Physical DescriptionPinsir is an insectoid pokemon with a bipedal build. Its body is composed of one large torso segment, with two thick, short legs at the bottom, and longer, thinner arms roughly midway up the body. The arms have shoulders shaped like ball joints, providing much protection for the joints, and an elbow joint half way along their length. The hand is small, with three small claws. In total, it is one and a half metres high, weighing 55 kilogrammes. The centre of its body is dominated by its large mouth. The teeth on this mouth runs vertically, instead of horizontally, as on most pokemon. Five dagger-like teeth are visible from each side of the mouth. They are small slits, poking out from behind the armour of the body, with small black pupils surrounded by white. Its feet and legs are merged into one solid limb, which is half as thick as it is long, with three large claw-toes, two at the front, one at the back. These legs are positioned on either side of the body, starting roughly a tenth of the way up the body. The carapace of Pinsir is coloured brown, and is divided into five distinct scales, with the upper one covering half of the body, and the lower four dividing the remaining surface area between them. However, the shape of the Pinsir's torso is such that the division between the scales is simply a black line across its surface, as opposed to a clear segment divide between the ambdomen and torso in a Scyther. The most distinguishing feature of the Pinsir, is the two curved, spiked horns atop its head. These horns are nearly as tall as the Pinsir's body, and are both roughly as thick as its leg. They double as pincers, and are covered in small spikes.
Notable BiologyPinsir possesses great physical strength, and its strong carapace is of respectable toughness too. Pinsir is unique among many species, in that it possesses both an exoskeleton- the shell and carapace- and an endoskeleton, which is visibly clear by the horns extending from its head. This makes it tough and durable against physical trauma, but the complexity of the arrangement also means that it cannot sustain much structural damage compared to a pokemon with only an endo- or exoskeleton without causing massive internal bleeding issues, due to the higher chance of organs and soft tissue being pierced. Pinsir’s pincers are capable of crushing, lifting and throwing opponents. Some members of this species can release a sustained burst of adrenaline when in combat, proportional to any injuries sustained that would decrease how much damage they could inflict. Though this is only 'within reason', they can't stop their attack being weaker if their enemy Hyperbeams away half of their torso, or rips of a limb. Others have increased rapid analytical capabilities, and are able to attack in such a way as to be able to attack regardless of special minor traits an enemy may have. A much rarer variation of Pinsir has been observed gaining a significant boost in its raw physical strength upon defeating an enemy in battle, this is theorised to be due to a risk related instinct from their mating habits (see relevant section below); if they are losing, they will retreat to fight another day, if they are winning, and thus close to being able to breed, they will invest more of their resources and effort into the battle, rather than cutting their losses.
HabitatPinsir is usually found in jungles and humid areas. While it can survive in places such as savannah and plains habitat, given the appropriate food is available, it tends to be much more prevalent in jungles, as the foliage gives them greater protection against flying types, which are liable to pluck stray Pinsir up off the plains. Flying pokemon have a large advantage over Pinsir, as most of its methods of attacking involve broad swinging attacks with its horns, and charges, which are ineffective against enemies with such an advantage in mobility.
DietPinsir possesses a very wide diet, eating anything that it can kill. It is omnivorous, though cannot survive on plants alone.
HazardsPinsir tend to be territorial, and can attack trainers and travellers who end up in their land. However, they also will back off if they believe that they are unable to win a fight, so good advice for an encounter would be to bluff, or to attack with high-powered attacks rapidly, even if they are not sustainable in combat, such as Hyperbeam. With luck, it will think that it you are beyond its power, and flee, going as far as to actively avoid you from then on. Trainers who do not show that they are more powerful (via the rest of their team) to Pinsir can end up with it believe you to be a weaker rival encroaching on their territory, and will attempt to drive you off or eat you. The same can happen to any child, pet or other teammate, so make sure it recognises authority, and that attacking people goes against that authority. In terms of their capabilities, Pinsir are very dangerous in straight melee combat, with powerful charging and grappling attacks, and are resistant to many forms of trauma. However, flying opponents or those using fire have an advantage over them, and Pinsir is neither fast nor capable of many ranged attacks, so a pokemon with ranged attacks that can keep its distance, for example a Jolteon, can easily wear a Pinsir down without putting itself at risk, assuming ample space around. If confronted by a Pinsir, a person with no means to fight back is best of running, Pinsir is not especially fast, and if you go far enough you will end up outside its territory. For a prepared trainer, an individual Pinsir is a threat, but not one that cannot be overcome with care. Of particular note are its horns, which double as pincers, capable of doing incredible damage, compared to a guillotine. These can break bones and cause lacerations thanks to the numerous small spikes adorning the horns, and the pincer can be used to throw enemies with great power.
