Major_League_Trainer
Youngster
- Pronouns
- He/Him
These are just the number crunchy character sheets. I have the actual description for each option in the spoilers, as they get rather wordy.
Location: Stranger Shores(Johto)
Origin: Pokemon(Smeargle) -200, Wild One(Drop-In)
Perks: Jumper Not Faller, Scent of Strength, Unconquered Soul -100, Rule of the Strong -200, Righteous Lord’s Roar -300, Foreign yet Fair -100
Quirks: Extraordinary Trait 1 -200, Extraordinary Trait 2 -200, Extraordinary Trait 3 -200, Mythical Achievement -300, Unusual Capability -100
Items: None
Companions: Partner*, Link Up 1** -50, Link Up 2*** -50
Drawbacks: Through the Ultrahole(Tale of An Angry Nerd and an Omniscient Spirit), Hopper +150, Strap on Your Boots +150, Mountainous Expectations +150, Warrior’s Pride +150, Adventure Awaits +400, Hunter Bait
*Origin: Human, Naturalist
Perks: Jumper not Faller, Sagacious Scout, Supreme Services, Nature’s Wonders -300, Gotta Read’em All -100, Scent of Strength -100
Esoteric Perks: (Type) Affinity(Fairy)
Items: Fanciful Accessories, Signature Outfit, Trainer License, The Basics, Local Cuisine, Keystone(Mega Wave, Sparkling Finish, Z-Power) -600
Drawbacks: Hopper +100, Family Troubles +100, Strap On Your Boots +100
**Origin: Pokemon(Cosmog), Wild One
Perks: Scent of Strength, Unconquered Soul -100, Rule of the Strong -200, Super Sleuth -100
Quirks: Abnormal Arsenal -100, Extraordinary Trait 1 -200, Extraordinary Trait 2 -200
Items: None
Drawbacks: Strap On Your Boots +100, Crawling Creepers(Humans) +200, Hunter Bait
***Origin: Pokemon(Flabebe) -100, Settled In
Perks: Foreign yet Fair, Unconquered Soul -200, Heart Warming Fluff -100
Quirks: Extraordinary Trait 1 -200 Extraordinary Trait 2 -200
Items: None
Drawbacks: Strap On Your Boots +100, Hopper +100,
Plain text in perk descriptions is pasted directly from the document. Italics are elaborations I added where I felt they are necessary. In case of perks with multiple instances on the same character, I will paste the perk description once, and the elaborations for each individual instance afterwards.
Location: Stranger Shores(Johto)
Origin: Pokemon(Smeargle) -200, Wild One(Drop-In)
Perks: Jumper Not Faller, Scent of Strength, Unconquered Soul -100, Rule of the Strong -200, Righteous Lord’s Roar -300, Foreign yet Fair -100
Quirks: Extraordinary Trait 1 -200, Extraordinary Trait 2 -200, Extraordinary Trait 3 -200, Mythical Achievement -300, Unusual Capability -100
Items: None
Companions: Partner*, Link Up 1** -50, Link Up 2*** -50
Drawbacks: Through the Ultrahole(Tale of An Angry Nerd and an Omniscient Spirit), Hopper +150, Strap on Your Boots +150, Mountainous Expectations +150, Warrior’s Pride +150, Adventure Awaits +400, Hunter Bait
*Origin: Human, Naturalist
Perks: Jumper not Faller, Sagacious Scout, Supreme Services, Nature’s Wonders -300, Gotta Read’em All -100, Scent of Strength -100
Esoteric Perks: (Type) Affinity(Fairy)
Items: Fanciful Accessories, Signature Outfit, Trainer License, The Basics, Local Cuisine, Keystone(Mega Wave, Sparkling Finish, Z-Power) -600
Drawbacks: Hopper +100, Family Troubles +100, Strap On Your Boots +100
**Origin: Pokemon(Cosmog), Wild One
Perks: Scent of Strength, Unconquered Soul -100, Rule of the Strong -200, Super Sleuth -100
Quirks: Abnormal Arsenal -100, Extraordinary Trait 1 -200, Extraordinary Trait 2 -200
Items: None
Drawbacks: Strap On Your Boots +100, Crawling Creepers(Humans) +200, Hunter Bait
***Origin: Pokemon(Flabebe) -100, Settled In
Perks: Foreign yet Fair, Unconquered Soul -200, Heart Warming Fluff -100
Quirks: Extraordinary Trait 1 -200 Extraordinary Trait 2 -200
Items: None
Drawbacks: Strap On Your Boots +100, Hopper +100,
Plain text in perk descriptions is pasted directly from the document. Italics are elaborations I added where I felt they are necessary. In case of perks with multiple instances on the same character, I will paste the perk description once, and the elaborations for each individual instance afterwards.
Stranger Shores: This world is truly vast, and now you may choose to begin your journey
anywhere you wish. You could pick any of the above options, or perhaps one not mentioned
previously. I hear the Orange Islands are lovely this time of year. He chose Johto as his starting location.
Pokemon: I did not paste it here because it was more than three hundred words speaking only on pricing of the many different pokemon species. The protagonist chose to be a smeargle.
Wild One: A child of the wilds; untamed and thriving in nature. It’s a harsh life; but one
that grants great strength, and majesty to those who learn from mother nature’s lessons. The protagonist chose to be a drop-in. He received none of the actual background that comes with this, only the discounts that it comes with.
Jumper Not Faller: Now normally being an interdimensional traveler would attract all
sorts of attention you’d want to avoid; but the locals aren’t used to my brand of work. So with a
little tweak here and there you’ll read as a perfectly normal local; making it so you won’t have to worry about any Ultra Beasts seeking you out, or catching Giratina’s attention. Of course, this just conceals your nature of a Jumper; if you do decide to travel the local multiverse then you
better be prepared for what will happen. If you’re an Ultra Beast then you’re much like Nebby;
having been hatched in this world, and counting as a native to it in the eyes of any who care for
such things.You and all your friends get this just for stopping by, even those you don’t import; that said, if you’re willing to invest 200CP we can set up a more permanent arrangement, ensuring that anyone or anything that pays close attention will find that your “signature” will match those of
the locals of whatever world or plane you’re in. Just keep in mind, you aren’t actually a native;
that difference might be more important than you think. The protagonist bought the free version, not the 200 CP version.
Scent of Strength: The strong respect the strong, the weak know better to get in their
way, and the wise learn how to tell which-is-which. By studying a target, you can easily take their measure; knowing how great their power and force of will is compared to your own. Moreover, you’ve mastered the art of impressing your own strength unto others as the very air reacts to it; making your might self-evident to all who witness you, and allowing you to inspire awe and dread even while looking like a pink marshmallow.
Unconquered Soul: Respect is something earned; freely given to another, and never taken by cowardly tactics. If these fools think their tricks will let them lay claim to you, you’ll be happy to show them otherwise You are a proud and noble scion of the wilds; imbuing you with great strength of will able to push through terrible hardships, and stand your ground against terrifying foes. Moreover, attempts to ensnare, capture or bind you must face not only your physical might; but your strength of will too as ropes snap under your struggles, attempts to seal you away in an energy state risk shattering the device, and even if they achieve some success they will have to fight to keep you there. At the end of the day there are only two ways you’ll bow down to another; by choice or once you have no strength left to stand. This perk is a will booster and provides a fiat guarantee that attempts to capture will fail unless either the Protagonist allows it or they are straight up overpowered.
Rule of the Strong: Strength breeds authority; that’s just a simple fact of life. Be it strength of body, mind or spirit; you can only protect as far as your reach can extend, and only maintain your post by forcing contenders to submit to you. Whenever you lay claim to someone or something (be it a territory, a person or a position) all who would have designs towards it know they will only be able to take it by going straight through you. Attempts to circumvent your protections falling before your prowess; while those who attempt to conceal their interests from you stink of malice and defiance. Lastly, once you put down these upstarts you can make sure that they stay down; whether by terrifying them such that they avoid anything to do with you, forcing them to submit under your rule, or crippling their ability to stand against you for those who challenge you know well the price of their failed ambition. In simpler terms by laying claim to things, he can turn himself into an unavoidable barrier. Anybody trying anything against things he has claimed must go through him first. Attempts to use trickery are instantly detected through an aura of malice and defiance around them. People trying shit can be permanently defeated, either by terrifying them into submission, forcing them to obey you, or by permanently crippling them. All these effects are fiat backed.
Righteous Lord’s Roar: You are more than a simple hermit or dweller of the wild lands; you are the recognized lord of your land, and no evil shall transgress against it without feeling your righteous fury. In times of peril you are the one all in the land turn to for aid; a valiant warrior, and a prime example your kind such that any would be hunter would recognize your power and authority at a glance. You are the first in every charge, and the one to secure the retreat; your very presence inspiring those around you to new heights in the hopes of proving they are worthy to stand beside you, while your foes tremble at the doom they’ve called own upon their heads. As you scatter their forces and shatter their fancy toys they’ll be no doubt of their foolishness, and how fortunate they’ll be should they receive your mercy. In simpler terms, this perk has five parts. Part one: it makes the protagonist the recognized lord of his land. This part of the perk is inactive, because he doesn’t have any land to call his. But when it does activate, this will essentially lead to him being treated as a King with unchallenged authority. Part two: The protagonist becomes a ‘valiant warrior’. This is an alteration to his character, and not very major. Part three: He becomes a visibly impressive version of his kind, so much so that he appears regal and authoritative. Part four: he has an almost supernaturally strong presence, reassuring his allies and intimidating his enemies. Part Five: People around him instinctively see him as a source of safety, and someone to turn to for large scale emergencies.
