• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Signups Adventure by Post Thread - Gen IX

nightblitz42

is a Forum Moderatoris a Top Community Contributor
Moderator
Judge's Guide

Overview​

Adventure by Post (ABP) is a long-form storytelling game. In this game, one player (called the Quester) controls a Trainer and their partner Pokemon. On their journey through the original region of Karca, they will encounter storied towns, clash with strange and ambitious ne’er-do-wells, and probably get up to lots and lots of trouble. The exact stories and encounters change each telling.

On the opposite end of the Quester is the Judge. The Judge operates similarly to a GM in a traditional tabletop RPG, setting up the world elements and directing the flow of action. When the Quester acts, it’s up to the Judge to determine what the results for that action are.

ABP is meant to be played by using the same Trainer over multiple Sessions (although, this is not a strict requirement). A Session begins when a Judge accepts a Quester's signup post, and ends when either the Quester or Judge decide that the story has reached a good stopping point. From there, the Quester can begin the next Session by submitting another signup post. Sessions can have different Judges from one another.

Each player should have 1 thread to contain all their ABP posts.

This game is rules-light – meaning, player actions usually don’t have strict rules and outcomes tied to them. Generally, a move does whatever it’s going to do in the situation. (If you ask your Judge how a specific action would work, you’ll probably get a response like that.) So, if using Fireball does one thing in one situation, don’t be surprised if it works totally differently the next time! As Quester, it’s best to play fast and loose, and do what you think fits the story rather than worry about specific mechanics.

Hours / Rewards​

Quester Hours: 48 Turn, 72 Session
Entry: no cost
Payment: no payment

Judge Hours: 72 Turn, 24 Session₁, 48 Session₂
Entry: no cost
Payment: 10:rule book:Accolades to the Judge who completed the Session (minimum duration of 9 Quester Turns).
3:rule book: bonus Accolades if the Judge was timely (no Session₂ hours used).

The World of ABP: The Karca Region​

ABP takes place in the Karca Region: A beautiful region with a diverse ecosystem and many scenic towns to visit. Throughout history it has always been an idyllic place. Regrettably, our story begins approximately 5 months into the Mystery Dungeon disaster that has plunged it into turmoil.

Mystery Dungeons! Strange, space-warping phenomena that have been popping up unexplained all throughout Karca. When a Mystery Dungeon appears, it warps and displaces the space that was there before it – and when a Mystery Dungeon disappears, it takes whatever used to be there with it! Buildings, places, and people gone without a trace! How can life in Karca go on?

Beyond their panicked despair, some Karcans believe they have found opportunity. Various organizations are taking advantage of the social chaos caused by the Mystery Dungeon crisis to run amok. Each vies for control over the fractured region. You might run into some of them on your adventure: Team 0n3, a gang of art-fanatics crusading against individuality; Midas Corporation and its lawless, money-grabbing CEO; or perhaps one of the many underground organizations fighting across the region in total secrecy!

What about you? What are you looking for in your travels, as you wander from place to place across the region? Fame? Fortune? Adventure? Or, something else entirely?

How to Play​

You control all the members of your party. On your turn, describe what you try to do. (It is recommended to try to have each of your characters do something each turn, when possible.)

The Judge will respond to your post with the results of your attempted actions.

Stress​

Each of your party members has a Stress meter, with a value from 0 to 4.

When you rely a lot on one team member, or when something distressing happens to them, their Stress may increase. If their Stress level reaches 4, they will begin to act unpredictably. Actions they take may also be unreliable. If that happens, it is best to try to reduce their Stress at the next opportunity.

A character’s Stress will go down if they indulge in one of their Vices: selfish, troublesome actions listed on their Character Sheet. You can also reduce a character’s Stress by spending Resources on rest or recreation, or possibly through various in-game actions.

Expertise​

Player characters have Expertise in certain skills. What that means is, when that character attempts the skill they have Expertise in, they are guaranteed to succeed (in most contexts). You don’t need to declare that you are using Expertise, it is applied automatically.