Courting and ChildrearingPinsir do not raise their children, the children are left to fend for themselves, but inside the territory of an adult Pinsir. This will usually be the mother, but sometimes the father of the Pinsir, and will become aggressive, attempting to expunge threats from its zone of control. Pinsir live solitary lives, attacking each other on sight, except for in breeding season. During breeding, they will converge, finding each other via emitting high-pitched clicking noises. All the Pinsirs in a large area will end up in the same place, where, contrary to popular opinion, the males will not engage in mating displays, fighting each other with their pincers. Mates are selected via various factors related to the ‘song’ they make, though additional research is needed into this. So far, it has been determined that frequency and wavelength are taken into account by Pinsir when selecting a mate, but new research indicates that it is possible that they are in fact communicating via radio, and that the lack of any discernible pattern so far is because researchers have been listening to only a small fragment of their communication, that which can be detected with audible sound recording equipment.
Social StructurePinsir live as solitary hunters, each having a territory that other Pinsirs will not encroach on. Younger Pinsir will eventually reach a point where they have to fight to gain their own land or be killed, when they are no longer allowed to stay in a Pinsirs territorial zone. As the zone they would start out in would be that of one of their parents, the parents will drive their children into another’s zone of control, to remove the risk of them competing with their offspring.
edited 5th Jan '13 3:23:21 PM by CascadeFailure
@ PinsirHmm... Interesting... But might I propose a few questions to consider?
- What sort of biological advantages, if any do Pinsir have for having a hybridized skeletal system? Why is this important for them?
- How does a Pinsir breathe?
- Given that you apparently attached R-Selection breeding patterns to Pinsir, are there any divergences between territorial behavior among young/nymph Pinsir and adult Pinsir? About how mature are young Pinsir when they are driven off from their parents' territory, and how do they claim territory for themselves?
- Are there any natural predators to Pinsir? Any organisms that have a symbiotic or otherwise commensal relationship with Pinsir?
- How did humans interact with Pinsir in the past, and how do they interact with them today?
- SparkleShare gives you a "link code", which is a public key that people can use to give you access to a given repository. You don't have to keep your link code private. If you know what SSH is
- our repository: if you know what Git is
- server: email@example.com
- path: /home/pefe/share
- as a convenience set-up, anybody with access to the share can grant somebody else access by putting their link code into a text file under the editor_keys folder in the share.
edited 9th Jan '13 12:43:33 PM by rmctagg09
Morphs [Oak Catalog #]
- Trapinch [#328]
- Vibrava [#329]
- Flygon [#330]
Notable BiologyThe Trapinch line are known for being one of the oddest pokemon native to the Hoenn region. Firstly, despite the first and second morphs resembling insects, the line is primarily ground typed, and secondarily, the three forms bear very little resemblance to each other. The later morphs are known for being two of the most common Dragon-types in it's native land, due to the ready availability of Trapinch. This line, despite their typing, actually has more in common with bug-types physiologically. The first two morphs have an exoskeleton, and their 'goggled'-eyes are similar to the compound eyes of pokemon like Beautifly, Venomoth or Mothim. The solid, goggle-like covering is unique to this line, shielding their eyes from sandstorms. All three morphs use copper-based hemolymph in place of blood, so trainers should not panic when their pokemon begins to bleed green or grey instead of red. Trapinch, the first morph, are easily identified by their round, red bodies with a white underside and stump-like legs. Wing cases can be seen on their backs, but these are immobile. Their head is at least as large as their body, and their nutcracker-like jaws make up three-quarters of their heads. Their eyes are small and covered in a clear part of their exoskeleton. This gives them a noticeable sheen. Something for prospective trainers to note is Trapinch's digging reflex. If a Trapinch feels something on it's head or near its jaws, it will flick