Psychic-Air Adept Henry Lawson
Trainer Information
Name
Henry Lawson
Hit Points
140/140
DMG Red.
-
Level
12
EXP
1195/1200
Classes
Psychic, Air Adept
Pokedex
3 Owned, 27 Seen
Money
250
Attribute
Base
Change
Total
Modifier
Strength
8
-2
6
-4
Dexterity
10
-
-
+0
Constitution
14
+9
23
+6
Intelligence
14
+6
20
+5
Wisdom
10
-
-
+0
Charisma
8
-
-
-2
Feature Name
Loc
Freq.
Target/Trigger
Effect
Telekinesis
Psychic
At-Will
Any object that you may lift.
Add your INT and CON modifiers and multiply the total by 5 pounds. This represents the weight you may lift and items you may target with Telekinesis. Multiply your INT and CON modifiers then multiply that product by 3-meters. This is how far the target can be. Weight = (4+6)*5 = 50 lbs, Distance = (4*6)*3 = 72m
Telepathy
Psychic
At-Will
Any other human, some may be immune to Telepathy
You may read the surface thoughts of other humans, as well as project your surface thoughts to other humans. You may also project telepathic message to your Pokemon, but may not read your Pokemon’s minds.
Extrasensory
Psychic
At-Will
A human or Pokemon
Use the Move Extrasensory. Use your Intelligence Stat as your SP. ATK stat. Drain 8 HP per use.
Aerokinesis
Air Adept
At-Will
You may target air up to X meters away with Telekinesis to produce short, but powerful, bursts of air. You can move air rapidly and produce a steady flow of wind that blows at X kilometers per hour. X is your CON modifier multiplied by 5. (X = 5 * 6 = 30)
Electrokinesis
Air Adept
At-Will
You may target electricity up to X meters away with Telekinesis and redirect it. X is your CON modifier multiplied by 5. You can also generate electricity in the air with Telekinesis to produce short, but powerful, bursts of electricity. (X = 5 * 6 = 30)
Flight
Air Adept
Static
Costs 2 HP for every round of use in combat or 5 HP for every minute of use when not in combat. You are treated as if you have a Sky Speed, using your CON modifier as the value (6)
Discharge
Air Adept
At-Will
Trainer or Pokemon
Drains 10 of user’s HP per use. Use the Move Discharge. Use your Constitution Stat as your SP. ATK stat.
Psychokinesis
Psychic
At-Will
Any object that you may lift.
You may target objects you know of, but cannot see, with Telekinesis. You do not need a line of sight to move those objects.
Magnetic
Air Adept
Static
You are treated as if you have the Magnetic capability. Magnetic Pokemon can lightly manipulate magnetic fields. With this, they can repel iron and/or steel or attract iron and/or steel, holding it too their body or pushing it away. Through this magnetic manipulation, they can also feel magnetic fields and discern north.Magnetic
Defog
Air Adept
At-Will
Drains 10 of user’s HP per use. Use the Move Defog.
Reflect Type
Psychic
Thunderbolt
Air Adept
Remedial First Aid
Trainer
Daily, 2/day
A Trainer
Roll 1d20 and Add your WIS or INT Modifier. Heal the target this much HP.
Air Slash
Air Adept
Item
Qty
Loc
Description/Effect
Pokedex
1
Jean Pocket
Blue
Backpack
1
Back
Red
PokeTOP
1
Backpack
Blue
Pokeballs
3
Backpack
+5 Capture Rate
Greatball
1
Backpack
+0 Capture Rate
Timer Ball
1
Backpack
+5 Capture Rate, -5 to Rate/2 rounds until -20
Potion
3
Backpack
Heals 10+2d12 HP for pokemon
Egg Container
1
Backpack
Basic Egg storage
Enriched Water
0
Backpack
Heals 30 HP for People
Trainer Kit
1
Backpack (mostly)
Bedroll, Tent-1x1m, Poke Ball belt (waist), Solar-Rechargeable Flashlight, Tarp-2x2m
Field Rations
2
Backpack
Food for me and my pokemon to last 1 day per ration
TM 16- Light Screen
1
Backpack
At a pokemon center, a pokemon can learn the move Light Screen
Bottle of Water|2|A bottle of filtered river water
__________________
I am no longer actively looking at this site, but may come back at some point. If you do want to reach out to me for some reason, make some attempt before saying I'm a lost cause [Discord, Reddit, anywhere you can find my username].