Foreign yet Fair: Well aren’t you a sight; a spectacular example of your kind whose inhuman features serve to magnify your appeal, rather than take away from it. An arcanine who inspires awe with fur soft as silk, a honedge with a mirror shine fit for a king, or an adorable grimer that smells of incense and perfumes rather than septic tanks. Moreover, no matter what your visage maybe you seem to exude a non-threatening presence; such that even a hydreigon would be seen as a gentle giant and protector, rather than the stuff of nightmares. Why, someone phobic to your kind could approach you; providing their first step on the road to recovery. A potent appearance booster, with fiat backed non-threatening presence. The non-threatening presence can be turned off at will by activating Scent of Strength.
Extraordinary Trait: A significant advantage that can be applied to a broad area; but is clearly abnormal for your species to anyone with passing knowledge on them. You might be capable of bypassing immunities to your type, be able to produce materials other than generic stone with your rock moves, possess telekinesis capable of reshaping and redirecting energy, operate electronic devices through the use of electrical abilities, be a ghost type talented in the art of possession and object animation, or be capable of leveraging your abilities to produce some form of flight.
Extraordinary Trait 1: The protagonist dedicated this one to a uniquely powerful build suited for combat. He defined that as ‘Extremely large, with uniquely structured and very well developed musculature designed for raw power’
Extraordinary Trait 2: The protagonist dedicated this one to raw speed. He simply defined it as ‘As much speed as you(the benefactor) are willing to give me’.
Extraordinary Trait 3: The protagonist dedicated this one to durability, both physical and special. He defined this as ‘As much durability, both physical and special, as you(the benefactor) are willing to give me.’
Mythical Achievement: You possess something truly spectacular; something that represents a great advantage in many areas, and exemplifies what your species is capable of. This power or trait is the kind of thing that in the days of old would ensure legends where spawned around you. This isn’t something that can be emulated on a whim or shared with passing instruction; assuming it isn’t something intrinsic to you to begin with. Obtaining enlightenmentwhich greatly extends your life and allows you to create illusions so detailed they might as well be reality; encompassing areas as large as estates to ensnare creatures into your makeshift world. Producing fruits that act as miracle drugs; curing any malady, extending the lifespans, and
bringing people back from the edge of death. Being able to create and manipulate squads of ice sculptures as if they were living creatures under your command. Enacting grand transformations akin to, if not actually, mega evolutions and form changes without needing items or trainers. Maybe even the ability to control your own evolution; going up and down the different branches of your evolutionary tree at will. Whatever you choose, the world will not be able to ignore you should knowledge of you will spread. The curious, the greedy, the noble, and more; all will come to seek you out to uncover the secrets of your art, take you for themselves, or use you for some nefarious plot. Complete mastery over sketch, such that it can be repeatedly used in fractions of a second, without any outward tell, instantly gaining complete mastery over each move up to what is normally possible for other pokemon, in addition to the ability to dissect moves and stretch their abilities beyond what is normally possible with them.
Partner: The bond between human and pokemon is a beautiful thing; something that has
shaped the very course of this world, and unleashed miracles that have given even legendaries pause. It would be remiss of me to deny you the chance to experience that yourself. This option grants you a friend like no other. Though you may be different in many ways, you are sure to become the greatest of friends in short order; creating a bond so strong that they will stand beside you after your journey has come to an end, one way or another. Alternatively, you may import an existing companion through this option; or perhaps you’d prefer to import a precious pet, even one from your old world. Whatever you choose, they’ll be granted an appropriate background, 800CP, and a history within this world much like yourself. If you chose to be human then this friend is a pokemon; your starter no doubt. If you’re a pokemon then your new friend is a human; one your close to already should you be a Wild One or Urban Adventurer, or your registered Trainer should you be Settled in or a Champion in the Making. Should you be a Drop In, then they’ll no doubt be the first person you meet in this new world. This is Anne.
Link Up: Not happy starting out with just your Partner? Well for 50CP each you may
import or create up to 8 additional traveling companions; gaining 600CP, and entering the world through a suitable Human or Pokemon origin. You may choose whether Pokemon brought in through this option are registered with you, or with another human Companion as their trainer. Any unattached Companion may gain a Partner of their own, with whom they’ll share a
companion slot, but must share their stipend with them.
Link Up 1: This is Cosmog
Link Up 2: This is Aurora
Through the Ultrahole: Infinite timelines, infinite ways this story might’ve played out, and with this option you’ll be going to one of them. Select one Pokemon Anime fanfiction of your choice that does not crossover with another setting. You will now visit that world instead, arriving on the day the events of that story would begin. If this would leave you in a world that is safer or would provide you with a benefit the original lacked then all Drawbacks will only grant half their listed CP; but they’ll also change to reflect the tone and nature of this new world. However, should the world be darker, or makes your stay in this world significantly unpleasant then they’ll grant you 50% more CP. Of course, these drawbacks will adapt to the realities of your new world as well; so try not to bite off more than you can chew. That said, if you or an ally chose to begin your time here as a Legendary Pokemon or Ultra Beast then your choice is of even greater import; as its cost will be adjusted accordingly should its capabilities be different. For example if a humble Shaymin stands as an equal to Mewtwo and Ho-Oh it’s cost would change to 800CP to match its peers; a Shaymin that is the god-like avatar of nature would be ineligible as an option. However, in the same vein once ineligible species
may be chosen should they be closer to other pokemon in scale and power; with even the likes of the mighty Kyogre or Arceus being worth a mere 300CP in a world where their legends are just fanciful stories, and bare little resemblance to their actual capabilities. The fanfiction I used is Tale of An Angry Nerd and an Omniscient Spirit, over on Archive of our Own, and possibly in this thread. I also wrote that specifically to use that here. Is that maybe riding the line of ‘Kosher’? Arguably. But, eh, it’s my fic. It gives me a blank check with the world building, and lets me conveniently ignore bits of canon that would otherwise impede the story. This fanfiction is dark enough that it qualifies for the extra 50% boost. Also, reading that fic is not at all necessary, as it’s protagonist will not appear in this fic, except maybe as an oblique reference, and any alterations he caused in the world will be explained as they come up.
Hopper: Your destiny has been tangled with another’s. They’re a lot like you, and you could be friends if given the chance; but they’re dead set on being your rival, relishing any opportunity to stand in your way. Why they’re so fixated could have any explanation; but thankfully they seem to be more of an annoying punchline then a threat for now. This manifests in the form of an Ursaring, Carter’s ace.
Strap on Your Boots: ‘Cause you’re going to be walking for most of your stay; if not because of how few vehicles seem to go your way, then because you have some terrible fortune when it comes to riding them for more than a quick lift. Ships get hijacked by pirates, planes crash on deserted islands, and cars getting trapped in ursaring territories. These incidents won’t ever threaten your life, but they’ll certainly ruin your travel plans. That said, this won’t happen every time; happening just infrequently enough to convince you it’s worth the gamble. Not really that big of a deal when moves like Teleport, Fly, and Surf are easily accessible to the protagonist.
Warrior’s Pride: You can’t just let others fight for you; you’re a big strong warrior who don’t need no mon! When faced with danger you make sure you’re right in the thick of it; an admirable, if foolish, thing to do around these parts. So slap on a grin, and put up your dukes! He’s a pokemon. This is essentially free points.
Adventure Awaits: You’re quite the weirdness magnet. That puppy you found, and decided to help? It’s being hunted down by crooks to blackmail her rich owner. Go to a museum? Today happens to be the day the seal on ancient ghost is broken, and it’s up to you to team up with the curator to stop it. Meet a cute girl on a cruise? The local Team is after her because she’s an undercover gym leader delivering a special McGuffin they want. Go to a circus? One of their performers just got food poisoning, and if you don’t help them finish their show they won’t have enough money to save the circus. All in all, it seems as if you can’t go more than week without something strange and exciting happening in your vicinity; that’s all but assured to end badly as far as you’re concerned, unless you help out. This is essentially an in story justification for convoluted plot hooks. In universe, the protagonist thought he really needed the points, and that it wouldn’t be that bad.
Hunter Bait: You’re really something special aren’t ‘cha? Now while diversity is all well and good, you might want to be careful of how much attention you draw; as the slightest slip will see you skyrocketing to fame. You’re just so special and awesome that people can’t leave you alone, and while some of this attention might be annoying or even positive; you’re sure to catch the eye of some nefarious elements who would be more than happy to use you for their own ends or pay big money to whomever caught you. If you’re already something exceptional like a Legendary or an Ultra Beast then I’m afraid it’s far too late for you to go unnoticed; having become the primary fixation for someone rather powerful and influential. Whether their plan is something you’d be vehemently against, requires your suffering and/or risk your death to be achieved, or they simply want to hunt you for sport; you can be sure that ending up in their hands is going to be incredibly unpleasant, and that they have the resources to pull it off. If things look grim, perhaps a certain Red Hatted Boy will stumble into things in time to help; but who knows how long that may take, or how far this villains plot will get before he can be stopped. The boy is good, but he can’t save everyone. This drawback does not cancel out Unconquered Soul, or Rule of the Strong.
anywhere you wish. You could pick any of the above options, or perhaps one not mentioned
previously. I hear the Orange Islands are lovely this time of year. He chose Johto as his starting location.
Pokemon: I did not paste it here because it was more than three hundred words speaking only on pricing of the many different pokemon species. The protagonist chose to be a smeargle.
