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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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Welcome to the World of Pokémon. One player, @harshmnr, is the Jumper for this chain. The rest will be native, playing as normal, and maybe get recruited by Jumper into the next game if they make it that far.

The game ended at the end of the "story" presented by said Jumper. Suppose they choose to be a Pokémon Trainer and aim for the title of Champion. The game essentially ended after they became the Champion, at which point they prepared and chilled in freeplay while I prepared the next game.

The exception to this is if Jumper faces their end, such as being killed and not getting resurrected any time soon. However, Jumper is fully capable of passing on their Mantle of Jumper to other players of their choosing if they felt like other are capable of performing the 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 is, because they lost interest, felt others deserved it more, or otherwise)

This game will take place in the region of Johto. The location where the game starts is Goldenrod City. Players other than the Jumper are not required but highly suggested to start in a location where Jumper are for the sake of the plot and chance to carryover their PC into the next game if they win the favor of Jumper or even receive Mantle if Jumper deem them worthy.

Wikia for Johto

This game uses the 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 were removed for this game.

Druid is for those who want to play as Pokémon themselves, often climb up to the rank of Alpha, and perhaps even be blessed and become Noble Pokémon. They can choose to play as a single strong Pokémon or as a "meta-presence" of several Pokémon in a group by splitting their HP/Stress among their members via Beast Form. Each tier of Beastform is considered an evolution. So Tier 1 is considered the first stage of the evolution cycle, Tier 2 is next, etc. If there is no evolution remaining, then it is just considered you getting stronger or even becoming Alpha at a higher tier.

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

Hope Feature:
  • Semi-Evolution: You are permanently in Beastform. Choose one Pokemon represented the closest to your selected Beastform at the start of the game and every tier to used for the rest of the game. When you spend 3 Hope, choose one trait to raise by +1 until long rest.

Class Feature:
  • Beastform: You are a Pokémon of your tier or lower from the Beastform list. You cannot talk and communicate via Human Speech unless you have the means, such as a vocal box, decent intelligence, lore reason, for where lot of determination to actually learn such a language. Alternatively, Telepathy and decent intelligence will do. 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.
  • Wildtouch: You can perform harmless, subtle effects that involve your type—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.

Agile Scout (Sentret, Hoothoot, Rattata, 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 also mark a Stress.

Household Friend (Sentret, Ledyba, Togepi, 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 also mark a Stress.

Nimble Grazer (Girafarig, Mareep, Hoppip, 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 also mark a Stress.

Pack Predator (Houndour, Spinarak, Rattata, 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 (Magikarp, Chinchou, Tentacool, 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 also mark a Stress.

Stalking Arachnid (Spinarak, Venonat, Paras, 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 your type.

Spellcast Trait: Instinct

Foundation Feature:
  • Elemental Incarnation: Mark a Stress to Channel one of your type until you take Severe damage or until your next rest:
    • Fire/Fighting/Poison: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
    • Ground/Rock/Steel: Gain a bonus to your damage thresholds equal to two times your Proficiency.
    • Water/Dragon/Dark: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
    • Flying/Psychic/Ghost: You can hover, gaining advantage on Agility Rolls.
    • Grass/Electric/Ice: The area within Very Close range of you is considered Difficult Terrain for adversaries. Additionally, the first time each adversary enters or starts their turn in this area, they must choose one:
      • Mark 1 Stress
      • Take -1d6 on their next roll before the end of their turn
    • Normal/Bug/Fairy: Once per round, when you would mark Stress or take Minor/Major damage. You may reduce that effect by one step.
Play the Warden of Renewal if you want 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.
Ranger is for those who want to play as a Pokémon trainer, leading and commanding Pokémon on their journey to become the Elite Four or even Champion. They will have several Ranger Companions to act as several Pokémon that grow with them and can acquire more if desired.