Last edited by goplayer7; Jan 14th, 2019 at 01:14 AM.
Pichu last updated 9/4/2021, all others last updated May 2020
Name
Nat
Gender
Male
Species
Natu
Type
Psychic / Flying
Hit Points
32/32
Held Item
None
Status
Normal
Level
14
XP
4000/5000
Nature
Patient
Ability
Synchronize
Stat
Base
Add
Total
3.HP
4
+2
6
2.Attack
5
+2
7
2.Defense
5
+2
7
1.Sp. Attack
7
+2
9
2.Sp. Defense
5
+2
7
1.Speed
7
+3
10
Capability
Value
Phys. Evasion
1
Spec. Evasion
1
Misc. Evasion
1
Overland
4
Surface
1
Sky
4
Jump
3
Power
1
Intelligence
4
Move
Freq.
Type
AC
Stat
Damage
Range
Effect
Leer
At-Will
Normal
2
Special
-
Ranged 5, 1 Target
Target's Defense lowered one combat stage
Peck
At-Will
Flying
2
Physical
1d12+6+7[attack]+2[stab]
Melee, 1 Target
-
Night Shade
Center
Ghost
2
Special
-
Ranged (8), 1 Target
The target loses HP equal to the level of Night Shade’s user. Do not apply weakness or resistance. Do not apply stats.
Teleport
Battle
Psychic
None
Other
-
Self, No Target, Intercept
Teleport can be used as an Intercept at any time. If used as an Intercept, roll 1d20 and if you don’t roll 7 or higher, Teleport fails to activate. The user can shift 1d10+10 meters. They can move through blocking terrain and hindering terrain as if it is regular terrain. Moves that targeted Teleport’s user continues through the desired target’s space if the Move allows for it. If Teleport fails when used as an Intercept, treat it as if you did not use it for purposes of Frequency.Long amount of text
Lucky Chant
At-Will
Normal
None
Other
-
Ranged (4), No Target, Burst
Lucky Chant creates a 4-meter Burst. All allies in the Burst, including the user, take damage from Critical Hits as if they are not Critical Hits for 1d4+1 turns.
Name
Jolt
Gender
None
Species
Magnemite
Type
Electric / Steel
Hit Points
35/35
Held Item
None
Status
Normal
Level
14
XP
4938/5000
Nature
Hardy
Ability
Magnet Pull
Magnet Pull: Cast - Hourly
Effect: Target Steel Type pokemon may not move more then 20-meters away from the user, or target Steel Type pokemon may not move closer then 20-meters to the user.
Stat
Base
Add
Total
5.HP
3+1=4
+3
7
6.Attack
4-2=2
-
2
2.Defense
7
+3
10
1.Sp. Attack
10
+1
11
3.Sp. Defense
6
+3
9
4.Speed
5
+3
8
Capability
Value
Phys. Evasion
1
Spec. Evasion
1
Misc. Evasion
0
Overland
0
Surface
0
Sky
6
Jump
0
Power
1
Intelligence
3
Magnetic
Sinker
Zapper
Move
Freq.
Type
AC
Stat
Damage
Range
Effect
Tackle
At-Will
Normal
3
Physical
2d8+6+2[attack]
Melee, 1 Target, Dash
-
Supersonic
EOT
Normal
11
Other
-
Ranged (6), 1 Target, Column
Supersonic creates a Column 1 meter wide. Supersonic Confuses all Legal Targets.
Thundershock
At-Will
Electric
2
Special
d12+6+11[Sp. Attack]+2[stab]
Ranged (10), 1 Target
Thundershock Paralyzes the target on 17-20 during Accuracy Check. *Grants: Zapper
Sonicboom
EOT
Normal
6
Other
15
Ranged (4), 1 Target, Column
Sonicboom creates a Column 1 meter wide. Sonicboom always deals 15 points of Damage. Do not apply weakness or resistance. Do not apply stats.
Last updated 9/4/2021
Name
Sparky
Gender
Male
Species
Pichu
Type
Electric
Hit Points
24/24
Held Item
None
Status
Normal
Level
12
XP
2500/3000
Nature
Quiet
Ability
Static
Static: Trigger - Daily
Effect: When a foe hits the Pokemon with Static with a melee Move, they become Paralyzed after damage is dealt.
