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Pokemon: The Journey of Leap [Daggerheart System] [Solo Jumper]

Introduction and Character Creation New

Necrorifter

Lord of the Death and the Wanderer of the Reality.
Joined
Nov 2, 2021
Messages
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[WORK-IN-PROGRESS]​

Welcome to the World of Pokemon. One player, @harshmnr, is the Jumper for this chain. The rest will be native, playing as normal, and maybe get recruited by Jumper into next game if they make it that far. The game ended at the end of "story" presented by said Jumper. If they choose to be Pokemon Trainer and aimed for title of Champion. The game essentially ended after they become Champion, at which they prepare and chilling in freeplay while I prepare the next game. The exception to this is if Jumper face their end such as get killed and did not get resurrected any time soon. However, Jumper is fully capable of pass on their Mantle of Jumper to other player of their choosing if they felt like other are capable perform role of Jumper better than they are or no longer wish to continue their adventure and to settle down. (Useful for if they are too busy RL to be Jumper whatever it because they lost interest, felt other deserve it more, not responding or otherwise)

This game will take place in region of Kalos. The town the game will start at is Vaniville Town. This is imported from my Jumpchain pokemon game that was cancelled due to my wedding and honeymoon at that time. So in a way, this game is soft boot of that game but only with one Jumper, the rest are native and all using Daggerheart System.

This game using Daggerheart System as explained here
Daggerheart System

However, be sure to check out below first for any changes to the existing system for the purpose of Pokémon setting.

Outside of these three classes. The rest removed for this game.

Druid is for those who want to play as Pokemon themselves, often climb up to rank of Alpha, perhaps even blessed and become Noble Pokemon. They can choose to play as single strong pokemon or as "meta-presence" of several pokemon in a group by splitting their HP/Stress among their members via Beast Form.

Ranger is for those who want to play as Pokemon trainer, leading and commanding pokemon on their journey to become Elite Four or even Champion. They will have several Ranger Companions to represent gain several pokemon that grow with them and can acquire more if desired.

Rogue is for those who want to work in the crime syndicate such as Team Rocket but can be those who work in law such as Ace Trainer or police or know people and have some influence to pull strings in the background such as politician, businessman or just rich. They have a pistol as backup weapon and a single Ranger Companion, they can get more if desired but these cannot grow with Rogue, only their main companion can.

Becoming a druid is more than an occupation; it's a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who
practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.

Domains: Sage and Arcana
Evasion: 10
Hit Points: 6

Class Items: A small bag of rocks and bones or a strange pendant found in the dirt

Hope Feature:
  • Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.

Class Feature:
  • Beastform: Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can't use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform's features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you're in a Beastform, your armor becomes part of your body, and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.
  • Wildtouch: You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.

Agile Scout (Fox, Mouse, Weasel, etc.)
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: deceive, locate, sneak
  • Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.
  • Fragile: When you take Major or greater damage, you drop out of Beastform.

Household Friend (Cat, Dog, Rabbit, etc.)
Instinct +1 | Evasion +2
Melee Instinct d6 phy
Gain advantage on: climb, locate, protect
  • Companion: When you Help an Ally, you can roll a d8 as your advantage die.
  • Fragile: When you take Major or greater damage, you drop out of Beastform.

Nimble Grazer (Deer, Gazelle, Goat, etc.)
Agility +1 | Evasion +3
Melee Agility d6 phy
Gain advantage on: leap, sneak, sprint
  • Elusive Prey: When an attack roll against you would succeed, you can mark a Stress and roll a d4. Add the result to your Evasion against this attack.
  • Fragile: When you take Major or greater damage, you drop out of Beastform.

Pack Predator (Coyote, Hyena, Wolf, etc.)
Strength +2 | Evasion +1
Melee Strength d8+2 phy
Gain advantage on: attack, sprint, track
  • Hobbling Strike: When you succeed on an attack against a target within Melee range, you can mark a Stress to make the target temporarily Vulnerable.
  • Pack Hunting: When you succeed on an attack against the same target as an ally who acts immediately before you, add a d8 to your damage roll.

Aquatic Scout (Eel, Fish, Octopus, etc.)
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: navigate, sneak, swim
  • Aquatic: You can breathe and move naturally underwater.
  • Fragile: When you take Major or greater damage, you drop out of Beastform.