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

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:
  • Pokemon Trainer: You have an pokemon of your choice (at the GM's discretion). They stay by your side unless you tell them otherwise. Take the Pokémon Companion sheet. When you level up your character, choose a level-up option for your pokemons from this sheet as well.
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
Rogue is for those who want to work in a crime syndicate such as Team Rocket, but can also be those who work in law, such as an Ace Trainer, police, or know people and have some influence to pull strings in the background, such as a politician, businessman, or just rich. They have a pistol as a backup weapon and a single Ranger Companion; they can get more if desired, but these cannot grow with Rogue, only their main companion can.

Only their main Pokémon can level up when you level up. They do so by choosing a level-up option from their Pokémon Companion sheet. The rest are stuck with whatever they have when you capture them.

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

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 the 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 good terms.
For Rogue and Ranger, they can only choose Human as their Ancestry. Druids can choose any ancestry so long as they can explain what pokemon within Johto resemble it the closest.

For Community, they can pick any; however, keep in mind that Druids play as Pokémon. So Loreborne Druids do not exercise their knowledge the same way that Loreborne Rangers/Rogue does.
Equipment is nearly completely removed to focus on Pokémon as a weapon.

You still have these in your inventory
  • Flashlight (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 Potion (clear 1d2 Hit Points) or an Ether (clear 1d2 Stress)
Everyone has Gambeson Armor to act as their regular clothes.
  • Gambeson Armor (5 / 11) 3 Flexible: +1 to Evasion

Druids themselves are a walking, living weapon. The following is an example of their weapon,
Method/Type of Attack, Trait, Damage Dice, Type (Phy/Mag)

Damage Dice depends on the range to adversaries, and the number of dice depends on proficiency.
  • Melee/Very Close: d8
  • Close: d6
  • Far/Very Far: d4
Typically, Melee/Very Close as well as Strength/Agility/Finesse use Physical damage, while anything above that and Instinct/Presence/Knowledge use Magic damage.

Every level up adds +1 to your damage. Every tier up, bump up your damage dice for every range group by one step. (d4 to d6 to d8 to d10 to d12 to d20)

For example
Piplup at level 1, facing an adversary at close range, has
Water Moves: Instinct 1d6 Mag

But at level 3, facing an adversary at close range, it has
Water Moves: Instinct 2d8+2 Mag

Rangers have no weapon since they can have multiple Pokémon that can grow stronger.

Rogue gets a pistol as their primary weapon and a small dagger as secondary for dealing with small fries; they need to rely on Pokémon and their cunning resourcefulness 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.
  • Small Dagger: Finesse Melee d8 phy, One-Handed, Paired: +2 to primary weapon damage to targets within Melee range.
I am not going to be strict or pick apart the whole domain. I will allow it all as long as you can narratively explain how you do anything close to the effect of some of the domain cards, through yourself, your pokemon or otherwise.

Druid's domains are Arcana and Sage
Ranger's domains are Bone and Sage
Rogue's domains are 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
Name:
Evasion: 10
Ancestry:

Experience (Make two experiences, both at +2):
Make a Spellcast Roll to connect with your Pokémon and command them to take action. Spend a Hope to add an applicable Pokémon 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 Pokémon 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 Pokémon takes any amount of damage, they mark a Stress. When they mark their last Stress, they trigger their Death Move. 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 Pokémon from the following list and remove a number to show the remaining amount that you can pick that option.
  • Intelligent (3): Your Pokémon gains a permanent +1 bonus to a Pokémon Experience of your choice.
  • Light in the Dark (1): Your Pokémon's max Hope increases by 1. Either you or your Pokémon 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 Pokémon love and attention, you can gain a Hope, or you can both clear a Stress.
  • Armored (1): When your Pokemons takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
  • Vicious (3): Increase your Pokemons's damage dice or range by one step (d6 to d8, Close to Far, etc.).
  • Resilient (3): Your Pokémon gains an additional Stress.
  • Bonded (1): When you mark your last Hit Point, your Pokémon rushes to your side to comfort you. Roll the number of d6s equal to the remaining Stress they have and reduce them to 0. If any roll a 6, your Pokémon helps you up. Clear your last Hit Point and return to the scene.
  • Aware (3): Your Pokémon gains a permanent +2 bonus to its Evasion.
 