Stat
Base
Add
Total
3.HP
2
+2
4
2.Attack
4
+2
6
3.Defense
2
-
2
1.Sp. Attack
4+2=6
+3
9
2.Sp. Defense
4
+2
6
2.Speed
6-2=4
+2
6
Capability
Value
Phys. Evasion
0
Spec. Evasion
1
Misc. Evasion
0
Overland
6
Surface
2
Jump
2
Power
1
Intelligence
3
Zapper
Move
Freq.
Type
AC
Stat
Damage
Range
Effect
Charm
EOT
Normal
2
Other
-
Ranged(10), 1 Target
Charm lowers the target’s Attack 2 Combat Stages.
Thundershock
At-Will
Electric
2
Special
1d12+6+9[Sp. Attack]+2[stab]
Ranged (10), 1 Target
Thundershock Paralyzes the target on 17-20 during Accuracy Check. *Grants: Zapper
Tail Whip
At-Will
Normal
2
Special
-
Ranged 4, 1 Target
Target's Defense lowered one combat stage
Thunder Wave
Center
Electric
0
Other
-
Ranged (6), 1 Target
Thunder Wave cannot miss. Thunder Wave Paralyzes the target.
Name
Tzar
Gender
None
Species
Bronzor
Type
Steel / Psychic
Hit Points
52/52
Held Item
None
Status
Normal
Level
16
XP
6,000/7,000
Nature
Calm
Ability
Heat Proof
Heat Proof: Static
Effect: The user halves the damage they would take from Fire Type Moves after they apply weakness and resistance.
Stat
Base
Add
Total
3.HP
6
+6
12
5.Attack
2-2=1
+0
1
2.Defense
9
+4
13
4.Sp. Attack
2
+3
5
1.Sp. Defense
9+2=11
+3
14
4.Speed
2
+0
2
Capability
Value
Phys. Evasion
+2
Spec. Evasion
+2
Misc. Evasion
0
Overland
1
Sky
4
Jump
2
Power
3
Intelligence
4
Sinker
Move
Freq.
Type
AC
Stat
Damage
Range
Effect
Confusion
At-Will
Psychic
2
Special
2d8+6+5[Sp. Attack]+3[stab]
Ranged (10), 1 Target
Confusion Confuses the target on 19-20 during Accuracy Check.
Tackle
Tackle
Normal
3
Physical
2d8+6+1[Attack]
Melee, 1 Target, Dash
-
Hypnosis
Battle
Psychic
6
Other
-
Ranged (4), 1 Target
The target falls Asleep.
Imprison
Battle
Psychic
-
Other
-
Ranged (10), 1 Target
The target is Locked. A Locked target may not use any Moves the user knows. Each user may only make 1 target Locked at a time. Using Imprison on a new target transfers Locked to the new target. Imprison cannot miss.
Confuse Ray
Center
Ghost
-
Other
-
Ranged (10), 1 Target, Column
Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused.
Psywave
Battle
Psychic
5
Other
-
Ranged (4), 1 Target, Column
Psywave creates a Column 2-meters wide. Roll 1d4; on 1 and 2 all Legal Targets lose HP equal to half the user’s level; on 3, all Legal Targets lose HP equal to the user’s level; on 4 all Legal Targets lose HP equal to 1.5x the user’s level. Do not apply weakness, resistance or immunity. Do not apply stats.
Name
Dust
Gender
None
Species
Murkrow
Type
Dark / Flying
Hit Points
51/51
Held Item
None
Status
Normal
Level
15
XP
5,000/6,000
Nature
Proud
Ability
Super Luck
Super Luck: Static
Effect: The Pokemon’s Moves are Critical Hits on 18-20. If a Move already has an extended Critical Hit range, Super Luck extends that range by -2.
Stat
Base
Add
Total
2.HP
6+1=7
+5
12
1.Attack
9
+5
14
3.Defense
4
+0
4
2.Sp. Attack
9-2=7
+0
7
3.Sp. Defense
4
+0
4
1.Speed
9
+5
14
Capability
Value
Phys. Evasion
+0
Spec. Evasion
+0
Misc. Evasion
+1
Overland
4
Surface
1
Sky
6
Jump
2
Power
1
Intelligence
4
Stealth
Move
Freq.
Type
AC
Stat
Damage
Range
Effect
Astonish
EOT
Ghost
2
Physical
1d10+4+14[attack]
Melee, 1 Target
Astonish Flinches the target on Super Luck16-20 during Accuracy Check.