Stalking Arachnid (Tarantula, Wolf Spider, etc.)
Finesse +1 | Evasion +2
Melee Finesse d6+1 phy
Gain advantage on: attack, climb, sneak
  • Venomous Bite: When you succeed on an attack against a target within Melee range, the target becomes temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.
  • Webslinger: You can create a strong web material useful for both adventuring and battle. The web is resilient enough to support one creature. You can temporarily Restrain a target within Close range by succeeding on a Finesse Roll against them.
Play the Warden of the Elements if you want to embody the natural elements of the wild.

Spellcast Trait: Instinct

Foundation Feature:
  • Elemental Incarnation: Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:
    • Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
    • Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
    • Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
    • Air: You can hover, gaining advantage on Agility Rolls.
Play the Warden of Renewal if you want to use powerful magic to heal your party.
Spellcast Trait: Instinct

Foundation Feature:
  • Clarity of Nature: Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.
  • Regeneration: Touch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.
Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they've forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.

Domains: Bone and Sage
Evasion: 12
Hit Points: 6

Class Items: A trophy from your first kill or a seemingly broken compass

Hope Feature:
  • Hold Them Off: Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.

Class Feature:
  • Ranger's Focus: Spend a Hope and make an attack against a target. On a success, deal your attack's normal damage and temporarily make the attack's target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:
    • You know precisely what direction they are in.
    • When you deal damage to them, they must mark a Stress.
    • When you fail an attack against them, you can end your Ranger's Focus feature to reroll your Duality Dice.
Play the Beastbound if you want to form a deep bond with an animal ally.

Spellcast Trait: Agility

Foundation Feature:
  • Companion: You have an animal companion of your choice (at the GM's discretion). They stay by your side unless you tell them otherwise. Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.

Name:
Evasion: 10
Appearance:

Experience (Make two experiences, both at +2):
Make a Spellcast Roll to connect with your companion and command them to take action. Spend a Hope to add an applicable Companion Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.

Method of Attack, Damage Dice, Range & Type: (Name of Attack): d6 Melee (Phy or Mag)
When you command your companion to attack, they gain any benefits that would normally only apply to you (such as the effects of "Ranger's Focus"). On a success, their damage roll uses your Proficiency and their damage die.

Stress: 3/3/6
When your companion would take any amount of damage, they mark a Stress. When they mark their last Stress, they drop out of the scene (by hiding, fleeing, or a similar action). They remain unavailable until the start of your next long rest, where they return with 1 Stress cleared. When you choose a downtime move that clears Stress on yourself, your companion clears an equal number of Stress.

Hope: 0/0

Training (Level-Up)
When your character levels up, choose one available option for your companion from the following list and remove a number to show the remaining amount that you can pick that option.
  • Intelligent (3): Your companion gains a permanent +1 bonus to a Companion Experience of your choice.
  • Light in the Dark (1): Your companion's max Hope increases by 1. Either you or your companion can use this Hope; this gives you a maximum of 7 Hope effectively.
  • Creature Comfort (1): Once per rest, when you take time during a quiet moment to give your companion love and attention, you can gain a Hope, or you can both clear a Stress.
  • Armored (1): When your companion takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
  • Vicious (3): Increase your companion's damage dice or range by one step (d6 to d8, Close to Far, etc.).
  • Resilient (3): Your companion gains an additional Stress.
  • Bonded (1): When you mark your last Hit Point, your companion rushes to your side to comfort you. Roll a number of d6s equal to the remaining Stress they have and reduce them to 0. If any roll a 6, your companion helps you up. Clear your last Hit Point and return to the scene.
  • Aware (3): Your companion gains a permanent +2 bonus to their Evasion.
Bold Distraction, Expert Climber, Fetch, Friendly, Guardian of the Forest, Horrifying, Intimidating, Loyal Until the End, Navigation, Nimble, Nobody Left Behind, On High Alert, Protective, Royal Companion, Scout, Service Animal, Trusted Mount, Vigilant, We Always Find Them, You Can't Hit What You Can't Find
Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there's honor among thieves for those who know where to look.

Domains: Midnight and Grace
Evasion: 12
Hit Points: 6

Class Items: A set of forgery tools or a grappling hook

Hope Feature:
  • Rogue's Dodge: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.

Class Feature:
  • Cloaked: Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.
  • Sneak Attack: When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll.
    • Level 1 → Tier 1
    • Levels 2–4 → Tier 2
    • Levels 5–7 → Tier 3
    • Levels 8–10 → Tier 4
Play the Syndicate if you want to have a web of contacts everywhere you go.