Wild One: A child of the wilds; untamed and thriving in nature. It’s a harsh life; but one
that grants great strength, and majesty to those who learn from mother nature’s lessons. The protagonist chose to be a drop-in. He received none of the actual background that comes with this, only the discounts that it comes with.
Jumper Not Faller: Now normally being an interdimensional traveler would attract all
sorts of attention you’d want to avoid; but the locals aren’t used to my brand of work. So with a
little tweak here and there you’ll read as a perfectly normal local; making it so you won’t have to worry about any Ultra Beasts seeking you out, or catching Giratina’s attention. Of course, this just conceals your nature of a Jumper; if you do decide to travel the local multiverse then you
better be prepared for what will happen. If you’re an Ultra Beast then you’re much like Nebby;
having been hatched in this world, and counting as a native to it in the eyes of any who care for
such things.You and all your friends get this just for stopping by, even those you don’t import; that said, if you’re willing to invest 200CP we can set up a more permanent arrangement, ensuring that anyone or anything that pays close attention will find that your “signature” will match those of
the locals of whatever world or plane you’re in. Just keep in mind, you aren’t actually a native;
that difference might be more important than you think. The protagonist bought the free version, not the 200 CP version.
Scent of Strength: The strong respect the strong, the weak know better to get in their
way, and the wise learn how to tell which-is-which. By studying a target, you can easily take their measure; knowing how great their power and force of will is compared to your own. Moreover, you’ve mastered the art of impressing your own strength unto others as the very air reacts to it; making your might self-evident to all who witness you, and allowing you to inspire awe and dread even while looking like a pink marshmallow.
Unconquered Soul: Respect is something earned; freely given to another, and never taken by cowardly tactics. If these fools think their tricks will let them lay claim to you, you’ll be happy to show them otherwise You are a proud and noble scion of the wilds; imbuing you with great strength of will able to push through terrible hardships, and stand your ground against terrifying foes. Moreover, attempts to ensnare, capture or bind you must face not only your physical might; but your strength of will too as ropes snap under your struggles, attempts to seal you away in an energy state risk shattering the device, and even if they achieve some success they will have to fight to keep you there. At the end of the day there are only two ways you’ll bow down to another; by choice or once you have no strength left to stand. This perk is a will booster and provides a fiat guarantee that attempts to capture will fail unless either the Protagonist allows it or they are straight up overpowered.
Rule of the Strong: Strength breeds authority; that’s just a simple fact of life. Be it strength of body, mind or spirit; you can only protect as far as your reach can extend, and only maintain your post by forcing contenders to submit to you. Whenever you lay claim to someone or something (be it a territory, a person or a position) all who would have designs towards it know they will only be able to take it by going straight through you. Attempts to circumvent your protections falling before your prowess; while those who attempt to conceal their interests from you stink of malice and defiance. Lastly, once you put down these upstarts you can make sure that they stay down; whether by terrifying them such that they avoid anything to do with you, forcing them to submit under your rule, or crippling their ability to stand against you for those who challenge you know well the price of their failed ambition. In simpler terms by laying claim to things, he can turn himself into an unavoidable barrier. Anybody trying anything against things he has claimed must go through him first. Attempts to use trickery are instantly detected through an aura of malice and defiance around them. People trying shit can be permanently defeated, either by terrifying them into submission, forcing them to obey you, or by permanently crippling them. All these effects are fiat backed.
Righteous Lord’s Roar: You are more than a simple hermit or dweller of the wild lands; you are the recognized lord of your land, and no evil shall transgress against it without feeling your righteous fury. In times of peril you are the one all in the land turn to for aid; a valiant warrior, and a prime example your kind such that any would be hunter would recognize your power and authority at a glance. You are the first in every charge, and the one to secure the retreat; your very presence inspiring those around you to new heights in the hopes of proving they are worthy to stand beside you, while your foes tremble at the doom they’ve called own upon their heads. As you scatter their forces and shatter their fancy toys they’ll be no doubt of their foolishness, and how fortunate they’ll be should they receive your mercy. In simpler terms, this perk has five parts. Part one: it makes the protagonist the recognized lord of his land. This part of the perk is inactive, because he doesn’t have any land to call his. But when it does activate, this will essentially lead to him being treated as a King with unchallenged authority. Part two: The protagonist becomes a ‘valiant warrior’. This is an alteration to his character, and not very major. Part three: He becomes a visibly impressive version of his kind, so much so that he appears regal and authoritative. Part four: he has an almost supernaturally strong presence, reassuring his allies and intimidating his enemies. Part Five: People around him instinctively see him as a source of safety, and someone to turn to for large scale emergencies.
Foreign yet Fair: Well aren’t you a sight; a spectacular example of your kind whose inhuman features serve to magnify your appeal, rather than take away from it. An arcanine who inspires awe with fur soft as silk, a honedge with a mirror shine fit for a king, or an adorable grimer that smells of incense and perfumes rather than septic tanks. Moreover, no matter what your visage maybe you seem to exude a non-threatening presence; such that even a hydreigon would be seen as a gentle giant and protector, rather than the stuff of nightmares. Why, someone phobic to your kind could approach you; providing their first step on the road to recovery. A potent appearance booster, with fiat backed non-threatening presence. The non-threatening presence can be turned off at will by activating Scent of Strength.
Extraordinary Trait: A significant advantage that can be applied to a broad area; but is clearly abnormal for your species to anyone with passing knowledge on them. You might be capable of bypassing immunities to your type, be able to produce materials other than generic stone with your rock moves, possess telekinesis capable of reshaping and redirecting energy, operate electronic devices through the use of electrical abilities, be a ghost type talented in the art of possession and object animation, or be capable of leveraging your abilities to produce some form of flight.
Extraordinary Trait 1: The protagonist dedicated this one to a uniquely powerful build suited for combat. He defined that as ‘Extremely large, with uniquely structured and very well developed musculature designed for raw power’
Extraordinary Trait 2: The protagonist dedicated this one to raw speed. He simply defined it as ‘As much speed as you(the benefactor) are willing to give me’.
Extraordinary Trait 3: The protagonist dedicated this one to durability, both physical and special. He defined this as ‘As much durability, both physical and special, as you(the benefactor) are willing to give me.’
Mythical Achievement: You possess something truly spectacular; something that represents a great advantage in many areas, and exemplifies what your species is capable of. This power or trait is the kind of thing that in the days of old would ensure legends where spawned around you. This isn’t something that can be emulated on a whim or shared with passing instruction; assuming it isn’t something intrinsic to you to begin with. Obtaining enlightenmentwhich greatly extends your life and allows you to create illusions so detailed they might as well be reality; encompassing areas as large as estates to ensnare creatures into your makeshift world. Producing fruits that act as miracle drugs; curing any malady, extending the lifespans, and
bringing people back from the edge of death. Being able to create and manipulate squads of ice sculptures as if they were living creatures under your command. Enacting grand transformations akin to, if not actually, mega evolutions and form changes without needing items or trainers. Maybe even the ability to control your own evolution; going up and down the different branches of your evolutionary tree at will. Whatever you choose, the world will not be able to ignore you should knowledge of you will spread. The curious, the greedy, the noble, and more; all will come to seek you out to uncover the secrets of your art, take you for themselves, or use you for some nefarious plot. Complete mastery over sketch, such that it can be repeatedly used in fractions of a second, without any outward tell, instantly gaining complete mastery over each move up to what is normally possible for other pokemon, in addition to the ability to dissect moves and stretch their abilities beyond what is normally possible with them.
Partner: The bond between human and pokemon is a beautiful thing; something that has
shaped the very course of this world, and unleashed miracles that have given even legendaries pause. It would be remiss of me to deny you the chance to experience that yourself. This option grants you a friend like no other. Though you may be different in many ways, you are sure to become the greatest of friends in short order; creating a bond so strong that they will stand beside you after your journey has come to an end, one way or another. Alternatively, you may import an existing companion through this option; or perhaps you’d prefer to import a precious pet, even one from your old world. Whatever you choose, they’ll be granted an appropriate background, 800CP, and a history within this world much like yourself. If you chose to be human then this friend is a pokemon; your starter no doubt. If you’re a pokemon then your new friend is a human; one your close to already should you be a Wild One or Urban Adventurer, or your registered Trainer should you be Settled in or a Champion in the Making. Should you be a Drop In, then they’ll no doubt be the first person you meet in this new world. This is Anne.
Link Up: Not happy starting out with just your Partner? Well for 50CP each you may
import or create up to 8 additional traveling companions; gaining 600CP, and entering the world through a suitable Human or Pokemon origin. You may choose whether Pokemon brought in through this option are registered with you, or with another human Companion as their trainer. Any unattached Companion may gain a Partner of their own, with whom they’ll share a
companion slot, but must share their stipend with them.