Peck
At-Will
Flying
2
Physical
1d12+6+14[attack]+3[stab]
Melee, 1 Target
Pursuit
EOT
Dark
2
Physical
1d12+6+14[attack]+3[stab]
Melee, 1 Target, Interrupt
If the foe is fleeing or being switched out, Pursuit may be used as an Interrupt. While being used as an Interrupt, Pursuit may shift the user adjacent to the fleeing foe, up to 25 meters, ignoring Speed Capabilities, and attack them before they escape or are switched out dealing 3d10+12 instead for Damage Dice Roll.
Haze
At-Will
Ice
-
Other
-
Field, Target Area, Weather
For 30 seconds, the area is considered Hazy. Hazy does not replace other Weather Statuses. In Hazy Weather, all Combat Stages get set to 0.
Wing Attack
At-Will
Flying
2
Physical
2d10+8+14[attack]+3[stab]
Melee, 1 Target, Pass
-
Last edited by goplayer7; Sep 5th, 2021 at 02:24 AM.
Pokemon Wishlist
Rotom, Talonflame (or Fletchinder to evolve), Drifblim (or Drifloon to evolve), Sigilyph, Elgyem
Additionally, man Oricorio would have been amazing to have on my wishlist, but it is Gen 7
Item Wishlist
HPUP... can't think of much else for the moment actually. The only other thing would be Enriched Water if it isn't available in Pokemarts.
Appearance
Standing 5'7'' and 140 pounds, he would normally not draw any attention on the street. However, if they happen to glance at him, their attention is immediately drawn to his golden-yellow eyes, a sign of his abilities. He keeps a relaxed but ready look most of the time, sure that he can handle anything that goes his way. The clothing He wears has a red and blue theme to it to accent his yellow eyes, consisting of blue jeans, a loose fitting polo and hat with a red undershirt, belt and backpack as well as a red pokeball logo on the hat.
Goal/Motivation
Henry wants to take life in and see the world and participating in the Serakai League seems like the best way to do that. However, he is mainly working towards general experience. For example, he would also possibly take place in a or two contest if they happen to be in the area (but wouldn't go out of his way to participate them) or he would help others when it seems that something interesting is happening, especially what is hinted at in the RP Sample.
Background
Henry always knew that he was special. Both of his parents were psychics, both of their parents were psychics, and the entire family was full of psychics. Some members of his family weren’t psychics, mainly those people who marred non-psychics, so he did realize that it was fortunate that he had these power. However, what he didn't realize was that he was exceptional, he simply thought he was gifted.
In the small town that he grew up in, there was an unofficial gym run by his half-step uncle who tested trainers against the capacities of people like them, as well as provide a place for psychics to learn how to harness their powers. The training focused on both the body and mind, ranging from running around the town for several hours straight to memorizing the contents of books. He wasn't the best in his class, but in the regular school system he would have far passed everyone.
However, despite his commitment to the rigors and the structure of developing his powers of a physic, he was still considered the deviant of the class. Unlike the others, he didn't focus much on improving outside of training. Most of the time he would sneak into the regular school when the clubs would meet and crash some of them. While he never really knew if they liked him, hated him or were scared of him, they treated him fairly and he suspected that they accepted him simply as a challenge to help themselves improve. He normally went to sports practices, but he was also known to visit the Go Club, the Chorus and the Calligraphy Club and he had visited every club at least once.
Around the age of 16 is when Henry started to think about what it was he wanted to do with his life. He knew that he wanted to see the world, but he wasn't sure how he wanted to do it. He first considered trying to see other psychics around the world, but he then questioned how much better training could he get from them than he could in his town. He then thought about joining a minor league baseball team, probably the Abras, but after looking into he found that they frowned on psychics due to their ability to move things around.
A while after abandoning this thought, about a month before the school year was over, there was a special training session for all of the 16 year olds: they were sent deep into the nearby forest and were told to survive in a certain area for three days and make their way back to the town. They would be monitored and help would be sent if something disastrous happened as well as punished if they left the area before the time was up. For Henry surviving was easy, using his abilities to simply send the food that he needed to him and move as little as possible to conserve energy. Unfortunately, as the days passed, he slowly lost track his sense of direction. He climbed one of the taller trees, using his powers to move the bark into footholds to make the climb easier, and looked out as far as he could. He could recognize that either something was affecting his mind or that they were sent much further away than he thought, because the forest around him stretched for as far as he could see. As night fell, he took a look at the starts to help give himself a sense of his position and in the morning he set off knowing the direction he needed to head.