Trouble is, actions using Expertise are likely to crank up the user’s Stress level – especially when the user is being made to act alone. Also worth noting: a character’s Expertise bonus is nullified while the user is burnt out on Stress.

Resources​

The supplies and money you carry are indicated by your party’s Resource Meter. It has a value between 0 and 5.

On your turn, you may spend 1 resource to produce any common item that a traveler in your position would be expected to have (for example: tools, supplies, food, water, or cash). Whatever you generate this way persists until spent, or until the end of the session.

Character Creation​

A party has 2-3 characters:
  1. A Trainer. A human.
  2. A Partner. A Pokemon who belongs to the Trainer.
  3. A Tagalong. (Optional) A human or Pokemon. A Tagalong is someone who chooses to be with the party for the moment, but might leave the party at any time on a whim. A Tagalong cannot be a Pokemon the Trainer owns. If you don't have a Tagalong, you may recruit a new one between sessions or during the course of your adventure. (If you recruit a Tagalong during your adventure, some of the entries in their Character Sheet might be pre-filled out by the Judge.)
Additionally, one of the party members carries a Keepsake item.

Pokemon Limitations​

You don’t need to own a Pokemon in BBP to have it as a partner in ABP.

The kind of story ABP is trying to tell isn’t well-suited for Trainers with God-tier Legendary Pokemon. As a compromise: if you choose a Legendary Pokemon as your partner, they must be “powered-down” to the approximate power level of an ordinary Pokemon. You may decide on an in-story explanation for this power difference.

You cannot begin the game with a Legendary Pokemon as a Tagalong. (But, in the very unlikely event you somehow manage to recruit one, they will be at full power!)

Trainer​

Name: _______
Pronouns: _______
Description: ________________

Desire (1 thing that motivates them above all else):
  • _________________________________
Expertise (2 things they are outstandingly good at):
  • ________
  • ________
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • ________
  • ________
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • ________
  • ________

Partner Pokemon​

Name: _______
Pronouns: _______
Description: ________________

Connection (What makes their bond with their Trainer strong):
  • _____________________________________
Expertise (2 things they are outstandingly good at):
  • ________
  • ________
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • ________
  • ________
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • ________
  • ________

Tagalong (Optional)​

Name: _______
Pronouns: _______
Description: ________________

Desire (1 thing that motivates them above all else):
  • _____________________________________
Expertise (2 things they are outstandingly good at):
  • ________
  • ________
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • ________
  • ________
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • ________
  • ________

Keepsake​

A Keepsake is an object belonging to one of your party members, typically a small trinket or accessory, that is very important to its owner. Having one will imperceptibly alter the course of your adventure. If you lose it, its influence over your adventure will also cease; in which case, you should find another as soon as possible.

One might consider it a “secret” fourth party member. Hold it close, like a treasured friend.

A Keepsake has one of four Classes:

Trophy​

A Keepsake commemorating a great triumph. Embodies “Power.” Your adventure will be a chaotic one, where situations will turn on a dime. Be brave and hold fast.

Gift​

A Keepsake commemorating a special someone’s feelings for you. Embodies “Soul.” The receptive will see the world for what it is, in both its beauty and decay.

Worldpiece​

A Keepsake plucked from nature, of a gone and forgotten time and place. Worth nothing. Embodies “Death.” The most precious of all.

Curse​

A Keepsake that was forced upon you as a sign of shame and resentment. Embodies “Envy.” Suffer nobody else to constrain your full potential ever again.

Keepsake​

Class: __________
Description: ____________________
History: _____________________
Held By: ________
A player can sign up by posting their Character Sheet below, as well as their ABP thread (if they are a returning player).
First-time signups get priority in the queue.

As always, repost the Queue underneath your signup.
 
Last edited:
Signing up so that anybody who might want to Judge can do so.
Give this signup the lowest queue priority.

veteranf.png


Name: Endurtaka
Pronouns: She/Her
Description said:
A cold, closed-off person. Superficial politeness performed with no warmth.

