onion can not be fooled; Pikmin seem to have an infallible instinct that tells them what can and can't be absorbed by the Onion, and the Onion absolutely will not accept something that it can't absorb. These Onions will fly around with you (They seem to be able to surpass just about any speed, leaving no way to accurately measure their capabilities.), even recognizing vehicles and places that you may enter as containers of your presence. When you speak with the Pikmaster, you select two of the three Primary Onions, and the Pikmaster summons them to fly down to meet you. They each become dormant, turning grey and sitting on its undersides, legs inside, until you approach them and will them into activation. Once they are active, only you and those who you choose (Again, an Onion can not be fooled... by ANY means. Not ever. No.) can utilize them for Pikmin storage and transportation. No, you can't hitch a ride on them; they are too slippery, smooth, and impregnable for normal means, and they repel or otherwise diffuse adhesive or otherwise mobility-enhancing substances as well as any energy that would be able to attract or repel them.

Pikmin seeds:

These are usually supplied only by Onions. One looks like a fat seed with a casing of the skin of the respective Pikmin, but with a tiny leaf on the top. The leaf dangles as the seed slowly falls to the ground, as though there is air resistance, although the entire seed is enveloped in an extradimensional aura (Remember that these auras are invisible even to those who would normally see interdimensional auras as clear as day.) that makes it immune to all dimensional properties, wind included. This aura does not fade when the seed is planted. Planting is automatic. Upon meeting the ground, the seed will simply burrow into it with a "thunk" sound, it seems, though this is just the properties of that aura's adjustment. It gathers nutrients and immediately sprouts the stem of a Pikmin with a leaf on its top, ready to be plucked at any time. It will continue to gather nutrients to cycle through the Growth Stages after being planted, until it is plucked. While in sprout form, the aura makes one exception to its rule, and that is for the one who the Onion has bonded to. That person can pluck the Pikmin from the ground by yanking upward on the stem, causing them to flip out of the ground (The first few times that you see this, you'll think that it's the best thing since sliced bread.). After that, they follow any command that you give them verbally, mentally, or otherwise. Remember that Pikmin make a bunch of strange (and quite comical) noises, but can't really speak, and don't understand words so much as the vibes and thoughts that are behind the words, simply said.

Growth Stages:
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When a Pikmin is plucked shortly after it sprouts, it has a leaf. This is very basic, representing the slowest and weakest (Do remember that lifting strength does not normally change in Pikmin, as the degree to which they get stronger only counts toward the adrenaline of battle.) of the Pikmin Growth Stages. If left underground for one minute, that leaf will emit a small light and turn into a bud. Bud Pikmin are noticeably faster and stronger than their Leaf Pikmin counterparts. If left for another minute, they advance to the Flower stage, their best, and noticeably so. If left for two minutes after that, though, a Flower Pikmin will wilt from neglect and revert to the Leaf stage. The really great thing about Flower Pikmin is that, upon dying, they will leave a Pikmin seed in their stead, but only 1/10th of the time (If a mass of them is killed, as is quite likely, just figure that 10% of those dropped seeds.). If the ground beneath their death location will not work (though it generally does, as these can grow in just about anything), a seed will be teleported to the Pikmin's Onion site, else nearby workable ground; whichever comes first. If none of these can be fulfilled, but there is a seed to be planted, it will simply be stored in the Onion, and the Onion will spout it to be planted normally upon reaching a plantable site. Any Pikmin can advance to the Flower Stage after being plucked by drinking special nectar from Nectar Grass, Nectar Eggs, or the like. Obviously, not just any ability will let it happen, but those of higher Levels with plant-growing abilities may be able to help. A Pikmin can revert to its previous stage (Flower > Bud > Leaf) if it gets knocked around enough. Fortunately, especially as their masters grow in Levels, these guys are tough, little things. A Withering Blowhog's breath can cause any Pikmin to revert to Leaf stage.