Henry took his time walking back, knowing that rushing could cause him to make a disastrous mistake, as well as to conserve his energy. As the days passed, he started to note a slight increase in the number of pokemon, more than he had ever seen in the area, but he didn't think much of it because it was approaching the summer. Then, one night, he saw a sight that he had only read about: a circle of xatu around a group of natu. He stayed hidden in the underbrush, not wanting to affect it or stop it from happening. All the xatu's wings moved in an intricate pattern, as well as each looking from one to the other with rapid speed. He attempted to follow the movements, but gave up after a few minutes and didn't dare to try and read their surface thoughts incase they would realize that he was there. The natu slowly began to move their wings slightly as well, only in a much simpler pattern that he could follow. He looked at one of them and began to read its thoughts, thinking that the xatu probably wouldn't notice. Unfortunately, the natu’s thoughts were simple and he didn’t get much information, only what they were doing was important. He also only caught the end of it, for after a minute the xatu teleported away. Then the natu began to fly off in different directions, with the one that he was listening to hooping up to him, then flying onto his shoulder. Henry began to stroke his head, knowing that a bond was formed and with a new idea of what to do. Now that he had a pokemon, he would participate in the Serakai League.
RP Sample
It had been a little more than a month since Henry had bonded with his Natu. Shortly after the events in the forest, he had continued to walk in the for three days before finding his way back to the town. Simply surviving the ordeal he had passed the test. Having a pokemon now, his training immediately changed from focusing on just his own abilities to using them in conjunction with Natu.
Now, it was the day before the last day of classes. Everyone knew that everyone was going to be receiving a personalized final examination the next day, and the teachers had prepared extra last minute instruction. Of course, due to the chance of other commitments or traveling that students had to do, the teachers were forced to make these instructions optional. Henry, as normal, had no plans on going to the instruction because of them being optional, but the teachers knew that Henry had no commitments after school and that he had only lived a few blocks away, so it didn't surprise him when he started noticing a few teachers inconspicuously nudging him towards the room where the extra instruction was taking place. For the moment he played along, once reaching the classroom taking a seat near a window. Despite being on the second floor, as soon as the teacher turned around he leapt out of the room, pushing several objects up for him to step on to help lessen the fall. Then, he ran.
After an hour of running, he decided to spend some time in the forest, releasing his Natu for it to follow. He practiced jumping from tree to tree, shifting the bark on the trees to help support his movements. Eventually he reached a clearing, and in the center was a single Xatu, standing perfectly still as normal. Henry recognized right away that it was facing towards Iasia Town, having the direction burned in his mind for the past few weeks knowing that is where he would be going once when classes end. What he didn't realize that it was facing towards the exact place that the GS ball was resting, about to be unearthed in mere moments. The Xatu turned to face Henry and gave simply wing movement. In connecting with Natu to understand the wing movement betters, as well as with his Telepathic Abilities, he could have a better idea about what it was conveying with much more ease than the complex motions that the group of Xatu were doing the last time he saw one.
"It is interesting, the events are about to take place," the Xatu began motioning, "and the role you have to play.""What events?" Henry asked in response. "An interesting fate, the path unclear. Rarely does one really have a choice. The world cannot turn to Ash this time.""Well the world hasn't burned yet, but what is happening that might cause it?""It is starting, may you pick the right path." The Xatu, as before, teleported away. Henry turned to his Natu, "What do you think?" It didn't have the intelligence that Xatu had, so all he got was a general feeling of not knowing what was happening either. "Ya," Henry responded, "Looks like our travels will be even more interesting that we thought. Lets go out tomorrow with a blast and let the momentum carry us." He did some more personal training while going back to the town with a new found sense of direction similar to what he felt when he had first connected with Natu.
The next day, he arrived on time for his examination, with his half-step uncle being his examiner, "You didn't go to the extra instruction yesterday. Are you sure you are ready for this?" Henry looked up with a large grin, "I know I am," and he was, passing his test with flying colors. The next day, he left to participate in the Serakai League.