Last edited:
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?
 
Can I change it to I'm like 21 or so and the friends stay the same age but they're my younger siblings?
Okay, given that we are doing a traditional jumpchain for you. The oldest you can be for that one is 17 if you pay 100 CP upfront rather than roll for it. I will allow you to retry the whole thing as part of making a "new" character for this game. I already shared the doc in PM.
 
@harshmnr Okay, I see your new one. You change it up from before. I will work on converting this into Daggerheart.

Region: Johto
Age: 18
Gender: Female
Identity: City Life

Pokemon: Piplup

Skills:
Survival training
Free running
Mechanic
Blend in

Gear:
Bag that is bigger on the inside
Pokegear that can be muted
Pokedex is already filled
5 Pokeballs with standard catch rate
3 Potions that is basically band-aid in a bottle
A red hat
Your current clothes
Your current phone but missing cell service
Your currency but not incompatible with pokedollar

HM Collection
Bicycle, can fit in your backpack and cannot be sold
Medical kit, stabilized critical injuried pokemon
3 Master balls, cannot be solded
Parachute, intregated into your backpack
Rebreather, infinite airtime in water and toxic
Thrust pack, no flight but allow long wall run and double jump

Flaws:
Silenced (but I can use sign language, phone, emojis etc)
Scared
 
@harshmnr, all that is left is to rewrite your background according to your sheets.

Drawbacks
  • Silenced: You cannot communicate verbally.
  • Scared: When encounter pokemon that is not your starter, the GM gains a Fear.

Class (Domains): Rogue (Midnight & Grace)
Name: Elise
Pronouns: She/her
Heritage (Community and Ancestry): ? and Human
Subclass: Syndicate
Level: 1
Experience: 0/10

Evasion: 13
Armor: 3/3

Agility: 5
  • Sprint
  • Leap
  • Maneuver
Strength: 1
  • Lift
  • Smash
  • Grapple
Finesse: 4
  • Control
  • Hide
  • Tinker
Instinct: 3
  • Perceive
  • Sense
  • Navigate
Presence: 1
  • Charm
  • Perform
  • Deceive
Knowledge: 0
  • Recall
  • Analyze
  • Comprehend

Damage & Health
Every 10th level, add one to your damage thresholds.
Minor Damage (Mark 1 HP) -> 5 -> Major Damage (Mark 2 HP) -> 11 -> Severe Damage (Mark 3 HP)

HP: 6/6/12
Stress: 8/8/12
Hope: 2/6 (Spend a Hope to use an experience or help an ally.)

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.

Experience: City Navigation +2, Wood-Fu +2, Survival +4, Parkour +6, Mechanic +4, Stealth +4

Active Weapons
Proficiency: 1/6
Primary
  • Wooden Kick: Strength Melee d6+4 phy, One-Handed, Detachable Leg: You can throw Leg to strike a distant foe. Use this statistic, Finesse Close d10. If you fail, you will suffer a -4 penalty to your Evasion as your wooden leg becomes damaged and must rest to be repaired, removing this condition.
Secondary
  • Small Dagger: Finesse Melee d8 phy, One-Handed, Paired: +2 to primary weapon damage to targets within Melee range.