Reburial: Some enemies have specialized abilities that allow them to re-plant your Pikmin. This can't damage them, and can actually be a good thing, since those Pikmin then get the chance to grow more, advancing through the Growth Stages. This can also be a bad thing, because it's easy to lose track of randomly planted things, and you don't have control over them when they're in the ground as sprouts. Many attacks that attempt to crush Pikmin against the ground will simply smash them into the ground, allowing them to absorb energy from their surroundings, just as though they were normally planted.

Pikmin Fighting: These guys are normally thrown about to smash into enemies. Upon landing on an enemy, the impact deals some damage. They they proceed to stick to the enemy with their tiny hands and feet (This has baffled many avid scholars, as there seems to be no logical explanation for how they can cling to things that can repel all adhesive substances.) and headbutt the enemy repetitiously. (Remember that, when working, they will often look like they're headbutting things to get them done, too. Don't get confused! It's just their way of breaking sticks down to build bridges, break walls down, break rocks that're in the way of a geyser, and other tasks that can involve them breaking things to work them.) Of course, each headbutt is weaker than the initial impact of the throw, but they stack very nicely, and it's difficult to shake them off. Most attempts to outright kill them (such as with spikes growing from the body) result in knocking them off, sometimes causing a reduction in Growth Stage, but not making those tough guys die. They are fairly strong, especially when you have 50 of them bashing one enemy at a time. Their most common ways to die are being eaten or suffering from a hazard that a unit's type is not immune to, but physical damage can kill them easily enough. Although they are fast, they're not smart enough to put that into as much evasive skill as they should, often following the direct path to whatever destination their master sets for them, disregarding the monsters that are in the way. Despite the immense resistance to magic, they don't seem to be too adept at using it. (Again, these are semi-intelligent beings.) Their magic power, for some strange reason, can't be scanned, but if you think that you could teach one of these things a spell, give it a try. No one's telling you that you're not allowed to beat your head against a wall. Note the fact that the stats of Pikmin have been vastly augmented from their game series. Also, there is a special ability that Pikmin have that makes it so that, whenever one kills another, the dead one teleports nutrients back to their Onion, so that the Onion can simply replace them. This cancels the ability of Flower Pikmin to spawn new Pikmin on the spot, of course. This makes it so that the best way to test your abilities at allocating your Pikmin is to have them go to war with someone else's Pikmin. (This be yet another anomaly that experts believe to be a result of some sort of genus-preservation enzymes/spores/somethings.)

It has been proven that some smarter Pikmin types can learn weapons skills, but the Primary and Base types just can't get it enough, and even the smarter types have some trouble. One very unique Pikmin was once taught a spell, rumor has it, but nothing was heard of its use and gauging the power of the Pikmin.

Pikmin Levelling:
Lv1: When the master is Lv1, Pikmin are basic. As the Level increases, so will their resistance to their element and their smarts, in addition to the statistical boosts.
Lv3: This is the minimum Level to own a Fusion Pikmin. Pikmin can now channel their elements into their physical attacks (slightly boosting power and adding an elemental affinity).
Lv5: This is the minimum Level for Exclusive Pikmin. Pikmin can now channel their elements into outward blasts at limited ranges and have limited manipulation over their element.
Lv7: Secret.

Idling: All Pikmin turn pale-[original color] when dismissed to idle for a while. Why? Hey, if ya' figure that out, advertise it, because the only explanation that scientists can come up with is that that boredom triggers an enzyme to alter their color, but they don't seem to mind being left to idle for hours on end, so there's a lot of different possibilities.

Pikmin Types:

Primary:
Red: The Pikmin with noses are the strongest fighters, though the difference is minor, and can resist any fire or heat. Specialized, exclusive flames will still hurt them, but to a reduced effect. This resistance is important because others will run around as their leaves, buds, or flowers burn, flailing around like crazy (Again, the first few times that you watch this, you will laugh your bloody ass off.) while losing Growth Stages until they burn up. They will shake the flames off their tops if coaxed by commands from their master, but it's hard to nag them to focus on that when they're so busy running around chaotically and you're so busy giving other commands to other Pikmin.

