Pokemon Jump
New
Necrorifter
Lord of the Death and the Wanderer of the Reality.
- Joined
- Nov 2, 2021
- Messages
- 9,701
- Likes received
- 14,515
INTRODUCTION
Hey there. Nice to meet you.
My name isn't important, but I have a business proposal for you.
I'm a hobbyist of sorts—I watch people go on grand adventures, and I'm starved for new stories. So here's the deal:
You want your life to be different. That's normal. Escape fantasies are part of life. I can offer you an actual escape. Not just a fantasy.
However, we will do this differently from the traditional way. You already know JumpChain and how overpowering they can be. Instead, you all will share the same title of Jumper, meaning whatever you all agreed on and voted on will be your shared power. These powers can only be used by a single person at any one time. I think this will be an interesting shake-up from the normal style of every individual having their pool and forcing you guys to split and work together on these choices.
I recommended voting and decide on each section before move on to the next as previous final decision for a section might influence future section decisions.
The Offer
Before we continue, if you do not want this, you can turn around and walk away, you will wake up, and this will be but a fading dream that you will forget in a few moments.
The Budget
To help you survive, I'll give you 1000 Choice Points (CP) to spend on your new life. Spend it all now — it won't help you later! If you die, I will just send you back to Earth with your memory rewritten so it's all in your head that you read off some digital screen.
Free Starter Gear
You also get these for free:
SECTION ONE: REGION
Your adventure begins in a region. This affects your starter costs and available Pokémon.
Region List
SECTION TWO: IDENTITY
Pick who you are in the Pokémon world.
Roll 1d8+9 = Your Age (10–17)
Identity Options
Each gives you memories, skills, drawbacks, and possibly a starter Pokémon.
SECTION THREE: STARTER
Your starter Pokémon begins at Level 5.
No legendaries. Pick from any region, regardless of where you start.
Starter Upgrades
SECTION FOUR: SKILLS & ABILITIES
Discounts apply based on your Identity. (50% off, some are free.)
SECTION FIVE: GEAR
Moneybags get items for free or discount by * next to them.
Currency
SECTION SIX: FLAWS & FUTURE
You may take up to 2 flaws for extra CP.
Flaws
Hey there. Nice to meet you.
My name isn't important, but I have a business proposal for you.
I'm a hobbyist of sorts—I watch people go on grand adventures, and I'm starved for new stories. So here's the deal:
You want your life to be different. That's normal. Escape fantasies are part of life. I can offer you an actual escape. Not just a fantasy.
However, we will do this differently from the traditional way. You already know JumpChain and how overpowering they can be. Instead, you all will share the same title of Jumper, meaning whatever you all agreed on and voted on will be your shared power. These powers can only be used by a single person at any one time. I think this will be an interesting shake-up from the normal style of every individual having their pool and forcing you guys to split and work together on these choices.
I recommended voting and decide on each section before move on to the next as previous final decision for a section might influence future section decisions.
The Offer
- I'm sending you to the world of Pokémon.
- You'll live there and deal with the local plot, typically resolved by becoming the champion of the region or beating the regional crime syndicate. Time will be frozen back home.
- At the end of the plot, you individually choose what happens next:
Go home with all the new toys and friends you acquire? Stay in this world forever or move on to a new world with new rewards and challenges, assuming you entertain me enough.
Before we continue, if you do not want this, you can turn around and walk away, you will wake up, and this will be but a fading dream that you will forget in a few moments.
The Budget
To help you survive, I'll give you 1000 Choice Points (CP) to spend on your new life. Spend it all now — it won't help you later! If you die, I will just send you back to Earth with your memory rewritten so it's all in your head that you read off some digital screen.
Free Starter Gear
You also get these for free:
- 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)
SECTION ONE: REGION
Your adventure begins in a region. This affects your starter costs and available Pokémon.
- Roll 1d8 for a random region; on the 8, you get free pick of a region.
- Pay 100 CP to choose your region.
Region List
Roll | Region | Description |
1 | Kanto (Genwunderland) | Peaceful, safe. Low crime. Few wild Pokémon varieties. |
2 | Johto (Radioland) | Centrally located. Varied Pokémon. Connected to Kanto. |
3 | Hoenn (Trumpetland) | Tropical. Water-heavy routes. Recommended Surf. |
4 | Sinnoh (Mountainland) | Cold, mountainous. The Coronet range divides the region. |
5 | Unova (Freedomland) | Urban. Indigenous Pokémon dominate. Lots of culture. |
6 | Kalos (Baguetteland) | Culture-rich, ancient history, and diverse geography. |
7 | Orre (Hellonearthland) | Desert, high crime, few wild Pokémon. Survival-focused. |
8 | Free Pick | Choose any of the above regions for free. |
SECTION TWO: IDENTITY
Pick who you are in the Pokémon world.
