I'm enjoying a certain random element in my Jumpchains, so I'm picking them up as they're completed rather than in any particular order. Sometimes this will lead to being ridiculously overpowered for the setting. By the time that The Fast & The Furious was completed... well, just look at the list. So sometimes these worlds are more of a rest time than anything else, at least compared to the usual fare.
Again partly for the sake of randomness more than just saving precious Character Points, whenever there's an option to roll the d8 to find out where I go, how old I am when I get there, or what the Devil Fruit does to me, I'm going to roll the d8.
Jumpchain CYOA: What is it?
World 01: Pokemon Trainer
Interlude: Cosmic Warehouse & Body Mod
World 02: Infamous
World 03: Harry Potter
World 04: Knights of the Old Republic
World 05: Fullmetal Alchemist
World 06: Yu-Gi-Oh
For those interested, the Move List for any Pokemon in the Jumpchain:
Feraligatr (Water)
Totodile was my Starter in the Pokemon Trainer CYOA, and it included the Mental Bond option (does what it sounds like) and an egg move, Metal Claw.
- Metal Claw: Good for going toe-to-toe.
- Hydro Pump: Of course, I'd much rather break bones with a pressurized water blast from afar. I'll assume I can dial it down too, for non-lethal situations. I want to keep the body count down if possible.
- Ice Fang: "Cold-infused fangs?" I can see a use for that.
- Shadow Claws: "Sharp claws made from shadows."
Another water-type. If we're duking it out over water, I'm sorry, you just can't touch this. Greninja "creates throwing stars out of compressed water." It is a ninja frog. Do I have to go on?
- Water Shuriken: The throwing star move.
- Night Slash: Good against opponents whose "attention is diverted." I have other pogheys that are good for assassinations, but I doubt this will prove redundant. This lets me set them up as a team together, if anything, which is better than sending one out alone.
- Blizzard: I'm sorry that you didn't plan for cold weather in the middle of August. I hope you enjoy your frostbite.
- Smokescreen: This ninja has unlimited smoke bombs. Come on.
Treecko strikes me as kind of derpy somehow, but I have respect for Sceptile, and I'd like to have a grass-type on the team.
- Leaf Storm: Yes, you are going to be chopped to bits by a bunch of leaves.
- Absorb: And my gecko-dragon is a veritable vampire. There is no way this can go wrong.
- Solar Beam: A... sun-powered vampire? Well okay. At least it won't sparkle.
- Rest: Outside of the Pokemon Trainer universe my pogheys will slowly heal on their own, but this will speed up the process for Sceptile in case my back is too far to the wall for me to wait that long.
Having pogheys with fantastic powers is great, but I'm also glad to have some that can handle themselves without resorting to special powers, which is why I've selected Pangoro and Toxicroak.
- Crunch: Chomp chomp, om nom nom.
- Comet Punch: A flurry of strikes that can overwhelm the opponent or, possibly, fend off multiple attackers.
- Rain Dance: I've got two water-types, so it'll be helpful to improve their capabilities if necessary.
- Fling: It never hurts to throw something heavy at the other guy.
Very, very poisonous giant frog. Apparently I have a thing for frogs, too. I guess they just make good Pokemon.
- Venoshock: "Drenches the target in a special poisonous liquid." This has some non-combat utility too, since it implies that there's enough to harvest a significant quantity on a regular basis. Even if I can only do it every couple of weeks, that's a lot of poison that nobody outside any of the Pokemon universes has seen before.
- Sucker Punch: Hand-to-hand combat with a first strike advantage.
- Nasty Plot: A nice intelligence boost. Even if it only helps Toxicroak think up, well, nasty plots (like assassinations) you can't go wrong with having a good head on your shoulders.
- Rock Smash: And if rocks can be broken, bones probably can be, too.
I needed a flying poghey to round out my team and a psychic-type wasn't a bad idea while I was at it.
- Psychic: A general telekinetic power. Lots of uses in and out of combat.
- Ominous Wind: An area-of-effect attack that may also temporarily increase Xatu's abilities.
- Teleport: I'm going to be using this so much. Probably the most important move here. Even after apparition becomes possible it's not a bad idea to have a back-up option.
- Dream Eater: Some people are going to be dying in their sleep, it looks like.
so i've been looking for a jumpchain fanfic to read can you recommend one
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