it's head back in such a way as to dislodge the disturbance, either bringing it into range of the nutcracker-like jaws or flung away. Due to this reflex, allowing your Trapinch to move at its own pace is recommended. Vibrava have an elongated, pale yellow body, similar to that of a Yanma. The wing cases they had as Trapinch have now matured into two pairs of green, rhomboid wings. These are still weak, and do not allow extended flight, though they can be vibrated at supersonic rates. Two projections on the end of it's tail assist with steering. The lenses that cover the eyes are now green, and much more apparent. The pokemon's legs have also become longer and thinner, as has its exoskeleton. In fact, Vibrava has the same amount of exoskeleton as Trapinch, stretched over a larger frame. Vibrava's wings are, in fact, its primary means of subduing prey. Using various techniques referred to in the trainer community as "Supersonic", "Screech" and "Sonic Boom(sic)", Vibrava will use its wings to generate vibrations near the resonance frequency of prey's tissues, inflicting minor but numerous wounds that can result in internal bleeding. Thankfully, these vibrations usually only result in a headache in humans. Flygon hardly resembles the previous two morphs. Now much larger, Flygon now appears more reptilian. Flygon's body is even more elongated, with a clearly defined head, neck and tail. The muscular hind legs of this morph are used to provide an initial burst of lift, as well as allowing the Flygon to stand upright. Its forelimbs are still small, but have sharp claws. The lenses over its eyes are now red, the single pair of wings are now fully developed, and its tail now has three rudder-appendages. It is common knowledge that the sound of a Flygon on the wing is very similar to that of a woman singing, but what is less well-known is that each Flygon has a song as exclusive to them as a human's fingerprint. The thin exoskeleton of Vibrava has been replaced with a tough skin similar to that of many other Dragon-types.
HabitatAs mentioned earlier, this line is a native of Hoenn's route 111. This desert is almost constantly assailed by a vicious sandstorm, and many of the creatures there have adapted to the weather. Trapinch and it's line have adapted by thickening their exoskeletons. Trapinch is most easily found, due to their large, conspicuous traps. Vibrava are small, and Flygon are often only heard. This line has been successfully introduced into Route 228 in Sinnoh's Battle Zone, as well as Unova's Desert Resort and Rebirth Mountain, both areas where sandstorms are known. Trapinch have also been imported to Johto's Safari Zone as well as mountains in the previously-devastated Orre region, providing evidence that this line can survive in mountainous areas. TRAINERS' NOTE: If you plan on travelling through any of these areas, have on hand both a grass- or water-type pokemon and a flight-capable pokemon to escape pit traps. See Hazards for more details.
DietAll three members of this line are carnivourous, each having a distinct method of catching prey. Trapinch are well known for their pit traps, dug into the sand of the desert. These pits can be dug very quickly, some specimens able to create them on the battlefield. These pit traps are constructed by the Trapinch walking backwards and flinging sand off the back of its head up out of the pit. The Hoennian nickame of 'doodlebug' comes from the pattern these pokemon make while digging a hole. Once the pit can support its own weight, the Trapinch will lie in wait at the bottom point. When something stumbles into the pit, be it a Sandshrew, Cacnea or unaware trainer, the sides give way, the prey then sliding uncontrollably to the Trapinch's waiting jaws. This technique has been adapted into a variation on the techniques 'Stockpile' and 'Spit Up'. Vibrava abandons the stationary traps for a more active lifestyle, following prey and disabling them with precisely targeted soundwaves. It also retains the ability to dig, and can be found lurking under a thin layer of sand to ambush prey animals. It can also use venom, but this is often unnecessary for mature Vibrava. The final morph, Flygon, adopts a predatory niche similar to that of Swellow and Altaria in other regions, swooping down to disable prey with a combination of claws and impact. These attacks have been refined by into the "Dragon Tail" and "Dragon Claw" techniques. If injured, a Flygon will revert to the ambush tactics favoured by its preevolutions, hiding under a thin layer of sand and bursting out when prey is near.