Endurtaka was raised by a single father. When Endurtaka was still a baby, her mother abandoned the family to travel abroad as a Pokemon Trainer. Endurtaka never got to meet her.

Many years later, out of the blue, her mother mailed her a package containing two gifts: a massive ruby (a note attached instructed her to sell it for no fewer than six digits) and a Pokeball.

Endurtaka interpreted her mother's gifts as an apology of sorts -- money and companionship to make up for a lack thereof. She was unimpressed... Even more so when a Sableye she released from the Poke Ball immediately pounced upon the ruby and swallowed it whole! To her frustration, Endurtaka was unable to induce vomiting in the Sableye. The treasure was gone. Unforgivable.

In Endurtaka's home region, there are strict laws that forbid releasing a Pokemon into the wild. So, coldly, Endurtaka takes her irksome Sableye to Karca where the laws are less rigid, enticing her Sableye with false promises of adventure and friendship.

Desire (1 thing that motivates them above all else):
  • Abandon Shippdit the Sableye somewhere discreetly in Karca.
Expertise (2 things they are outstandingly good at):
  • Makes up stories.
  • Stands her ground vs. an imposing/intimidating foe.
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • Refuses help when it is available.
  • Tries to pass Shippdit onto someone else.
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • Snaps at her Pokemon.
  • Distrusts + betrays an unambiguously friendly ally.
:sv/sableye:
Name: Shippdit the Sableye
Pronouns: She/Her
Description said:
A dainty and proper lady who carries herself impeccibly (at least, when food isn't concerned).

Having gone on countless fun and thrilling adventures with her previous Trainer, Shippdit looks forward to more-of-the-same with her wonderful new Trainer Endurtaka!

Shippdit doesn't know anything about her new Trainer. But, she gets the impression that Endurtaka isn't often happy. It's very important to Shippdit that people who don't often get nice things, get what they want. Especially her Trainer! Perhaps an impromptu trip to a new Region will give this Sableye some opportunities to win the heart of her somber Trainer?

In battle, Shippdit uses a strange power to darken the foe's vision, then she ambushes her blinded enemy with sharp claws.

Connection (What makes their bond with their Trainer strong):
  • Wants to cheer up her Trainer. Becomes distressed if she sees Endurtaka unahppy.
Expertise (2 things they are outstandingly good at):
  • Charms with lady-like social etiquette (ineffective on Endurtaka).
  • Finds her Trainer and surprises her with little trinkets.
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • Decorates herself frivolously.
  • Turns into a rabid animal at the sight of food -- especially gems (her favorite).
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • Climbs onto her Trainer like a frightened koala cub.
  • Accidentally terrifies the weakest friendly character present.
Keepsake: [Curse] - A ticket for a ferry departing from Karca. Admits 1.
Endurtaka keeps it in her inner coat pocket at all times. Proof of her shameful hidden intentions.


Queue:
Quester: nightblitz42 [signup link] (no thread)
 
magmagruntf-rse.png

Name: Courtney
Pronouns: She/Her
Description: Courtney has led a long career managing the team magma headquarters. For all her life, she has always valued Respect in teamwork. When asked if her headquarters might branch out to other people, she would laugh and say "Of course I will reach out if they want to join for teamwork and respect."

The night before she was planning to become a leader, something remarkable happened: she won a Team Medal in a friendly game of Pokémon tournaments. She had never been a good winner before, so even if the piece itself was cheap, Courtney's victory sated an unknown hunger with him: a hunger for strength, and for all of it's power. On a day, she had more power than anyone could. She made new friends and to this day she was stronger than ever.

Desire To be respectful and strong!