Link Up 1: This is Cosmog
Link Up 2: This is Aurora
Through the Ultrahole: Infinite timelines, infinite ways this story might’ve played out, and with this option you’ll be going to one of them. Select one Pokemon Anime fanfiction of your choice that does not crossover with another setting. You will now visit that world instead, arriving on the day the events of that story would begin. If this would leave you in a world that is safer or would provide you with a benefit the original lacked then all Drawbacks will only grant half their listed CP; but they’ll also change to reflect the tone and nature of this new world. However, should the world be darker, or makes your stay in this world significantly unpleasant then they’ll grant you 50% more CP. Of course, these drawbacks will adapt to the realities of your new world as well; so try not to bite off more than you can chew. That said, if you or an ally chose to begin your time here as a Legendary Pokemon or Ultra Beast then your choice is of even greater import; as its cost will be adjusted accordingly should its capabilities be different. For example if a humble Shaymin stands as an equal to Mewtwo and Ho-Oh it’s cost would change to 800CP to match its peers; a Shaymin that is the god-like avatar of nature would be ineligible as an option. However, in the same vein once ineligible species
may be chosen should they be closer to other pokemon in scale and power; with even the likes of the mighty Kyogre or Arceus being worth a mere 300CP in a world where their legends are just fanciful stories, and bare little resemblance to their actual capabilities. The fanfiction I used is Tale of An Angry Nerd and an Omniscient Spirit, over on Archive of our Own, and possibly in this thread. I also wrote that specifically to use that here. Is that maybe riding the line of ‘Kosher’? Arguably. But, eh, it’s my fic. It gives me a blank check with the world building, and lets me conveniently ignore bits of canon that would otherwise impede the story. This fanfiction is dark enough that it qualifies for the extra 50% boost. Also, reading that fic is not at all necessary, as it’s protagonist will not appear in this fic, except maybe as an oblique reference, and any alterations he caused in the world will be explained as they come up.
Hopper: Your destiny has been tangled with another’s. They’re a lot like you, and you could be friends if given the chance; but they’re dead set on being your rival, relishing any opportunity to stand in your way. Why they’re so fixated could have any explanation; but thankfully they seem to be more of an annoying punchline then a threat for now. This manifests in the form of an Ursaring, Carter’s ace.
Strap on Your Boots: ‘Cause you’re going to be walking for most of your stay; if not because of how few vehicles seem to go your way, then because you have some terrible fortune when it comes to riding them for more than a quick lift. Ships get hijacked by pirates, planes crash on deserted islands, and cars getting trapped in ursaring territories. These incidents won’t ever threaten your life, but they’ll certainly ruin your travel plans. That said, this won’t happen every time; happening just infrequently enough to convince you it’s worth the gamble. Not really that big of a deal when moves like Teleport, Fly, and Surf are easily accessible to the protagonist.
Warrior’s Pride: You can’t just let others fight for you; you’re a big strong warrior who don’t need no mon! When faced with danger you make sure you’re right in the thick of it; an admirable, if foolish, thing to do around these parts. So slap on a grin, and put up your dukes! He’s a pokemon. This is essentially free points.
Adventure Awaits: You’re quite the weirdness magnet. That puppy you found, and decided to help? It’s being hunted down by crooks to blackmail her rich owner. Go to a museum? Today happens to be the day the seal on ancient ghost is broken, and it’s up to you to team up with the curator to stop it. Meet a cute girl on a cruise? The local Team is after her because she’s an undercover gym leader delivering a special McGuffin they want. Go to a circus? One of their performers just got food poisoning, and if you don’t help them finish their show they won’t have enough money to save the circus. All in all, it seems as if you can’t go more than week without something strange and exciting happening in your vicinity; that’s all but assured to end badly as far as you’re concerned, unless you help out. This is essentially an in story justification for convoluted plot hooks. In universe, the protagonist thought he really needed the points, and that it wouldn’t be that bad.
Hunter Bait: You’re really something special aren’t ‘cha? Now while diversity is all well and good, you might want to be careful of how much attention you draw; as the slightest slip will see you skyrocketing to fame. You’re just so special and awesome that people can’t leave you alone, and while some of this attention might be annoying or even positive; you’re sure to catch the eye of some nefarious elements who would be more than happy to use you for their own ends or pay big money to whomever caught you. If you’re already something exceptional like a Legendary or an Ultra Beast then I’m afraid it’s far too late for you to go unnoticed; having become the primary fixation for someone rather powerful and influential. Whether their plan is something you’d be vehemently against, requires your suffering and/or risk your death to be achieved, or they simply want to hunt you for sport; you can be sure that ending up in their hands is going to be incredibly unpleasant, and that they have the resources to pull it off. If things look grim, perhaps a certain Red Hatted Boy will stumble into things in time to help; but who knows how long that may take, or how far this villains plot will get before he can be stopped. The boy is good, but he can’t save everyone. This drawback does not cancel out Unconquered Soul, or Rule of the Strong.
Human: While they lack the raw power and breadth of ability of pokemon, they make up for it by being adaptive, inventive, and far too curious for their own good. They also hold far more
potential than many of their otherworldly counterparts; a lucky few proving that humanity can certainly stand as equals to the creatures of this world. You may choose to enter this world
through one of the following Backgrounds
Naturalist: Glory and Fame are well and good, but it’s not for you. You’ve always preferred to live in harmony with the world around you; whether protecting the wilds from those who’d abuse them, or simply living a humble happy life in tune with nature. You’ll notice that this description only describes preferences.
Jumper not Faller: Now normally being an interdimensional traveler would attract all
sorts of attention you’d want to avoid; but the locals aren’t used to my brand of work. So with a
little tweak here and there you’ll read as a perfectly normal local; making it so you won’t have to worry about any Ultra Beasts seeking you out, or catching Giratina’s attention. Of course, this just conceals your nature of a Jumper; if you do decide to travel the local multiverse then you
better be prepared for what will happen. If you’re an Ultra Beast then you’re much like Nebby;
having been hatched in this world, and counting as a native to it in the eyes of any who care for
such things.You and all your friends get this just for stopping by, even those you don’t import; that said, if you’re willing to invest 200CP we can set up a more permanent arrangement, ensuring that anyone or anything that pays close attention will find that your “signature” will match those of
the locals of whatever world or plane you’re in. Just keep in mind, you aren’t actually a native;
that difference might be more important than you think. Anne actually is a native.
Sagacious Scout: Unlike city folk you’re quite used to roughing it in all manner of wildlands; having acquired a wide assortment of skills to help you safely explore the untamed corners of the pokemon world. From making basic tools, navigating by stars and weather reading, and climbing mountains to satisfying your basic needs in deserts, knowing the signs that a pokemon is in mating season, and much more. It might not sound flashy, but when you’re miles away from civilization it can make the difference between a good time and a nightmare.
Supreme Services: Everyone has their own set of needs and likes; even some they might not even know they had until the first time it’s satisfied, much to their unexpecting joy. So, it’s no surprise to hear how easily you win others over given your talent for figuring out their wants and needs, while making their fulfillment an enjoyable experience regardless of whether they’re an exotic pokemon or a run of the mill human. Whether preparing a home cooked meal that blows their little minds while meeting their nutritional needs, styling their hair until it’s as soft as high-grade silk and worthy of a runway show, scratching that itch just right, or more esoteric tasks; no one leaves your hands unsatisfied. The limits of this perk are ill-defined, and, as I am not very fond of choosing to interpret things in such a way that it results in a weaker or less competent character, I’ll be ruling that this is as broad as the perk implies. This includes sexual acts, but that will not be relevant on this forum.
Nature’s Wonders: These days it seems like everyone is fixated on electronic trinkets, and synthetic materials. So caught up in a race to whip up the next big thing in their labs, that
they overlook what’s all around them. Take the humble apricorn for instance; a delicate plant
whose fruit is too hard to eat, and can easily go barren if mistreated. However, with a little effort
it’s insides can be juiced to produce a variety of potent performance enhancing supplements, and its hard outer-layer can be turned into myriad of specialized apricorn balls. In much the same way, you can find astounding uses for all kinds of natural resources; many of which can easily compete with the performance of artificially made equivalents, if not surpass them in some ways. This skill is especially great when it comes to development of natural remedies; allowing you to treat maladies that would require complex machines, or potent drugs with a sufficiently well-stocked exotic garden. Like I said before, the limits of this perk are ill-defined, and so I will interpret it to be about as powerful as can be reasonably explained. An appropriate comparison is a fairly powerful worm style tinker power that trades long term scalability for immediately allowing access to the full tech tree.
Gotta Read’em All: Contrary to what many children might think, a good education is
gift to be embraced; especially in a world like this one. So unlike so many others, when given the
chance you dove into your studies and came out all the better from it. You’re particularly smart
for your age, and an incredibly swift reader, well versed in several academic fields; enough to
easily ace your way through any high school, and make the top percentile in most universities. In
future worlds you’ll find your studious nature to be rather rewarding; ensuring you always have
at least the local equivalent of a high-quality high school education, and a much easier time
getting into institutions of higher education.
Scent of Strength: The strong respect the strong, the weak know better to get in their way, and the wise learn how to tell which-is-which. By studying a target, you can easily take their measure; knowing how great their power and force of will is compared to your own. Moreover, you’ve mastered the art of impressing your own strength unto others as the very air reacts to it; making your might self-evident to all who witness you, and allowing you to inspire awe and dread even while looking like a pink marshmallow. As a pokemon trainer, Anne’s strength for the purposes of this perk is equal to that of her combined team’s strength in addition to her own personal strength, rather than only her own personal strength. This also treats the strength of other trainers the same.
(Type) Affinity: Humans are an adaptable bunch, often picking up traits from the creatures around them or being influenced by their surroundings. This often manifests in small but useful boons, and a gift for interacting and training others who share that affinity. One man with an affinity for ghosts would be able to manage their impish ways, and sense them even while incorporeal; while one with an Affinity for Water might be at home in the water, and easily understand the sea life he meets down in the depths.
On its own this is passive quirk of limited utility, though when matched with other options in this section may open the way for curious specializations; such as a Brilliant Spark touched by Water having a talent for ships and hydraulic systems, while a Psion might develop potent hydrokinesis. This perk may be purchased twice, each time selecting a different Type to develop an affinity for; and your first purchase is Discounted for your Starter’s primary Type. As Aurora, Anne’s starter, is a fairy type, Anne’s affinity is towards fairy types.
