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)
 
Back
Top