Expertise:
  • Appearing strong
  • Working with others and teamwork.
Vices:
  • Gain trust from her Pokémon and stand up for herself
  • Prove herself worthy in any Pokémon battle
Stress Events:
  • Losing in a fight
  • Be shy and don't act.
:sv/houndoom:

Name: Hunter
Pronouns: He/Him
Description: A sinister Dark/Fire Pokémon who lives inside a Team Medal. He chose Courtney as its owner because it sensed that she was strong and powerful and respectful. Hunter has revealed to Courtney when she first met. When not inside the Medal, Hunter comes out to say hi.

Connection: Thinks Courtney is a good team leader.

Expertise:
  • Growls when a water Pokémon is around
  • Is very powerful against psychic type Pokémon
Vices:
  • Can communicate to other dark/fire Pokémon
  • Can find food
Stress Events:
  • Is afraid of water Pokémon
  • Causes mayhem when mad
Type: Medal.

Queue:
Quester: des121 https://www.smogon.com/forums/threads/adventure-by-post-thread-gen-ix.3771449/post-10733191 (no thread)
 
I'd like to do this (might as well while waiting for my profiles to be approved)

Trainer​

Name: Bun
Pronouns: He/Him
Description: A strange individual who appeared randomly in the region one day. For some reason, hides their head in a hoodie! In reality, this is just to hide his bunny ears... Otherwise, he looks pretty normal. Somewhat fluffy orangish-cream hair. Enjoys spending time alone with his Araquanid, Gumi. Talking to people is a bit scary, after all! Wanders the region to see whats in store for him.

Desire (1 thing that motivates them above all else):
  • He'd like to see what this region is like! It's entirely new, and he might as well enjoy it to the fullest. ...And maybe, find a way back home.
Expertise (2 things they are outstandingly good at):
  • Using powerful and nimble arms! (like, literally... he's good with his hands.)
  • Swimming and Diving! (I hope this doesn't count as two things... they should be simple enough to be one thing, right?)
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • Eating sweets.
  • Getting distracted by something that looks fun!
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • He'd probably go facefirst into Gumi's bubble just to blot out the sounds of other people.
  • That, or he might go into a fit and actually hurt someone by his own hands...

Partner Pokemon​

Name: Gumi
Pronouns: She/Her
Description: An Araquanid that enjoys eating... well, Gummies! Very friendly and social, which is unfortunate considering her species. Her larger than usual size also doesn't help.

Connection (What makes their bond with their Trainer strong):
  • Enjoys traveling with Bun, even if they're seperated from all of their other friends.
Expertise (2 things they are outstandingly good at):
  • Swimming and Diving (It's literally what Araquanid does...)
  • Weaving webs in a variety of shapes.
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • Eats the food in Bun's bag when peckish.
  • Carries Bun to where she wants to go, rather than where he does.
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • Drowns people/pokemon in her bubble.
  • Uses her sticky bubbles to stick an unfortunate target in place.

Keepsake​

Class: Gift
Description: A stone tablet Bun found in his pocket. Capable of shrinking or growing at will, it responds most actively when either of the two are in danger. Neither of the two have any idea how or why. Bun calls it the "Secret up his Sleeve" square, a name Gumi feels is quite casual for what is probably quite the important object.
History: Someone far greater than most can imagine has bestowed a gift. The essence of water lurks within, waiting to be used when the time is right. They don't know it yet, but that someone is watching their every move with much interest.
Held By: Bun
Queue:
:araquanid: Dylando
 
Name: Doduodrio
ABP Thread: Click me!

Trainer
1761535377429.png

Name: Duo
Pronouns: he/him
Description: A young and rather inexperienced trainer. Duo used to be in training to become a Pokémon Ranger, but after meeting and befriending many Pokémon, he decided to leave to go on adventures with them. Duo battles on occasion, but he isn't very good at it, mostly relying on his Pokémon's natural abilities to help him win.