Fanciful Accessories: Whether a hat, a necklace, a bandana or something else; this singular item is not only hardy and stylish enough to match with a wide-variety of outfits, but is also uniquely yours. Never will you find another person with it, and even if it were to be stolen or destroyed it will find some way back to you in pristine condition within the hour. If you already have a favorite accessory, you may instead import it through this option; granting it the aforementioned traits.
Signature Outfit: A set of stylish clothing that’s as comfortable as they are hardy; being able to handle weeks of wilderness exploration without any wear and tear, and highly resistant to stains. If torn or stolen, you’ll find a new set waiting for
you in your backpack or warehouse. Moreover, once a season you may choose to “update” your
look; replacing them with a new look that better fits your current place in life and the world,
though you may choose to revert them to a previous Signature Outfit should you wish to do so.
Trainer License: A must have for anyone who wants to be a trainer. This shiny license proves you’re sane enough to be trusted with a small horde of magical creatures, and competent enough not to get yourself, or them, killed on your first week out.
The Basics: A special care package containing 6 pokeballs, an assortment of curative items, some basic camping supplies, and a little spending cash to cover your first week on the road.
Local Cuisine: A cookbook created by an exceptionally skilled, and eccentric, chef;
this book can teach anyone how to be a great chef that can please any pallet, and covers every
culinary style imaginable though some of its recipes are rather…quirky. For some reason their
end results never look the way the way they should; but rest assured that even if your jelly donut looks like a rice ball, it’ll still be delicious. Should you master the lessons this book holds,
perhaps you’ll find ways to apply this form of culinary misdirection in other ways.
Keystone: An ancient stone whose untold power can be unlocked by a trainer possessing a powerful bond with their pokemon; its existence is still a mystery to many. When activated this stone may channel Infinity Energy through a partner possessing an appropriate mega stone, causing them to mega evolve; temporarily transforming them into a far more powerful form. However, if the bond between the trainer and their pokemon isn’t strong enough they won’t be able to handle the power; causing them to rampage until they exhaust themselves. Still, in the right hands this could turn an regular pokemon into a force capable of challenging legendaries. Of course, we can’t have you lugging around a loose marble everywhere, so it’ll be inserted into an accessory of your choice; though bangles are the traditional choice. Lastly, to make sure you can put it to good use it’ll come with one mega stone of your choice. If you Purchased The Power of One you gain a discount on this item, and it’s upgrades. The mega-stone is Smeargleite. This is the same item as Mega Wave, Sparkling Finish, and Z-Power. If it seems OP, that is because it is.
Mega Wave: Now how did you get your hand on one of these? A miracle of arcane engineering brought about by the Azoth kingdom; this upgrade allows your Key Stone to mega evolve multiple pokemon at once, and removes the need for your partner pokemon to carry a mega stone. That said, this is normally a rather unpleasant process that would test the loyalty of most pokemon; so I’ll tweak it a little for you. Rather than torturing your pokemon, each connection past the second will place some strain on you instead. A normal man would barely be able to sustain at most six mega evolutions at once, but would likely fall from exhaustion shortly after. Though that’s a small price to pay for the power you’ll gain with this. This is the same item as Key Stone, Sparkling Finish, and Z-Power. If it seems OP, that is because it is.
Sparkling Finish: Did I say you found a Key Stone? I meant to say a Sparkling Stone! A gift of the Guardians of Alola to those they believe hold great potential; when paired with a Z-Crystal it can allow a partnered pokemon to unleash a tremendous expression of elemental power. Be warned, if used too often it can place a strain on both the pokemon and their human partner; so try to use it only once every few minutes. All while still acting as a functional Key Stone! This purchase comes with a single Z-Crystal
of corresponding to a Type of your choice. This is the same item as Key Stone, Mega Wave, and Z-Power. The Z-Crystal is grass type. If it seems OP, that is because it is.
Z-Power: Now we’re cooking with gas! This upgrade increases the size and potency of your Sparkling Stone! Aside from lessening the strain of performing Z-Moves, and allowing it to utilize Legendary Z-Crystals; this one comes with a little extra bonus. Namely, the ability to generate special Z-Crystals for pokemon whom you develop a strong bond with; allowing them to express their natural abilities in truly extraordinary ways. This is the same item as Key Stone, Sparkling Finish, and Mega Wave. If it seems OP, that is because it is.
Hopper: Your destiny has been tangled with another’s. They’re a lot like you, and you could be friends if given the chance; but they’re dead set on being your rival, relishing any opportunity to stand in your way. Why they’re so fixated could have any explanation; but thankfully they seem to be more of an annoying punchline then a threat for now. This manifests in the form of Carter.
Family Troubles: You and your family don’t exactly see eye to eye. Maybe they want you to spend the rest of your life guarding some stupid old tree you don’t care about, they want you to marry someone you absolutely despise, or they treat you like a disappointment for not living up to the family name. Whichever the case, your homelife is rather unpleasant; and should you stay with them you’ll have to endure this friction until you find some way to resolve it. Should you leave you’ll find your problems following you all throughout your stay; either literally such as your crazed fiancé that tries to hunt you down with the full support of you’re your families, or metaphorically as events seem to play out to force you remember and confront your issue time and time again. This manifests as being a known failure and embarrassment her family which is a proud line of prestigious pokemon trainers.
Strap On Your Boots: ‘Cause you’re going to be walking for most of your stay; if not because of how few vehicles seem to go your way, then because you have some terrible fortune when it comes to riding them for more than a quick lift. Ships get hijacked by pirates, planes crash on deserted islands, and cars getting trapped in ursaring territories. These incidents won’t ever threaten your life, but they’ll certainly ruin your travel plans. That said, this won’t happen every time; happening just infrequently enough to convince you it’s worth the gamble. Not really that big of a deal when moves like Teleport, Fly, and Surf are easily accessible to the protagonist.
potential than many of their otherworldly counterparts; a lucky few proving that humanity can certainly stand as equals to the creatures of this world. You may choose to enter this world
through one of the following Backgrounds
Naturalist: Glory and Fame are well and good, but it’s not for you. You’ve always preferred to live in harmony with the world around you; whether protecting the wilds from those who’d abuse them, or simply living a humble happy life in tune with nature. You’ll notice that this description only describes preferences.
Jumper not Faller: Now normally being an interdimensional traveler would attract all
sorts of attention you’d want to avoid; but the locals aren’t used to my brand of work. So with a
little tweak here and there you’ll read as a perfectly normal local; making it so you won’t have to worry about any Ultra Beasts seeking you out, or catching Giratina’s attention. Of course, this just conceals your nature of a Jumper; if you do decide to travel the local multiverse then you
better be prepared for what will happen. If you’re an Ultra Beast then you’re much like Nebby;
having been hatched in this world, and counting as a native to it in the eyes of any who care for
such things.You and all your friends get this just for stopping by, even those you don’t import; that said, if you’re willing to invest 200CP we can set up a more permanent arrangement, ensuring that anyone or anything that pays close attention will find that your “signature” will match those of
the locals of whatever world or plane you’re in. Just keep in mind, you aren’t actually a native;
that difference might be more important than you think. Anne actually is a native.
Sagacious Scout: Unlike city folk you’re quite used to roughing it in all manner of wildlands; having acquired a wide assortment of skills to help you safely explore the untamed corners of the pokemon world. From making basic tools, navigating by stars and weather reading, and climbing mountains to satisfying your basic needs in deserts, knowing the signs that a pokemon is in mating season, and much more. It might not sound flashy, but when you’re miles away from civilization it can make the difference between a good time and a nightmare.
Supreme Services: Everyone has their own set of needs and likes; even some they might not even know they had until the first time it’s satisfied, much to their unexpecting joy. So, it’s no surprise to hear how easily you win others over given your talent for figuring out their wants and needs, while making their fulfillment an enjoyable experience regardless of whether they’re an exotic pokemon or a run of the mill human. Whether preparing a home cooked meal that blows their little minds while meeting their nutritional needs, styling their hair until it’s as soft as high-grade silk and worthy of a runway show, scratching that itch just right, or more esoteric tasks; no one leaves your hands unsatisfied. The limits of this perk are ill-defined, and, as I am not very fond of choosing to interpret things in such a way that it results in a weaker or less competent character, I’ll be ruling that this is as broad as the perk implies. This includes sexual acts, but that will not be relevant on this forum.
Nature’s Wonders: These days it seems like everyone is fixated on electronic trinkets, and synthetic materials. So caught up in a race to whip up the next big thing in their labs, that
they overlook what’s all around them. Take the humble apricorn for instance; a delicate plant
whose fruit is too hard to eat, and can easily go barren if mistreated. However, with a little effort
it’s insides can be juiced to produce a variety of potent performance enhancing supplements, and its hard outer-layer can be turned into myriad of specialized apricorn balls. In much the same way, you can find astounding uses for all kinds of natural resources; many of which can easily compete with the performance of artificially made equivalents, if not surpass them in some ways. This skill is especially great when it comes to development of natural remedies; allowing you to treat maladies that would require complex machines, or potent drugs with a sufficiently well-stocked exotic garden. Like I said before, the limits of this perk are ill-defined, and so I will interpret it to be about as powerful as can be reasonably explained. An appropriate comparison is a fairly powerful worm style tinker power that trades long term scalability for immediately allowing access to the full tech tree.