Blue: Those mouths are actually gills. They have the same resistance to water-based attacks as reds to fire-based attacks. They normally sink and can tread seafloors, but they naturally know how to swim, and can even do so to act as lifeguards for other Pikmin types by swimming up to them and tossing them out of the water, although they can't throw very far (less than 5 meters). This is better than it sounds, since reds and yellows naturally flail about until they drown, when faced with water.

Yellow: These are slightly lighter than others, and their ears act as wings of sorts, so they can be thrown about 1.5 times as far and high as others. They are resistant to electricity, of course, and this electric charge that they have allows them to wield *bomb rocks. The fact that they resist electricity is a great asset, since other Pikmin can be electrocuted almost instantly.

Base:
White: (These are not like the original! The looks are the same, but with oasis blue eyes, rather than a bright scarlet.) Their big eyes allow them to see darkness signatures, ironically, and use those to navigate places with limited visibility easily, find things underground, see hiding foes, et cetera. They often run off to go to something that they see and know that others can't see, then dig whatever it is up. They're also slightly faster at digging than is proportional to their otherwise normal strength, which, again, has scientists running in circles. Their resistance to light-based energies is helpful.

Black: (These are small, like the White Pikmin, but have small, deep crimson eyes.) These Pikmin act the most quietly, although the humming and noises of Pikmin are often ignored by potential predators. They turn completely invisible in deep enough shade, and their eyes turn completely invisible in even less. They're also the most evasive Pikmin, although that difference is small. Inexplicably, they get a little stronger when building things. They have resistance to darkness.

Fusions: You'll see...

(Exclusives will be discovered eventually, but that is a plot development thing, so don't expect it too soon. A thread where details of those Exclusive Pikmin will be posted will be made once one is discovered.)

Others: To be continued...

Pikmin-oriented plants: These have begun to randomly spawn all over Houcm.

Candypop Buds: Despite the name, you will see these as flowers, but they suddenly close into buds at random times, then open back up, and their real effects occurs in bud forms. Throw Pikmin into these for various effects on the Pikmin. After up to five Pikmin at a time (usually to a maximum of 20 or 30, after which flower appears to wilt into the ground, only reappearing in three days) are thrown in and seem to disappear into these flowers, they close into bud forms, then pulse and spout (classically) the Pikmin back out in seed forms, but with a change, such as turning Pikmin of any color to that of the CandyPop Bud. Throw up to 30 red Pikmin into a Lapis Lazuli Candypop Bud in increments of 5, and they will be planted as blue pikis, for example.

a bit more explanation with examples and pics (Ignore the faulty punctuation. Hey, you're getting used to it by now, right?)

Pellet Posies: These tall flowers (over 10 feet tall) grow Food Pellets. These pellets are crystallized nectar that can be carried by Pikmin (and have special spacial properties to keep anyone and anything else from moving them, though one will seem to be able to 'touch' them by moving close enough) back to their Onions for seeds. Food Pellets are colored and have numbers on them (usually in white; inverted numbers on underside, which is almost never seen). These indicate the color of the Onion that will give the full effect (seeds = number that's displayed, with the exception of 1 pellets, which give 2 to the right color), the number of pikis that will be produced (Reference the chart in the following link if going to a different color. This will also be stated in the post of the Pikmin account. You'll notice the pattern to simply be that Onions of the wrong color produce half the number, rounded up.), and the minimum number of pikis of normal strength (Note that training will not usually result in them getting noticeably stronger in lifting power, although their battle power may increase. If they do become better lifters, it will be a numeric increase.) that are required to carry the Food Pellet. The maximum pikis that can carry a pellet at any given time (for optimum speed) is twice the minimum, with the exception of the 20 pellets, which can be carried by up to 50. While one would assume that leaving the posies planted there for longer will cause them to grow bigger pellets, research has indicated that each pellet size seems to grow from an otherwise identical, yet separate, strand of the species. Also, one will never see a 20-size Pellet Posie; this is because they are crushed under the weight of the pellet upon maturation and, like other Pikmin-oriented things, are immediately, inevitably, and completely decomposed into the ground. Therefore, one may witness a Pellet Posie's growth of any size the same, then see a 20-size pellet simply take its place, if that's what the plant was growing. 1 Pellet Posies usually respawn in a couple of days, but others are more rare, and may or may not respawn at all. Another note about Pellet Posies is that some alternate colors, requiring the person who takes them down to do so at the right time to get the color that the person desires. This is common of 1 Pellet Posies, but much rarer to others, as well as nonexistent for 20s.