Shikoia:
The small town of Shikoia isn't on most maps, 1/3 of the way north from Yerunia City to Stullburg City and an hour or two to the right of the main road; however it is well known among most psychics or at least word about the town tends to easily spread between them. The town has its normal aspects, most of the residents there are normal people who live normal lives and jobs. They don't go to, or often near, the psychic school and have one that uses the regular school system. However, everyone in the town is aware of the existence of psychs which a relatively large number of them being active in the town and use that a little to their advance. They run touristy attractions to show areas out side of the town which have been "influenced" by the psychics which generates a good amount of income to the town.
The three largest psychic families in the region live in Shikoia Town: the Lawsons, the Nelsons and the Carlsons, all identifiable able by their golden-yellow, silver-grey and orange-red eyes respectively. While other psychics born through chance or the second generation of other psychics neither of which are part of these families, have interesting features, these features are unique to these families as far as most psychs know. Each one, with different features, also each produce different kind of psychics.
The Carlsons, the smallest of the three families, nearly has the entire family manage to branch into Hex Maniac, but with the rumor that some of them might have the powers of Influentials, and they know it, having additional training beyond the school that allows them to develop their specialty at a particularly young age. In the school, about 15% students are Carlsons. In contrast, the largest family are the Nelsons only half of them develop specialties, which tend to be either Clairsentient or Empath, by the age of 12-13 or not at all. About 50% of the students in the school are Nelsons, half of them having specialties.
The middle family, only a little smaller than the Nelsons, is the Lawsons. While most of the members of the family branch out to some specialty at some point, it is also the most unpredictable being that most of the time it tends to be one or more of the elemental specialties. Because of this they are given very generic training to prepare them for any of the elements, which delays the development even more making it so they do not know their specialty until the later teenage years or early to mid 20s and are often left wondering for a long time if they even have one or not. Henry's half-uncle is the most versatile in the family, having three of the four specialties (Air, Water and Earth), though relatively weak in his application of them compared to others who only have one or two. About 35% of the students are Lawsons and only 5-10% of them (so 1.5-4% of the school) have specialties for most of the years, going up to 30-40% of them 2-3 years above Henry.
The Nelsons are the most likely to stay in the town after their school training, working in a branch of the police force and as doctors and nurses. The Carlsons are the least so, nearly all of them traveling somewhere that no one in the town, including the Lawsons and Nelsons, know about. They also are the most reliable to come back, returning at the age of 30. The Lawsons are split 60-40. Most of them will go out in the world, explicitly hoping that their powers develop, to help hone the powers that they developed or for just general experience to get a feeling of what they would want to do not having a specialty.
Family Structure/History:
5 minute version:
Currently in 5 "branches" each branch being considered to have 2 branches that are cousins and 2 that are second-cousins. If a member chooses to marry within the family to keep the line of power going, they will often marry their second-cousin. The other families are similar, only the Carlsons having 7 branches and the Nelsons having 3.
The Lawson family is said to have started sometime between 200-300 years ago, depending on different accounts of just the family coming together and the family actually considering themselves the Lawson's. The original reason why so many psychics came together is unknown due to the passage of time, but for the first few generations, nothing was too different from many other situations at the time: they had children, did their best to survive and get married to continue the family line. Most married non-psychics, with possibly one of their children also developing powers. However, at one point, someone from the family that would become the Lawsons married someone who's family would eventually become the Carlsons... and for the first time something amazing happened: every child in the family grew up to have powers. It was then that it was speculated that they might be able to ensure that their descendents retained their powers.
For a few generations passed and all was normal at first. There were enough families where few realized that they were becoming more and more related. 150 years ago showed the first real clues that the community needed to worry: how many children thought not to be related were all showing similar traits when before it was random. A few of the curious members of the community took a closer at the family trees and realized that they were more related that they thought. Unfortunately, by this time people who were in similar positions of power were also the most related and were not keen on giving it up with the realization that it was practically within family and could be more easily controlled. The Lawsons, at the time, determined that they could be best separated into 7 "branches" consisting of the grandchildren of their great-great-great-grandfather. Determining who was who, they determined that the would keep track of the families and to limit marriage between third cousins as tracked four generations back. They then purposely separated those that they would marry so they would not think of themselves as family during the influential time of their childhood [work in progress]
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I am no longer actively looking at this site, but may come back at some point. If you do want to reach out to me for some reason, make some attempt before saying I'm a lost cause [Discord, Reddit, anywhere you can find my username].
Last edited by goplayer7; May 7th, 2020 at 11:13 PM.