Roll 1d8+9 = Your Age (10–17)
- Change age manually: Free
- Swap gender: 100 CP
Identity Options
Each gives you memories, skills, drawbacks, and possibly a starter Pokémon.
Identity | Cost | Perks | Drawbacks |
Drop-In | Free | No memory alteration. Blank slate. | No free skills, no history. |
Hermit | Free | Wilderness survival, Pokémon approachability. | Poor social skills, hates cities. |
Small Town | 50 CP | Physically fit, tight-knit friends. | No advanced wilderness/city skills. |
City Life | 50 CP | Acrobatic, parkour master. | No outdoor survival knowledge. |
Moneybags | 100 CP | Rich, top gear, top education. | Little real-world experience. |
SECTION THREE: STARTER
Your starter Pokémon begins at Level 5.
Type | Cost |
In-Region, Common | Free |
In-Region, Uncommon | 50 CP |
In-Region, Rare | 100 CP |
Out-of-Region + Hidden Ability | 150 CP |
No legendaries. Pick from any region, regardless of where you start.
Starter Upgrades
Upgrade | Cost |
Shiny | 50 CP |
Egg Move | 50 CP |
Advance Move | 100 CP |
Mental Bond | 150 CP |
SECTION FOUR: SKILLS & ABILITIES
Discounts apply based on your Identity. (50% off, some are free.)
Skill | Cost | Identity Discount | Description |
Physical Fitness | 100 | Small Town, free | Fit, strong. |
Freerunning | 100 | City Life, free | Acrobatic. |
Mechanic | 300 | Small Town | Tinkering ability. |
Technician | 300 | City Life | Electronics expert. |
Aura | 600 | Small Town | Lucario-style potential in Aura powers. (Still need to train to reach mastery.) |
Psionics | 600 | City Life | Gardevoir-level potential in telepathy/telekinesis. (Still need to train to reach mastery.) |
Survival Training | 100 | Hermit, free | Live anywhere. |
Combat Training | 100 | Drop-In, free | Marine-style self-defense. |
Ranger | 300 | Hermit | Pokémon instincts and tracking. |
Blend In | 300 | Drop-In | Disguise, stealth. |
Pokéglot | 600 | Hermit | Speak to Pokémon. |
Savant | 600 | Drop-In | Genius-level mind. |
Champ in the Making | 300 | None | Expert trainer of teams and individuals. |
SECTION FIVE: GEAR
Moneybags get items for free or discount by * next to them.
Currency
- 50k Pokédollars * – 50 CP (400k free for Moneybags)
Item | Cost | Description |
3 Master Balls | 100 CP | Catch anything. No resale. |
HM Collection * | 50 CP | All HMs. |
Motorcycle | 100 CP | Infinite fuel, fast land travel. |
Helicopter (* 50% off) | 400 CP | Fastest travel capable of inter-regional. |
Bicycle * | 50 CP | Collapsible. |
Parachute | 50 CP | Lifesaver from a great drop. |
Rebreather | 50 CP | Underwater/poison air breathing. |
Medical Kit * | 50 CP | Better than potions. Stabilize Pokémon. |
Wingsuit | 50 CP | Sky glider, hard to land. |
Laptop * | 100 CP | Net access. |
Welding Torch | 50 CP | Cut thick stuff. |
Echorecorder | 100 CP | 2-hr hologram replay. |
Headsets (* 50% off) | 100 CP | Trainer–Pokémon comms. |
Collapsible Baton | 100 CP | For when talking fails. |
Flak Jacket | 100 CP | Stops small arms, some Pokémon hits. |
Handgun (9mm) | 200 CP | 500 rounds included. |
Sniper Rifle | 400 CP | Long-range, 250 rounds. |
Rappelling Rig | 50 CP | Reusable climbing gear. |
Thrust Pack | 100 CP | Wallrun + double jump. |
Hypervisor | 200 CP | Shows HP, limited X-ray. |
Capture Styler | 200 CP | Temporary Pokémon capture. |
Tranquilizer Gun | 200 CP | 200 darts, KO most targets. |
Snag Machine | 600 CP | Steal Pokémon—ethics questionable. |
SECTION SIX: FLAWS & FUTURE
You may take up to 2 flaws for extra CP.
Flaws
Flaw | CP | Effect |
Swarmed | +100 | Zubats constantly attack. Uncatchable. |
Crippled | +100 | Prosthetic leg. No advanced tech. |
Silenced | +100 | Cannot speak. Can still make noise. |
Scared | +200 | Fear of Pokémon (except starter). |
Cursed | +200 | Bad luck. Lower catch rates. |
Marked | +200 | Local gang targets you. |
Wanted | +300 | Global criminal. Cops will hunt you. |
Hunted | +300 | A Legendary Pokémon is after you. You can't catch it. |
Damned | +300 | Darkrai haunts your dreams. Insomnia & nightmares. |
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