Spellcast Trait: Finesse

Foundation Feature:
  • Well-Connected: When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:
    • They owe me a favor, but they'll be hard to find.
    • They're going to ask for something in exchange.
    • They're always in a great deal of trouble.
    • We used to be together. It's a long story.
    • We didn't part on great terms.
For Rogue and Ranger, they can only choose Human as their Ancestry. Druid can choose any ancestry so long as they can explain what pokemon within Kalos resemble the closest to it.

For Community, they can pick any however keep in mind that Druid play as pokemon. So Loreborne Druid cannot exercise their knowledge the same way that Loreborne Ranger/Rogue can do.
Equipments is nearly completely removed to focus on pokemon as "weapon"

You still have these in your inventory
  • Torch (useful for illuminating a dark room)
  • 50 feet of rope (useful for climbing a wall or rappelling down a cliff)
  • Basic supplies (tent, bedroll, tinderbox, rations, etc.)
  • A handful of gold (record this in the Gold field of your character sheet)
  • Your choice of a Minor Health Potion (clear 1d4 Hit Points) or a Minor Stamina Potion (clear 1d4 Stress)
Everyone have Gambeson Armor to act as their regular clothes.
  • Gambeson Armor (5 / 11) 3 Flexible: +1 to Evasion

Rogue get a pistol as their primary weapon for small fries, otherwise they need to rely on pokemon to deal with anything stronger.
  • Pistol Finesse Far d6+1 phy One-Handed Eight Shot: Place 8 Ammo tokens on your character sheet. Spend 1 Ammo token to make an attack. You can mark a Stress to regain spent Ammo tokens. Headshot: Spend 2 Hope to gain a +4 bonus to weapon damage.
I am not going to be stricted or pick apart the whole domains. I will allow it all as long as you can narratively feasible explain how you do anything close to effect of some of domain cards.

Druid's domains is Arcana and Sage
Ranger's domains is Bone and Sage
Rogue's domains is Midnight and Grace
Class (Domains):
Name:
Pronouns:
Heritage (Community and Ancestry):
Subclass:
Level: 1
Experience: 0/10
AP1Ws4v4xDQFXbvjgPDmgKA8nM3lnYd5wRV4qTdNg6uFw5B-SerEG6lExhvdq26LpA9pzgCT1JbTiSBpxPCkjdcbW8E6VDtCZ74EejAx5Z7SJ0J6VJ33M66EaoKdjCDNTOMeK2tby40mwJfr2wPF-yj6qOP88VwhnE_HPUPLxsx-CiQXuLp32YiTF-HINkdrmfQvaXjGXkFplTHhg1otp4Y49BgIERZcHP_-Z6v6MPD__xpfwNH6QujGeH-77bj5YIddBqiasSShRwh8ITzXJ3sbgw_jx-nh8fdNXrKUNFJ0lAtgu3WcWLwJiwgYVzM0kwG-6Vw=w2940-h1432-rw

Evasion:
Armor:

Agility:
  • Sprint
  • Leap
  • Maneuver
Strength:
  • Lift
  • Smash
  • Grapple
Finesse:
  • Control
  • Hide
  • Tinker
Instinct:
  • Perceive
  • Sense
  • Navigate
Presence:
  • Charm
  • Perform
  • Deceive
Knowledge:
  • Recall
  • Analyze
  • Comprehend

Damage & Health
Every 10th level, add one to your damage thresholds.
Minor Damage (Mark 1 HP) -> ? -> Major Damage (Mark 2 HP) -> ? -> Severe Damage (Mark 3 HP)

HP: ?/?/12
Stress: 6/6/12
Hope: 2/6 (Spend a Hope to use an experience or help an ally.)

Hope Feature:

Experience:

Active Weapons
Proficiency: ?/6
Primary
  • Name: None, Trait & Range: None None, Damage Dice & Type: None, Feature: None
Secondary
  • Name: None, Trait & Range: None, Damage Dice & Type: None, Feature: None

Active Armor
  • Name: None, Base Thresholds None, Armor Score: None, Feature: None

Inventory
  • None

Gold
  • Handfuls: 1/10
  • Bags: 0/10
  • Chest: 0/1

Class Feature

Cards
  • Community:
  • Ancestry
  • Subclass
  • Domains
Background:
A summary of your past life. Who were you? What kind of person were you? This can range from simple and human to something fantastical; the Goddess recruits from countless worlds.

Final Thoughts / Regrets / Desires:
What were your last emotions or wishes before death? What drives your soul to accept another chance at life?

Wish for the New Life:
When the Goddess asked what you desired most, what did you tell her? Power? Peace? Freedom? Redemption? Something stranger?