Active Armor
  • Name: Gambeson Armor, Base Thresholds (5 / 11), Armor Score: 3, Feature: Flexible: +1 to Evasion

  • Warehouse Key (A magical key that turns any door into a Warehouse Door. It will always return to you, fully restored, at Rest if ever lost, stolen, damaged, or destroyed.)
  • Medical Kit - Better than potions. Stabilize Pokémon. (Pokémon's Death Moves, Avoid Death, or Risk It All, will use d20 Hope Dice, and if death occurs in either Blaze of Glory or Risk It All, it immediately uses Avoid Death without d20 Hope Dice.)
  • Bicycle - Collapsible to fit your backpack.
  • HM collection - One of every HMs, and they cannot be sold. (Pokemon Experience: Navigate +2)
  • Rebreather - Infinite underwater/poison air breathing.
  • Parachute - Lifesaver from a great drop, integrated into your backpack for infinite uses, but must be repacked. (Avoid Fall Damage at the cost of GM gaining Fear)
  • Thrust Pack, no flight, but allows long wall run and double jump. (Experience: Parkour +2)
  • 3 Master Balls, which can catch any Pokémon and cannot be sold.
  • 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)
  • Flashlight (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.)
  • Potion (clear 1d2 Hit Points)
  • Electricity
  • Plumbing
  • Heat/AC
  • Force Wall
  • Housing
  • Medbay
  • Food supply
  1. A
  2. B
  3. C

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

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

Cards
  • Community: Seaborne
    • Know the Tide: You can sense the ebb and flow of life. When you roll with Fear, place a token on your community card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.
  • Ancestry: Human
    • High Stamina: Gain an additional Stress slot at character creation.
    • Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.
  • Subclass: Syndicate
    • 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.
  • Domains
    • Inspirational Words
      • Level 1 Grace Ability
      • Recall Cost: 1
      • Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options:
        • Your ally clears a Stress.
        • Your ally clears a Hit Point.
        • Your ally gains a Hope.
      • When you take a long rest, clear all unspent tokens.
    • Pick And Pull
      • Level 1 Midnight Ability
      • Recall Cost: 0
      • You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).
Perks
  • Survival training (Experience: Survival +4) (Quest: 0/20)
  • Free running (Experience: Parkour +4) (Quest: 0/20)
  • Mechanic (Experience: Mechanic +4) (Quest: 0/10)
  • Blend in (Experience: Stealth +4) (Quest: 0/20)
Build: Athlete
Athletes forego a buff physique with rippling biceps in favor of lean muscle, agility, and flexibility. They can't lift as much as a Bodybuilder, but easily run circles around them. Athletes are much more suited for hit-and-run tactics, staying mobile and out of the line of fire. Compared to Bodybuilders, an Athletes will take much less of a licking before they stop ticking.

Abilities
  • 2 Strength (+2 to Strength)
  • 1 Endurance (+1 to Stress)
  • 3 Speed (+3 to Agility)
  • 2 Dexterity (+2 to Finesse)
  • 2 Sense (+2 to Instinct)
Perks
  • 2 Flexibility (+2 to Finesse)
  • Evercleansed (+1 to Presence)
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.
Name: Pip
Evasion: 10
Ancestry: Piplup

Experience: Waterbender +2, Rescued Pet +2
Make a Spellcast Roll to connect with your Pokémon and command them to take action. Spend a Hope to add an applicable Pokémon 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: Water Moves: d6 Melee Mag
When you command your Pokémon 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 Pokémon takes any amount of damage, they mark a Stress. When they mark their last Stress, they trigger their Death Move. 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 Pokémon from the following list and remove a number to show the remaining amount that you can pick that option.
  • Intelligent (3): Your Pokémon gains a permanent +1 bonus to a Pokémon Experience of your choice.
  • Light in the Dark (1): Your Pokémon's max Hope increases by 1. Either you or your Pokémon 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 Pokémon love and attention, you can gain a Hope, or you can both clear a Stress.
  • Armored (1): When your Pokemons takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
  • Vicious (3): Increase your Pokemons's damage dice or range by one step (d6 to d8, Close to Far, etc.).
  • Resilient (3): Your Pokémon gains an additional Stress.
  • Bonded (1): When you mark your last Hit Point, your Pokémon 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 Pokémon helps you up. Clear your last Hit Point and return to the scene.
  • Aware (3): Your Pokémon gains a permanent +2 bonus to its Evasion.
 
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