Gotta Read’em All: Contrary to what many children might think, a good education is
gift to be embraced; especially in a world like this one. So unlike so many others, when given the
chance you dove into your studies and came out all the better from it. You’re particularly smart
for your age, and an incredibly swift reader, well versed in several academic fields; enough to
easily ace your way through any high school, and make the top percentile in most universities. In
future worlds you’ll find your studious nature to be rather rewarding; ensuring you always have
at least the local equivalent of a high-quality high school education, and a much easier time
getting into institutions of higher education.
Scent of Strength: The strong respect the strong, the weak know better to get in their way, and the wise learn how to tell which-is-which. By studying a target, you can easily take their measure; knowing how great their power and force of will is compared to your own. Moreover, you’ve mastered the art of impressing your own strength unto others as the very air reacts to it; making your might self-evident to all who witness you, and allowing you to inspire awe and dread even while looking like a pink marshmallow. As a pokemon trainer, Anne’s strength for the purposes of this perk is equal to that of her combined team’s strength in addition to her own personal strength, rather than only her own personal strength. This also treats the strength of other trainers the same.
(Type) Affinity: Humans are an adaptable bunch, often picking up traits from the creatures around them or being influenced by their surroundings. This often manifests in small but useful boons, and a gift for interacting and training others who share that affinity. One man with an affinity for ghosts would be able to manage their impish ways, and sense them even while incorporeal; while one with an Affinity for Water might be at home in the water, and easily understand the sea life he meets down in the depths.
On its own this is passive quirk of limited utility, though when matched with other options in this section may open the way for curious specializations; such as a Brilliant Spark touched by Water having a talent for ships and hydraulic systems, while a Psion might develop potent hydrokinesis. This perk may be purchased twice, each time selecting a different Type to develop an affinity for; and your first purchase is Discounted for your Starter’s primary Type. As Aurora, Anne’s starter, is a fairy type, Anne’s affinity is towards fairy types.
Fanciful Accessories: Whether a hat, a necklace, a bandana or something else; this singular item is not only hardy and stylish enough to match with a wide-variety of outfits, but is also uniquely yours. Never will you find another person with it, and even if it were to be stolen or destroyed it will find some way back to you in pristine condition within the hour. If you already have a favorite accessory, you may instead import it through this option; granting it the aforementioned traits.
Signature Outfit: A set of stylish clothing that’s as comfortable as they are hardy; being able to handle weeks of wilderness exploration without any wear and tear, and highly resistant to stains. If torn or stolen, you’ll find a new set waiting for
you in your backpack or warehouse. Moreover, once a season you may choose to “update” your
look; replacing them with a new look that better fits your current place in life and the world,
though you may choose to revert them to a previous Signature Outfit should you wish to do so.
Trainer License: A must have for anyone who wants to be a trainer. This shiny license proves you’re sane enough to be trusted with a small horde of magical creatures, and competent enough not to get yourself, or them, killed on your first week out.
The Basics: A special care package containing 6 pokeballs, an assortment of curative items, some basic camping supplies, and a little spending cash to cover your first week on the road.
Local Cuisine: A cookbook created by an exceptionally skilled, and eccentric, chef;
this book can teach anyone how to be a great chef that can please any pallet, and covers every
culinary style imaginable though some of its recipes are rather…quirky. For some reason their
end results never look the way the way they should; but rest assured that even if your jelly donut looks like a rice ball, it’ll still be delicious. Should you master the lessons this book holds,
perhaps you’ll find ways to apply this form of culinary misdirection in other ways.
Keystone: An ancient stone whose untold power can be unlocked by a trainer possessing a powerful bond with their pokemon; its existence is still a mystery to many. When activated this stone may channel Infinity Energy through a partner possessing an appropriate mega stone, causing them to mega evolve; temporarily transforming them into a far more powerful form. However, if the bond between the trainer and their pokemon isn’t strong enough they won’t be able to handle the power; causing them to rampage until they exhaust themselves. Still, in the right hands this could turn an regular pokemon into a force capable of challenging legendaries. Of course, we can’t have you lugging around a loose marble everywhere, so it’ll be inserted into an accessory of your choice; though bangles are the traditional choice. Lastly, to make sure you can put it to good use it’ll come with one mega stone of your choice. If you Purchased The Power of One you gain a discount on this item, and it’s upgrades. The mega-stone is Smeargleite. This is the same item as Mega Wave, Sparkling Finish, and Z-Power. If it seems OP, that is because it is.
Mega Wave: Now how did you get your hand on one of these? A miracle of arcane engineering brought about by the Azoth kingdom; this upgrade allows your Key Stone to mega evolve multiple pokemon at once, and removes the need for your partner pokemon to carry a mega stone. That said, this is normally a rather unpleasant process that would test the loyalty of most pokemon; so I’ll tweak it a little for you. Rather than torturing your pokemon, each connection past the second will place some strain on you instead. A normal man would barely be able to sustain at most six mega evolutions at once, but would likely fall from exhaustion shortly after. Though that’s a small price to pay for the power you’ll gain with this. This is the same item as Key Stone, Sparkling Finish, and Z-Power. If it seems OP, that is because it is.
Sparkling Finish: Did I say you found a Key Stone? I meant to say a Sparkling Stone! A gift of the Guardians of Alola to those they believe hold great potential; when paired with a Z-Crystal it can allow a partnered pokemon to unleash a tremendous expression of elemental power. Be warned, if used too often it can place a strain on both the pokemon and their human partner; so try to use it only once every few minutes. All while still acting as a functional Key Stone! This purchase comes with a single Z-Crystal
of corresponding to a Type of your choice. This is the same item as Key Stone, Mega Wave, and Z-Power. The Z-Crystal is grass type. If it seems OP, that is because it is.
Z-Power: Now we’re cooking with gas! This upgrade increases the size and potency of your Sparkling Stone! Aside from lessening the strain of performing Z-Moves, and allowing it to utilize Legendary Z-Crystals; this one comes with a little extra bonus. Namely, the ability to generate special Z-Crystals for pokemon whom you develop a strong bond with; allowing them to express their natural abilities in truly extraordinary ways. This is the same item as Key Stone, Sparkling Finish, and Mega Wave. If it seems OP, that is because it is.
Hopper: Your destiny has been tangled with another’s. They’re a lot like you, and you could be friends if given the chance; but they’re dead set on being your rival, relishing any opportunity to stand in your way. Why they’re so fixated could have any explanation; but thankfully they seem to be more of an annoying punchline then a threat for now. This manifests in the form of Carter.
Family Troubles: You and your family don’t exactly see eye to eye. Maybe they want you to spend the rest of your life guarding some stupid old tree you don’t care about, they want you to marry someone you absolutely despise, or they treat you like a disappointment for not living up to the family name. Whichever the case, your homelife is rather unpleasant; and should you stay with them you’ll have to endure this friction until you find some way to resolve it. Should you leave you’ll find your problems following you all throughout your stay; either literally such as your crazed fiancé that tries to hunt you down with the full support of you’re your families, or metaphorically as events seem to play out to force you remember and confront your issue time and time again. This manifests as being a known failure and embarrassment her family which is a proud line of prestigious pokemon trainers.
Strap On Your Boots: ‘Cause you’re going to be walking for most of your stay; if not because of how few vehicles seem to go your way, then because you have some terrible fortune when it comes to riding them for more than a quick lift. Ships get hijacked by pirates, planes crash on deserted islands, and cars getting trapped in ursaring territories. These incidents won’t ever threaten your life, but they’ll certainly ruin your travel plans. That said, this won’t happen every time; happening just infrequently enough to convince you it’s worth the gamble. Not really that big of a deal when moves like Teleport, Fly, and Surf are easily accessible to the protagonist.
Pokemon(Cosmog): That said, there is a special exception to this; your own nature as a traveler of worlds giving you a particular affinity for the mysterious Cosmog and its evolutions. Should you wish it, you may start your time in this world as a Cosmog for Free; though take note, for the path to of becoming a true legend will be a long one. This is the relevant except of the larger option. This option is likely intended to be available only for the Jumper, but nowhere does it state that this particular option is not available to companions, and so I will use it.
Wild One: A child of the wilds; untamed and thriving in nature. It’s a harsh life; but one
that grants great strength, and majesty to those who learn from mother nature’s lessons.
Scent of Strength: The strong respect the strong, the weak know better to get in their way, and the wise learn how to tell which-is-which. By studying a target, you can easily take their measure; knowing how great their power and force of will is compared to your own. Moreover, you’ve mastered the art of impressing your own strength unto others as the very air reacts to it; making your might self-evident to all who witness you, and allowing you to inspire awe and dread even while looking like a pink marshmallow.
Unconquered Soul: Respect is something earned; freely given to another, and never taken by cowardly tactics. If these fools think their tricks will let them lay claim to you, you’ll be happy to show them otherwise You are a proud and noble scion of the wilds; imbuing you with great strength of will able to push through terrible hardships, and stand your ground against terrifying foes. Moreover, attempts to ensnare, capture or bind you must face not only your physical might; but your strength of will too as ropes snap under your struggles, attempts to seal you away in an energy state risk shattering the device, and even if they achieve some success they will have to fight to keep you there. At the end of the day there are only two ways you’ll bow down to another; by choice or once you have no strength left to stand. This perk is a will booster and provides a fiat guarantee that attempts to capture will fail unless either Cosmog allows it or they are straight up overpowered.