Personality / Outlook:
How do you see the world? How might you react to a kind Goddess trying to create meaning in a place designed for chaos?
Name:
Evasion: 10
Appearance:

Experience (Make two experiences, both at +2):
Make a Spellcast Roll to connect with your companion and command them to take action. Spend a Hope to add an applicable Companion Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.

Method of Attack, Damage Dice, Range & Type: (Name of Attack): d6 Melee (Phy or Mag)
When you command your companion to attack, they gain any benefits that would normally only apply to you (such as the effects of "Ranger's Focus"). On a success, their damage roll uses your Proficiency and their damage die.

Stress: 3/3/6
When your companion would take any amount of damage, they mark a Stress. When they mark their last Stress, they drop out of the scene (by hiding, fleeing, or a similar action). They remain unavailable until the start of your next long rest, where they return with 1 Stress cleared. When you choose a downtime move that clears Stress on yourself, your companion clears an equal number of Stress.

Hope: 0/0

Training (Level-Up)
When your character levels up, choose one available option for your companion from the following list and remove a number to show the remaining amount that you can pick that option.
  • Intelligent (3): Your companion gains a permanent +1 bonus to a Companion Experience of your choice.
  • Light in the Dark (1): Your companion's max Hope increases by 1. Either you or your companion can use this Hope; this gives you a maximum of 7 Hope effectively.
  • Creature Comfort (1): Once per rest, when you take time during a quiet moment to give your companion love and attention, you can gain a Hope, or you can both clear a Stress.
  • Armored (1): When your companion takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
  • Vicious (3): Increase your companion's damage dice or range by one step (d6 to d8, Close to Far, etc.).
  • Resilient (3): Your companion gains an additional Stress.
  • Bonded (1): When you mark your last Hit Point, your companion rushes to your side to comfort you. Roll a number of d6s equal to the remaining Stress they have and reduce them to 0. If any roll a 6, your companion helps you up. Clear your last Hit Point and return to the scene.
  • Aware (3): Your companion gains a permanent +2 bonus to their Evasion.
 
Harshmnr - Elise New
@harshmnr
This is imported from the previous Pokémon game. You can make changes if you want to. Region and Town are assumed to be unchanged.

You will be in Vaniville Town, whose slogan is "Blooming buds covered in morning dew exude hope for the future in this small town.". You are a 14-year-old girl. Your best friends are Calem and Serena, the stars of Kalos. They both are 14, just like you, and Calem is your rival.

Chespin, you can give it a name; it can be your family's Pokémon that goes with you. We can then talk about how other perks and drawbacks appear in your backstory, or at least the Crippled drawback. I can have Marked appear in the game. The perks, you can decide if there is a background reason for it, or it's just a side effect of you becoming Jumper with earth memory, and you suddenly gain this experience/knowledge without needing to figure out what happened in your background to have those.

This was the sheet that we decided on for you, but you can edit it if you want to. I will assist with converting them into the Daggerheart sheet later for you.

Name: Elisa
Age: 14
Gender: Female

A smart, cheerful, and independent girl typically wears shorts and a T-shirt or whatever casual clothes. She had a terrible accident four years ago when she ran out on her Pokémon Journey with Calem, Serena, Shauna and Chespin into Route 2, just right beyond the Aquacorde Town, encountered an afraid Ralts who is very out of place there, the results is that Elisa is threw into nearby tree and damage her leg very bad to the point of needing amputate and wood prothestic leg. The following physical and mental therapy took about four years before she was ready to head out on her second Pokémon journey. Her best friends waited and trained with her to go out together once more.

Elisa was born in Vaniville Town of Kalos, the same year Calem and Serena were born. Her family is well off, working as pokeballs engineers in Poké Ball Boutique in Lumiose City. They send money over to Vaniville Town, where her grandparents care for and raise her, some of which she toys with building simple gadgets; her parents' blood runs in her. Her Chespin's pokeball is built by her, taking on a wooden appearance just like an ancient pokeball does. Outside of an accident that cost her a leg. She has noticed, after encountering and being thrown back by a psychic Pokémon, that she has started to be able to understand other Pokémon and able to communicate with them, and with that comes understanding of how they live. Both the knowledge that she trained during her therapy year, along with how to survive in the wilderness. She is determined not to let her prosthetic leg be handicapped; train it to be just as good as a real leg without the flexibility.

Starter: Chespin was upgraded with Mental Bond (Share emotion and "thought speech" with you via empathic link.)