HazardsThe obvious one is Trapinch's jaws. Capable of crushing granite boulders, they are more than capable of cutting through flesh and pulverizing bone. It is also a very dense pokemon, though not as heavy as a rock or steel type, it is still more than capable of fracturing bone if it falls onto someone. The second one is the pit itself. These pits are very unstable, and are often large enough to swallow a young trainer. The Trapinch at the bottom will usually attack, in an effort to clear its carefully-maintained burrow, and trainers must be prepared for this. An Ice-type is recommended, as it may also defend you from the evolved forms. A grass or water type may also suffice. A flight-capable pokemon is the only way to escape from the pit without potentially burying yourself alive. Despite losing it's prevolution's jaws, Vibrava is more than capable of injecting a toxic cocktail of venoms that can cause severe sickness, or even death in those allergic to it. Trained Vibrava may also be capable of causing bruising or migraines in adults, due to their hypersonic waves reaching the resonance frequency of human tissues. The same attributes that make Flygon such an effective battler also make it extremely dangerous if not properly trained. A collision with a Flygon flying at full speed can have an effect on the human body equivalent to that of a minor vehicle accident. This is ignoring the sharpness of its claws and the power Flygon can put behind its tail or kicks; easily enough to shatter stone. Also, a Flygon will always kick up a sandstorm when flying in a sandy area. Slateport City and Dewford Town have therefore both banned Flygon on their renowned beaches, and a trainer may face a severe fine. Other regions don't have such laws, but the polite trainer will put their walking Flygon into a pokeball while in the area.
Courting and ChildrearingWhile capable of breeding even in the Trapinch stage, breeding in the wild takes place between Flygon. The female will stir up a sandstorm, producing a mating song with her wings. This song can carry for miles on the wind, and every male within earshot will fly towards her. The female will fly erratically through this sandstorm. The first male to catch her will be her mate. The female will later lay 3-4 eggs in the sand and abandon them. Interestingly, the gender of the Trapinch will be determined by the temperature of the sand they're in, much like the Sandile line. These Trapinch, once hatched, will burrow off in seperate directions.
Social StructureMostly solitary, except during mating season, there have been instances of Trapinch working together to create massive tunnel complexes. Swarms of Vibrava have been reported, but these are hard to verify. Flygon are hardly ever seen interacting outside of mating behaviour, but they seem to circle each other once, possibly registering each other's wing-songs.
In Human CultureThis line has one of the longest relationships with humans of any pokemon, though comparitively little of it has been spent domesticated. Ancient pictograms discovered in the Desert Ruins have shown villages surrounded by what appear to be Trapinch pits. Archaeologists theorise the Trapinch were fed by the villagers, causing them to inadvertently provide an extra layer of defense with their pit traps. A more recent use of this line in warfare was during the Hoennian Civil War, where captured Flygon were used by both sides to obscure their numbers by making use of the Mystic Pokemon's powerful downdrafts to throw up dust during troop movements. Trapinch's sturdy exoskeleton was also harvested for use as shields and armour. Nowadays, the line's ready availability (from Trapinch) compared to other dragon-type pokemon has led to Flygon becoming an iconic pokemon for Route 110, Lavaridge Town and Hoenn in general. Flygon also makes an appearance in the popular card game Aura: the Collection as a creature type, associated with evasion and card-drawing effects. TRAINER'S NOTE: Due to the names being very similar, it is often assumed that Flygon will evolve from Shelgon, rather than Vibrava. This has led to a few incidents where an underprepared Shelgon owner has found themselves with a much larger and rowdier pokemon than expected.
edited 17th Jan '13 11:44:22 PM by HyperAlbion
About My Spring AnticsAs you may or may not recall from a couple months ago, I will be helping to teach student-led class about Pokemon at my college starting in about 2 weeks. Given that there is some overlap in subject matter (speculative anthropology and biology) and a final project format that we would all find familiar (thanks to a suggestion from yours truly, Spring 2013's Pokeclass at my college will more or less be putting together their own bio writeups with accompanying powerpoints about evolutionary lines of Pokemon - you know making articles, and throwing in some visual aids), I was curious as to whether or not to put updates and impressions on what the class has been up to here, or whether they would be better suited for General?
edited 18th Jan '13 12:42:44 AM by TracerBullet
edited 18th Jan '13 4:09:00 AM by strawberryflavored