Desire:
- Strengthening his bond with his Pokémon

Expertise:
- Listening to and empathizing with people
- Navigation

Vices:
- Zoning out
- Separating from the group to take a break

Stress Events:
- Freezing up
- Forgetting something really important
Partner Pokémon
:bw/ditto:
Name: Mimi
Pronouns: they/them
Description: Mimi is quite mischievous. Often, they'll hide behind a corner and then spring out at whoever passes by. Other times, they'll slide around on the floor, causing people to slip on her gelatinous body. Nobody ever really knows where Mimi is at one time, but usually, they'll be exactly where they need to be when they need to be there.

Connection: Mimi doesn't really talk much, but they seem to enjoy Duo's presence. Oftentimes, Mimi will stow away under Duo's hat (or even as Duo's hat) when he goes out, and they also like to follow Duo around the house. Mimi is rather cute and agreeable, so Duo enjoys being with Mimi as well.

Expertise:
- Transforming into small everyday objects
- Temporarily mimicking someone else's face, voice, fingerprint, or other biometrics

Vices:
- Pranking someone by transforming into something surprising (e.g. a puddle, a scary mask)
- Clinging to someone and refusing to let go, especially in an uncomfortable position

Stress Events:
- Hiding under Duo's hat
- Transforming into a small object and refusing to transform back
Keepsake
:metal powder:
Class: Worldpiece
Description: A small pouch of pink metallic powder.
History: Nobody is really quite sure what exactly the powder in Mimi's pouch is made of, but it is very precious to them. From the very beginning, when Mimi was first found lurking in Duo's house, they already kept this little pouch of metal powder with them.
Held By: Mimi

Queue:
:araquanid: Dylando
:ditto: Duo
 
Name: Solosis
Thread: None

:sv/solosis:
Name: Solosis
Pronouns: He/Him, They/Them
Description: Once an ordinary human caught in a disastrous time travel experiment, Solosis is now a single floating brain cell of what he used to be. He has no psychic powers, no human body, and only memories of his past form. Yet he remains endlessly cheerful and curious about the world, gliding through life with optimism. For him, every new encounter is a chance to rediscover the joy of being alive.

Desire (1 thing that motivates them above all else):
  • To befriend both humans and Pokemon alike
Expertise (2 things they are outstandingly good at):
  • Thinking way too much about absolutely everything
  • Staying positive even after losing his human form
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • Drifting into vivid fantasies of being super powerful
  • Talking incessantly
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • Panicking in a flurry of wild, uncoordinated motion
  • Rambling unstoppable streams of nonsense
:sv/mimikyu:
Name: Whimsy the Mimikyu
Pronouns: She/Her
Description: Whimsy is a Mimikyu with a soul wanting to play forever and a face that sends shivers down spines. Abandoned by humans, she yearns for laughter, companionship, and someone who can see past her disguise. Her eerie appearance often scares others away before she even gets the chance to say hello. Yet beneath the tattered cloth beats a soft, hopeful heart. Drawn by Solosis and his Pokemon friends' warmth and kindness, Whimsy follows them closely. Each day, she walks the fragile line between wanting connection and fearing rejection.

Connection (What makes their bond with their Trainer strong):
  • Whimsy and Solosis share a bond made from patience and trust. Solosis’ boundless curiosity and optimism give Whimsy the courage to lift her disguise and let someone see her true self.
Expertise (2 things they are outstandingly good at):
  • Disappearing flawlessly behind objects
  • Tries to offer help in moments of doubt
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • Clutching her beloved stuffed toys desperately
  • Crying impulsively when anxious
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • Experiences PTSD due to past experiences
  • Toppling everything in sight when panicked
Keepsake
:poke doll:
Class: Worldpiece
Description: A small, well-loved Poke Doll with worn fabric and a crooked smile.
History: This Poke Doll has been with Whimsy ever since she joined Solosis and his friends. She holds it close whenever the world feels too cold or too loud. Duo's Gothitelle, Cleo, says the doll carries traces of Whimsy’s emotions; tiny echoes of her laughter, tears, and hope.
Held By: Whimsy the Mimikyu

Queue:
:pmd/araquanid: Dylando
:pmd/mimikyu: Solosis
 
Last edited:
Quick hotfix:
As of now, Judges' writings must be their own original work. Meaning, no copy-pasting other peoples prompts, and no re-using your own posts for repeat Sessions either.