  • Medical Kit - Better than potions. Stabilize Pokémon.
  • Motorcycle - Infinite fuel, fast land travel.
  • Bicycle - Collapsible to fit your backpack.
  • HM collection - One of every HMs, and they cannot be sold.
  • Rebreather - Underwater/poison air breathing.
  • Parachute - Lifesaver from a great drop, integrated into your backpack for infinite uses, but must be repacked.
  • Bag (Bigger on the inside)
  • PokéGear (Can be muted)
  • Pokédex (Already filled)
  • 5x Poké Balls (Standard catch rate)
  • 3x Potion (Think "band-aid in a bottle")
  • Red Hat
  • Whatever you're wearing right now
  • Your wallet and cellphone (no service, useless currency)
  • Electricity
  • Plumbing
  • Heat/AC
  • Force Wall
  • Housing
  • Medbay
  • Food supply
  1. A
  2. B
  3. C
Build: Athlete

Abilities
2 strength
1 endurance
3 speed
2 dexterity
2 sense

Perks
2 flexibility
Evercleansed
 
@harshmnr
This is imported from the previous Pokémon game. You can make changes if you want to. Region and Town are assumed to be unchanged.

You will be in Vaniville Town, whose slogan is "Blooming buds covered in morning dew exude hope for the future in this small town.". You are a 14-year-old girl. Your best friends are Calem and Serena, the stars of Kalos. They both are 14, just like you, and Calem is your rival.

Chespin, you can give it a name; it can be your family's Pokémon that goes with you. We can then talk about how other perks and drawbacks appear in your backstory, or at least the Crippled drawback. I can have Marked appear in the game. The perks, you can decide if there is a background reason for it, or it's just a side effect of you becoming Jumper with earth memory, and you suddenly gain this experience/knowledge without needing to figure out what happened in your background to have those.

This was the sheet that we decided on for you, but you can edit it if you want to. I will assist with converting them into the Daggerheart sheet later for you.

Name: Elisa
Age: 14
Gender: Female

A smart, cheerful, and independent girl typically wears shorts and a T-shirt or whatever casual clothes. She had a terrible accident four years ago when she ran out on her Pokémon Journey with Calem, Serena, Shauna and Chespin into Route 2, just right beyond the Aquacorde Town, encountered an afraid Ralts who is very out of place there, the results is that Elisa is threw into nearby tree and damage her leg very bad to the point of needing amputate and wood prothestic leg. The following physical and mental therapy took about four years before she was ready to head out on her second Pokémon journey. Her best friends waited and trained with her to go out together once more.

Elisa was born in Vaniville Town of Kalos, the same year Calem and Serena were born. Her family is well off, working as pokeballs engineers in Poké Ball Boutique in Lumiose City. They send money over to Vaniville Town, where her grandparents care for and raise her, some of which she toys with building simple gadgets; her parents' blood runs in her. Her Chespin's pokeball is built by her, taking on a wooden appearance just like an ancient pokeball does. Outside of an accident that cost her a leg. She has noticed, after encountering and being thrown back by a psychic Pokémon, that she has started to be able to understand other Pokémon and able to communicate with them, and with that comes understanding of how they live. Both the knowledge that she trained during her therapy year, along with how to survive in the wilderness. She is determined not to let her prosthetic leg be handicapped; train it to be just as good as a real leg without the flexibility.

Starter: Chespin was upgraded with Mental Bond (Share emotion and "thought speech" with you via empathic link.)

  • Medical Kit - Better than potions. Stabilize Pokémon.
  • Motorcycle - Infinite fuel, fast land travel.
  • Bicycle - Collapsible to fit your backpack.
  • HM collection - One of every HMs, and they cannot be sold.
  • Rebreather - Underwater/poison air breathing.
  • Parachute - Lifesaver from a great drop, integrated into your backpack for infinite uses, but must be repacked.
  • Bag (Bigger on the inside)
  • PokéGear (Can be muted)
  • Pokédex (Already filled)
  • 5x Poké Balls (Standard catch rate)
  • 3x Potion (Think "band-aid in a bottle")
  • Red Hat
  • Whatever you're wearing right now
  • Your wallet and cellphone (no service, useless currency)
  • Electricity
  • Plumbing
  • Heat/AC
  • Force Wall
  • Housing
  • Medbay
  • Food supply
  1. A
  2. B
  3. C
Build: Athlete

Abilities
2 strength
1 endurance
3 speed
2 dexterity
2 sense

Perks
2 flexibility
Evercleansed

Can I change it to I'm like 21 or so and the friends stay the same age but they're my younger siblings?
 

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