Rule of the Strong: Strength breeds authority; that’s just a simple fact of life. Be it strength of body, mind or spirit; you can only protect as far as your reach can extend, and only maintain your post by forcing contenders to submit to you. Whenever you lay claim to someone or something (be it a territory, a person or a position) all who would have designs towards it know they will only be able to take it by going straight through you. Attempts to circumvent your protections falling before your prowess; while those who attempt to conceal their interests from you stink of malice and defiance. Lastly, once you put down these upstarts you can make sure that they stay down; whether by terrifying them such that they avoid anything to do with you, forcing them to submit under your rule, or crippling their ability to stand against you for those who challenge you know well the price of their failed ambition. In simpler terms by laying claim to things, it can turn itself into an unavoidable barrier. Anybody trying anything against things it has claimed must go through it first. Attempts to use trickery are instantly detected through an aura of malice and defiance around them. People trying shit can be permanently defeated, either by terrifying them into submission, forcing them to obey, or by permanently crippling them. All these effects are fiat backed. This does conflict somewhat with the protagonist’s own perk.
Super Sleuth: All the smarts in the world are pointless if you can’t find any mysteries
in need of solving. Thankfully you’ve got the sharp wits and keen senses to easily spot things
that are out of place or aren’t quite right. Whether it’s realizing that a note’s been rewritten, that
there’s something odd about the weather, or identifying traps; if it’s worth paying close attention to it seems to pop out to you, and the reasons why fall into place far more smoothly. This might not solve a mystery on its own, but in the search for the Truth it pays to never miss a clue.
Abnormal Arsenal: Now here’s something of interest. Perhaps you inherited a few
moves from your parent, or you’re a new subspecies either way you know how to do something you shouldn’t, being capable pf performing several moves that are unusual for your species. For an additional 100 CP this may include a signature move not tied to a unique legendary; perhaps proof of you being a candidate for the Swords of Justice, or that you’re one-eighth shaymin on your mother’s side. It knows the moves Gravity, Mirror Coat, Psychic Terrain, and Extrasensory.
Extraordinary Trait: A significant advantage that can be applied to a broad area; but is clearly abnormal for your species to anyone with passing knowledge on them. You might be capable of bypassing immunities to your type, be able to produce materials other than generic stone with your rock moves, possess telekinesis capable of reshaping and redirecting energy, operate electronic devices through the use of electrical abilities, be a ghost type talented in the art of possession and object animation, or be capable of leveraging your abilities to produce some form of flight.
Extraordinary Trait 1: This one is defined as ‘Extreme psychic ability, as much as you(the benefactor) are willing to give, such that Cosmog can freely use it’s known moves.’
Extraordinary Trait 2: This one is defined as ‘Extreme size, and as much durability, both physical and special, as you(the benefactor) are willing to give’.
Strap On Your Boots: ‘Cause you’re going to be walking for most of your stay; if not because of how few vehicles seem to go your way, then because you have some terrible fortune when it comes to riding them for more than a quick lift. Ships get hijacked by pirates, planes crash on deserted islands, and cars getting trapped in ursaring territories. These incidents won’t ever threaten your life, but they’ll certainly ruin your travel plans. That said, this won’t happen every time; happening just infrequently enough to convince you it’s worth the gamble. Not really that big of a deal when moves like Teleport, Fly, and Surf are easily accessible to the protagonist.
Crawling Creepers: t seems you’ve undergone a rather traumatic event Jumper; and
while you came out of in one piece, you didn’t escape unscathed. Select one Type of pokemon;
you now possess a deeply rooted phobia of this Type. Perceiving anything related to them, or
hearing they might be nearby, is enough to put you on edge, and you’ll do everything in your
power to avoid them. However, should you be face to face to one you’re equally likely to
become petrified in fear, lash out wildly, or flee from the target as swiftly as possible. Alternatively, you may choose to be phobic towards all pokemon or humans; but in return
experience much weaker symptoms. Though that’s certainly a fair trade; suffering pervasive
unease that causes your chest to tighten, hands to tremble and prevents you from touching them
is certainly better than mind-numbing terror. If this drawback is taken alongside Generation Gap,
then you must choose a Type that is present and prolific in that “generation” of the world. The phobia is of humans in general.
Hunter Bait: You’re really something special aren’t ‘cha? Now while diversity is all well and good, you might want to be careful of how much attention you draw; as the slightest slip will see you skyrocketing to fame. You’re just so special and awesome that people can’t leave you alone, and while some of this attention might be annoying or even positive; you’re sure to catch the eye of some nefarious elements who would be more than happy to use you for their own ends or pay big money to whomever caught you. If you’re already something exceptional like a Legendary or an Ultra Beast then I’m afraid it’s far too late for you to go unnoticed; having become the primary fixation for someone rather powerful and influential. Whether their plan is something you’d be vehemently against, requires your suffering and/or risk your death to be achieved, or they simply want to hunt you for sport; you can be sure that ending up in their hands is going to be incredibly unpleasant, and that they have the resources to pull it off. If things look grim, perhaps a certain Red Hatted Boy will stumble into things in time to help; but who knows how long that may take, or how far this villains plot will get before he can be stopped. The boy is good, but he can’t save everyone. This drawback does not cancel out Unconquered Soul, or Rule of the Strong.
Wild One: A child of the wilds; untamed and thriving in nature. It’s a harsh life; but one
that grants great strength, and majesty to those who learn from mother nature’s lessons.
Scent of Strength: The strong respect the strong, the weak know better to get in their way, and the wise learn how to tell which-is-which. By studying a target, you can easily take their measure; knowing how great their power and force of will is compared to your own. Moreover, you’ve mastered the art of impressing your own strength unto others as the very air reacts to it; making your might self-evident to all who witness you, and allowing you to inspire awe and dread even while looking like a pink marshmallow.
Unconquered Soul: Respect is something earned; freely given to another, and never taken by cowardly tactics. If these fools think their tricks will let them lay claim to you, you’ll be happy to show them otherwise You are a proud and noble scion of the wilds; imbuing you with great strength of will able to push through terrible hardships, and stand your ground against terrifying foes. Moreover, attempts to ensnare, capture or bind you must face not only your physical might; but your strength of will too as ropes snap under your struggles, attempts to seal you away in an energy state risk shattering the device, and even if they achieve some success they will have to fight to keep you there. At the end of the day there are only two ways you’ll bow down to another; by choice or once you have no strength left to stand. This perk is a will booster and provides a fiat guarantee that attempts to capture will fail unless either Cosmog allows it or they are straight up overpowered.
Rule of the Strong: Strength breeds authority; that’s just a simple fact of life. Be it strength of body, mind or spirit; you can only protect as far as your reach can extend, and only maintain your post by forcing contenders to submit to you. Whenever you lay claim to someone or something (be it a territory, a person or a position) all who would have designs towards it know they will only be able to take it by going straight through you. Attempts to circumvent your protections falling before your prowess; while those who attempt to conceal their interests from you stink of malice and defiance. Lastly, once you put down these upstarts you can make sure that they stay down; whether by terrifying them such that they avoid anything to do with you, forcing them to submit under your rule, or crippling their ability to stand against you for those who challenge you know well the price of their failed ambition. In simpler terms by laying claim to things, it can turn itself into an unavoidable barrier. Anybody trying anything against things it has claimed must go through it first. Attempts to use trickery are instantly detected through an aura of malice and defiance around them. People trying shit can be permanently defeated, either by terrifying them into submission, forcing them to obey, or by permanently crippling them. All these effects are fiat backed. This does conflict somewhat with the protagonist’s own perk.
Super Sleuth: All the smarts in the world are pointless if you can’t find any mysteries
in need of solving. Thankfully you’ve got the sharp wits and keen senses to easily spot things
that are out of place or aren’t quite right. Whether it’s realizing that a note’s been rewritten, that
there’s something odd about the weather, or identifying traps; if it’s worth paying close attention to it seems to pop out to you, and the reasons why fall into place far more smoothly. This might not solve a mystery on its own, but in the search for the Truth it pays to never miss a clue.
Abnormal Arsenal: Now here’s something of interest. Perhaps you inherited a few
moves from your parent, or you’re a new subspecies either way you know how to do something you shouldn’t, being capable pf performing several moves that are unusual for your species. For an additional 100 CP this may include a signature move not tied to a unique legendary; perhaps proof of you being a candidate for the Swords of Justice, or that you’re one-eighth shaymin on your mother’s side. It knows the moves Gravity, Mirror Coat, Psychic Terrain, and Extrasensory.
Extraordinary Trait: A significant advantage that can be applied to a broad area; but is clearly abnormal for your species to anyone with passing knowledge on them. You might be capable of bypassing immunities to your type, be able to produce materials other than generic stone with your rock moves, possess telekinesis capable of reshaping and redirecting energy, operate electronic devices through the use of electrical abilities, be a ghost type talented in the art of possession and object animation, or be capable of leveraging your abilities to produce some form of flight.
Extraordinary Trait 1: This one is defined as ‘Extreme psychic ability, as much as you(the benefactor) are willing to give, such that Cosmog can freely use it’s known moves.’
Extraordinary Trait 2: This one is defined as ‘Extreme size, and as much durability, both physical and special, as you(the benefactor) are willing to give’.
Strap On Your Boots: ‘Cause you’re going to be walking for most of your stay; if not because of how few vehicles seem to go your way, then because you have some terrible fortune when it comes to riding them for more than a quick lift. Ships get hijacked by pirates, planes crash on deserted islands, and cars getting trapped in ursaring territories. These incidents won’t ever threaten your life, but they’ll certainly ruin your travel plans. That said, this won’t happen every time; happening just infrequently enough to convince you it’s worth the gamble. Not really that big of a deal when moves like Teleport, Fly, and Surf are easily accessible to the protagonist.