That should have been a rule from the start, but I realized now that I never wrote that into the rules. So, it's a rule now. I added it to the Judge's Guide. Please keep this in mind for future Judgings.

I'm not expecting anything in terms of writing quality, just make sure it's your own words. That's all.


Queue:
:pmd/mimikyu: Solosis
 
name: ziptie
1762878535857.png
pronouns: he/him
description: ziptie is fed up with how you cant do half the stuff that makes life fun anymore because government collapse and terrorist groups and counterterrorist groups etc etc and trying to stay out of their way is such a massive hassle and sucks the excitement out of everything. and he still has to deal with college even though he has already secured a, uh, reasonable passing grade for the semester. so, he decides to find his own entertainment.

desire:
- find something that can hold his nonexistent attention span and (temporarily) satisfy his boredom

expertise:
- find near anything that looks slightly out of ordinary, provided that he takes the time to do so
- glean the information he needs from a reference in a fraction of the time it would take for others to do the same (expertise gained by reading countless almanacs and wikipedia pages out of sheer boredom)
vices:
- tries to convince astryl and anyone else in the group to do something that sounds like a good idea to absolutely no one (except perhaps astryl)
- waste 15 minutes staring at his phone

stress events:
- backs out from whatever responsible thing he is supposed to be doing at the moment in favor of the instant gratification monkey
- finds the nearest bench or whatever seems most comfortable in his immediate vicinity and collapses. a patch of grass will do, if nothing else.
aurumoth.png

name: astryl the aurumoth
pronouns: she/her
description: astryl shares ziptie's restless energy. she knows that she is capable of so many things yet if she tries anything remotely interesting she gets immediately shut down by "stop!!! this will cause too much attention what if the line-oon conspiracists show up!!" or something of the sort. as if she is anything connected to mystery dungeons. why does she have to suffer the consequences of her species' historically mind-boggling behavior?

connection: astryl's life began in a similar fashion to most other cupra - left with her siblings to fend for themselves after her old mother went into hibernation weeks after she hatched. 8-year-old ziptie found astryl deep in the woods after getting lost from his school group on a pokemon watching expedition after she got kicked out of her tree hollow by a pair of trumbeak and chose to spend his day trying various methods to dislodge said trumbeak. none of them worked, but by approximately the fifth stupid idea astryl though this kid was a bit too fun to be around to let go of, and by the time the school group found them she had made up her mind to stay with him (shes homeless now, anyway). they have been partners in crime ever since.

expertise:
- manipulate her appearence to seem like another pokemon or object to deceive others
- induce temporary memory loss with her gaze

vices:
- picks up the nearest interesting-looking object and fiddles with it until she gets bored or said object gets boring (in one way or another)
- starts twirling and erratically moving in the air, undoubtedly drawing attention to herself and flashbanging anyone that gets hit with reflected sunlight

stress events:
- releases her rather impressive stores of mystical power in loosely controlled, sometimes confounding, sometimes somewhat violent ways
- retracts into her wings and become unresponsive

Keepsake​

:sacred ash:
Class: worldpiece
Description: pouch of dust that is the remains of one of the wings of astryl's dead mother
History: when astryl evolved, she decided to make the customary trip to the treetrunk of her birth with ziptie and have him meet her hibernating mother. as they arrived, astryl was unsurprised to find that the seal was broken and redone. when astryl broke the seal, instead of a sleeping aurumoth they found a body with four still-attached wings. after recovering from the shock and quickly overcoming a bout of grief, astryl detached one of her mother's wings and kept it in a pouch as it disintegrated, knowing that two of her siblings have done the same.
Held By: astryl

its fun to make headcanons for pokemon that doesnt exist

Queue:
:aurumoth: shadowpea (no thread)
 
Last edited:
Back
Top