http://pikmin.wikia.com/wiki/Pellet

Nectar Eggs: What laid these is, as with many other Pikmin things, a mystery. What is known is that the sweet, golden nectar that one can break these eggs to retrieve is nutritious to Pikmin, immediately advancing them to the Flower stage. Other nectar may be discovered; go out and find some!

Nectar Grass: If you see tall grass, have your pikis walk through it. If they instinctively start yanking strands of grass out of the ground in one patch, let them. Nectar will pop out of the ground if enough grass is removed, and it has the same capabilities as that of Nectar Eggs.

(more to come)

*Bomb Rocks: Recently, some spherical rocks have been popping up that look to be somewhat volcanic, but can't be controlled by earthly or fiery means. They also can't be picked up at all, despite all indications leaving one too believe that they're incredibly lightweight. These are bomb rocks. They can't be handled by anything that isn't some sort of monster or animal, and they'll immediately start their timers if they are picked up by most of those. Yellow Pikmin have a specialized electric charge that keeps them docile, allowing one to throw a bomb rock-equipped Pikmin to the desired area, then call them back so that they're running back to your side when it goes off (~4 seconds, in most cases) and makes a relatively small, yet powerful explosion.

Pics on IGN There are over 200 pics, so there are (last that I checked) 18 pages of them to look through. If you are on a slow computer, look at these when you have access to something that won't take so long. At least IGN usually loads quickly.

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Noah Ivaldi
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Post by Noah Ivaldi » Tue Nov 08, 2011 1:59 am

Pikmin stats and elemental resistance levels: ally scale
Basic stats
PS: seemingly infinite
MS: ???
HE: below average
MA: ???
CH: 0
STR: below average
DEF: high
MAG: ???
RES: high
SPD: above average (+ normal boost for buds, + twice that boost for flowers)
Working strength: 1

Additions
Red: very slight boost to STR
Blue: very slight boost to DEF
Yellow: tiny boost to SPD, ears increase throwing range
White: slight boost to working strength when digging
Black: slight boost to working strength when building
Each of the above: immunity to respective element
Deadly Intensity
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A Summoner's Harmony
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Fantastic Ragnarok
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Riot's Relinquishment
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Fangodorn
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Post by Fangodorn » Tue Nov 08, 2011 12:03 pm

This is just a good idea for character who do well with thier own micro economy. such as Fagodorn.
Maith:"They say a man never really knows himself... until his freedom's been taken away. I wonder... how well do you know yourself, ex-Admiral?"
Adjutant:"Soldier, step forwards onto the platform."
Maith:"Ex-Admiral, Fangodorn Hughes. Today... you are let free. But as you'll soon learn... even freedom has a price."
Adjutant: "Combat suit sealed and locked."
Maith:"You'll carry your past with you. That armor will be your new future. Make no mistake... Battles are coming. With all its glory... and all its horror. Mr. Hughes - your future awaits."
Fangodorn Hughes:"Let's see... what this future can throw at me."

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