Crawling Creepers: t seems you’ve undergone a rather traumatic event Jumper; and
while you came out of in one piece, you didn’t escape unscathed. Select one Type of pokemon;
you now possess a deeply rooted phobia of this Type. Perceiving anything related to them, or
hearing they might be nearby, is enough to put you on edge, and you’ll do everything in your
power to avoid them. However, should you be face to face to one you’re equally likely to
become petrified in fear, lash out wildly, or flee from the target as swiftly as possible. Alternatively, you may choose to be phobic towards all pokemon or humans; but in return
experience much weaker symptoms. Though that’s certainly a fair trade; suffering pervasive
unease that causes your chest to tighten, hands to tremble and prevents you from touching them
is certainly better than mind-numbing terror. If this drawback is taken alongside Generation Gap,
then you must choose a Type that is present and prolific in that “generation” of the world. The phobia is of humans in general.
Hunter Bait: You’re really something special aren’t ‘cha? Now while diversity is all well and good, you might want to be careful of how much attention you draw; as the slightest slip will see you skyrocketing to fame. You’re just so special and awesome that people can’t leave you alone, and while some of this attention might be annoying or even positive; you’re sure to catch the eye of some nefarious elements who would be more than happy to use you for their own ends or pay big money to whomever caught you. If you’re already something exceptional like a Legendary or an Ultra Beast then I’m afraid it’s far too late for you to go unnoticed; having become the primary fixation for someone rather powerful and influential. Whether their plan is something you’d be vehemently against, requires your suffering and/or risk your death to be achieved, or they simply want to hunt you for sport; you can be sure that ending up in their hands is going to be incredibly unpleasant, and that they have the resources to pull it off. If things look grim, perhaps a certain Red Hatted Boy will stumble into things in time to help; but who knows how long that may take, or how far this villains plot will get before he can be stopped. The boy is good, but he can’t save everyone. This drawback does not cancel out Unconquered Soul, or Rule of the Strong.
Pokemon: I did not paste it here because it was more than three hundred words speaking only on pricing of the many different pokemon species. Aurora is a Flabebe.
Settled In: Whether you were used to live for war or were born in comfort, you've chosen the path of companionship. Your wild brethren may call you domesticated, but you live for something more important now. Where others strive for power, and glory you seek a peaceful life among those you love; having developed the grace and care to live among them. It’s not a thrilling life, but you wouldn’t give it up for the world.
Foreign yet Fair: Well aren’t you a sight; a spectacular example of your kind whose inhuman features serve to magnify your appeal, rather than take away from it. An arcanine who inspires awe with fur soft as silk, a honedge with a mirror shine fit for a king, or an adorable grimer that smells of incense and perfumes rather than septic tanks. Moreover, no matter what your visage maybe you seem to exude a non-threatening presence; such that even a hydreigon would be seen as a gentle giant and protector, rather than the stuff of nightmares. Why, someone phobic to your kind could approach you; providing their first step on the road to recovery. A potent appearance booster, with fiat backed non-threatening presence.
Unconquered Soul: Respect is something earned; freely given to another, and never taken by cowardly tactics. If these fools think their tricks will let them lay claim to you, you’ll be happy to show them otherwise You are a proud and noble scion of the wilds; imbuing you with great strength of will able to push through terrible hardships, and stand your ground against terrifying foes. Moreover, attempts to ensnare, capture or bind you must face not only your physical might; but your strength of will too as ropes snap under your struggles, attempts to seal you away in an energy state risk shattering the device, and even if they achieve some success they will have to fight to keep you there. At the end of the day there are only two ways you’ll bow down to another; by choice or once you have no strength left to stand. This perk is a will booster and provides a fiat guarantee that attempts to capture will fail unless either she allows it or she are straight up overpowered.
Heart Warming Fluff: Some pokemon seek strength, others adventure; but when given the choice, you became a companion. You did not make this choice lightly, having gone to great lengths to ensure that your humans are taken care of well; becoming what many might call the ideal friend. You’re exceptionally enjoyable to be around and are able to read your loved ones like no other; easily piercing whatever façades they put up to get through to them, and knowing just how to turn a terrible day around. So long as you have a say in it, no one you care for will end their days in tears. Given time your aid could be invaluable to helping others heal emotionally, and help a broken-hearted soul smile again.
Extraordinary Trait: A significant advantage that can be applied to a broad area; but is clearly abnormal for your species to anyone with passing knowledge on them. You might be capable of bypassing immunities to your type, be able to produce materials other than generic stone with your rock moves, possess telekinesis capable of reshaping and redirecting energy, operate electronic devices through the use of electrical abilities, be a ghost type talented in the art of possession and object animation, or be capable of leveraging your abilities to produce some form of flight.
Extraordinary Trait 1: It is defined as ‘Extreme skill and ability with the move Grassy Terrain, such that it is massively more potent than common uses, along with being able to grow plants already in the area massively faster.’
Extraordinary Trait 2: It is defined as ‘Extreme talent and ability with grass type moves, including the ability to learn practically all of them.’
Strap On Your Boots: ‘Cause you’re going to be walking for most of your stay; if not because of how few vehicles seem to go your way, then because you have some terrible fortune when it comes to riding them for more than a quick lift. Ships get hijacked by pirates, planes crash on deserted islands, and cars getting trapped in ursaring territories. These incidents won’t ever threaten your life, but they’ll certainly ruin your travel plans. That said, this won’t happen every time; happening just infrequently enough to convince you it’s worth the gamble. Not really that big of a deal when moves like Teleport, Fly, and Surf are easily accessible to the protagonist.
Hopper: Your destiny has been tangled with another’s. They’re a lot like you, and you could be friends if given the chance; but they’re dead set on being your rival, relishing any opportunity to stand in your way. Why they’re so fixated could have any explanation; but thankfully they seem to be more of an annoying punchline then a threat for now. This manifests in the form of Carter’s starter, a Meganium.
Settled In: Whether you were used to live for war or were born in comfort, you've chosen the path of companionship. Your wild brethren may call you domesticated, but you live for something more important now. Where others strive for power, and glory you seek a peaceful life among those you love; having developed the grace and care to live among them. It’s not a thrilling life, but you wouldn’t give it up for the world.
Foreign yet Fair: Well aren’t you a sight; a spectacular example of your kind whose inhuman features serve to magnify your appeal, rather than take away from it. An arcanine who inspires awe with fur soft as silk, a honedge with a mirror shine fit for a king, or an adorable grimer that smells of incense and perfumes rather than septic tanks. Moreover, no matter what your visage maybe you seem to exude a non-threatening presence; such that even a hydreigon would be seen as a gentle giant and protector, rather than the stuff of nightmares. Why, someone phobic to your kind could approach you; providing their first step on the road to recovery. A potent appearance booster, with fiat backed non-threatening presence.
Unconquered Soul: Respect is something earned; freely given to another, and never taken by cowardly tactics. If these fools think their tricks will let them lay claim to you, you’ll be happy to show them otherwise You are a proud and noble scion of the wilds; imbuing you with great strength of will able to push through terrible hardships, and stand your ground against terrifying foes. Moreover, attempts to ensnare, capture or bind you must face not only your physical might; but your strength of will too as ropes snap under your struggles, attempts to seal you away in an energy state risk shattering the device, and even if they achieve some success they will have to fight to keep you there. At the end of the day there are only two ways you’ll bow down to another; by choice or once you have no strength left to stand. This perk is a will booster and provides a fiat guarantee that attempts to capture will fail unless either she allows it or she are straight up overpowered.
Heart Warming Fluff: Some pokemon seek strength, others adventure; but when given the choice, you became a companion. You did not make this choice lightly, having gone to great lengths to ensure that your humans are taken care of well; becoming what many might call the ideal friend. You’re exceptionally enjoyable to be around and are able to read your loved ones like no other; easily piercing whatever façades they put up to get through to them, and knowing just how to turn a terrible day around. So long as you have a say in it, no one you care for will end their days in tears. Given time your aid could be invaluable to helping others heal emotionally, and help a broken-hearted soul smile again.
Extraordinary Trait: A significant advantage that can be applied to a broad area; but is clearly abnormal for your species to anyone with passing knowledge on them. You might be capable of bypassing immunities to your type, be able to produce materials other than generic stone with your rock moves, possess telekinesis capable of reshaping and redirecting energy, operate electronic devices through the use of electrical abilities, be a ghost type talented in the art of possession and object animation, or be capable of leveraging your abilities to produce some form of flight.
Extraordinary Trait 1: It is defined as ‘Extreme skill and ability with the move Grassy Terrain, such that it is massively more potent than common uses, along with being able to grow plants already in the area massively faster.’
Extraordinary Trait 2: It is defined as ‘Extreme talent and ability with grass type moves, including the ability to learn practically all of them.’
Strap On Your Boots: ‘Cause you’re going to be walking for most of your stay; if not because of how few vehicles seem to go your way, then because you have some terrible fortune when it comes to riding them for more than a quick lift. Ships get hijacked by pirates, planes crash on deserted islands, and cars getting trapped in ursaring territories. These incidents won’t ever threaten your life, but they’ll certainly ruin your travel plans. That said, this won’t happen every time; happening just infrequently enough to convince you it’s worth the gamble. Not really that big of a deal when moves like Teleport, Fly, and Surf are easily accessible to the protagonist.
Hopper: Your destiny has been tangled with another’s. They’re a lot like you, and you could be friends if given the chance; but they’re dead set on being your rival, relishing any opportunity to stand in your way. Why they’re so fixated could have any explanation; but thankfully they seem to be more of an annoying punchline then a threat for now. This manifests in the form of Carter’s starter, a Meganium.