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- Jump 2: Pokemon Mystery Dungeon
- "I have to collect the pocket monsters! No, jumper, you are the pocket monsters! And then Crux was a Ditto."
- >Card: Eight of Pentacles (Dedicating yourself fully to a task. Learning a new craft or skill.)
- >Location: Treasure Town
- >Identity: Ditto (-300)
- Yes, it's expensive. But it's also early-chain shapeshifting, if limited, and means that no one is going to look too closely when I am using aura and psi moves like someone was giving out candy.
- >Drawbacks: Partnerless (+300)
- "...helping your partner overcome cowardice, you decide to team up... except... I'm alone. Crap. Welp, so much for the plot - why don't I see what else there is to do in this world instead of getting involved, then? That could actually be kind of fun."
- >Multitalent (900)
- Enhanced endurance? Larger reserves? Do more on less sleep? All of my yes.
- >All-Terrain Hiker (550)
- I am going to enjoy cloud walking a little too much when it's early morning and things are misty.
- >Hyperkinesis (150)
- Coupled with Savant, I could do nearly anything I put my mind to. Awesome.
- >Treasure Bag (100)
- It's not a TARDIS, but it is bigger on the inside. I'm keeping it.
- >Heal Ribbon (0)
- Accelerated healing? Oh my, yes.
- This is more straight forward - I may not have a partner, but that just means I can actually go out and explore the world without having to worry about what is going on with the plot. Does it mean the plot won't get resolved? I doubt it - the world does not exist in a vacuum, and it's not on rails, so I expect someone else will eventually be able to do what needs to be done.
- But exploring new worlds... meeting new people... giving my Snivy a safe place to settle, these are all good things to do over the course of ten years.
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