Armstrong “AJ” Jaeger

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  • Origin Form: Male Gallade Trapper (5’3” / 1.6m, 114.6 lbs / 52kg)
    • Gallade: Gallade is a white, bipedal Pokémon. Its lower body consists of rounded hips with strong legs. It has a thin green torso with sharp, red horns sticking out of its chest and back. Its arms are shaped like tonfas with extendable blades in its elbows. It will use its arms like swords in order to protect someone. Its head resembles a gladiator’s helmet with a white face and a teal head crest. It has spikes on the sides of its face. It is a master of courtesy and swordsmanship that is capable of predicting its foe’s moves.
      •  GalladeKirlia
      • As Mega Gallade, red plates emerge on its arms, and the helmet and cape-like protrusions on its head and back give it a knightly appearance. When the situation demands, Mega Gallade can use its psychic power to reshape both arms into blades simultaneously, and fight using a dual-wielding style. Its upper body becomes white, and the spikes on its head elongate.
      • File:475Gallade-Mega.png
    • Status: Starter Pokemon, First Companion
    • Psychic / Fighting Type: Resistant to Fighting and Rock moves, weak against Flying, Ghost, and Fairy moves.
    • Steadfast: When AJ is flinched, he only becomes faster.
    • Mean Look: The user pins the target with a dark, arresting look. The Target becomes unable to flee. PP 8, Power –, Accuracy –%, Type Normal Status. Does not work on Ghosts.
    • False Swipe: A restrained attack that prevents the foe from fainting, leaving the foe with at least 1HP. PP 64, Power 40, Accuracy 100%, Type Normal, Physical, Direct Contact. This move does half damage to Steel or Rock Types, and no damage to Ghost Types.
    • Hypnosis: The User employs Hypnotic Suggestion to make the target fall into a deep sleep. PP 32, Power — Accuracy 60%, Psychic Status, Ranged
    • Psycho Cut: The user tears at the target with blades formed by psychic power. Critical hits land more easily. PP 32, Power 105 (STAB), Accuracy 100%, Psychic, Physical, Melee Attack, Increased Critical Hit Ratio. This move deals double damage to Fighting & Poison Types, half damage to Psychic & Steel types, and no damage to Dark Types.
    • Other Moves: Slash, Stored Power, Close Combat, Leaf Blade, Night Slash, Leer, Confusion, Double Team, Teleport, Confusion, Double Team, Quick Guard, Fury Cutter, Aerial Ace, Heal Pulse, Wide Guard, Swords Dance, Helping Hand, Feint, Protect, Psyshock, Calm Mind, Toxic, Bulk Up, Hidden Power, Sunny Day, Taunt, Hyper Beam, Light Screen, Rain Dance, Safeguard, Frustration, Thunderbolt, Earthquake, Return, Psychic, Shadow Ball, Brick Break, Reflect, Rock Tomb, Torment, Facade, Rest, Attract, Thief, Low Sweep, Round, Echoed Voice, Focus Blast, Fling, Charge Beam, Will-O-Wisp, Retaliate, Giga Impact, Flash, Stone Edge, Thunder Wave, Psych Up, Bulldoze, Rock Slide, X-Scissor, Poison Jab, Dream Eater, Grass Knot, Swagger, Sleep Talk, Substitute, Trick Room, Rock Smash, Secret Power, Power-Up Punch, Dazzling Gleam, Confide, Cut, Strength, Rock Smash
    • Galladite: A Mega Evolution Stone that allows AJ to become Mega Gallade
  • Harry Potter Import
    • Form 2: Male British Pureblood Middle-Class Mage “Armstrong Jaeger”
    • Hogwarts Graduate: AJ was in Slytherin and graduated from Hogwarts. His specialty is Dueling and Defense against the Dark Arts.
    • Slytherin: You are sorted into the traditional house of slytherin. Severus Snape, your head of house, will make your time at Hogwarts easier due to overt favoritism. Your common room is an eerily lit, underwater, well-furnished room with windows that look out into the lake’s depths. Slytherins are known for their ambition, determination, sense of self-preservation and cunning. Muggle-borns in this house will be treated worse than others. Rivalry with Gryffindor will make it difficult to make friends in that house.
    • Pureblood: You were born into an ancient and storied magical family. Your family life has always been steeped in magic and you have a greater knowledge of magical lore and society than the majority of your peers. You have long been considered a worthy heir to your name as the golden-child of your family and you are currently excited about the letter you know a post owl will bring. A member of a historical and prestigious family, your name carries weight all over. May be slightly confused about muggle matters due to one particularly ignorant set of memories.
    • Wand: A wand made from Alderwood and Unicorn Hair. Mass Effect Plasma Stunner imported. Fifteen and a half inches long.
    • Middle-Class: Your family are reasonably well off.
    • Great Cunning: You are a natural social manipulator and have a finely tuned sense for danger. You know just how far to push.
    • Clean Blooded: You simply, magically, do not get sick. You are always free from illnesses and diseases.
    • Pet Owl: a Northern White-Faced Owl named ‘Hatter’
    • Muggle Duelling: You gain excellent fighting abilities as well as training with various weapons (both melee and firearms).
    • Non-Verbal Specialty: You have an uncanny, natural knack for silent spells. While most students will have to wait till 6th year to even attempt nonverbal spells for you they are as simple as doing the spell aloud would be.
    • Occlumency: Mental defenses that make it difficult to possess or penetrate your mind. You have no tells, it is impossible for others to know if you are lying to them without evidence.
    • Form 3: Toucan Animagus
  • Harry Potter Import
    • Form 4a: ‘Ashi Jin’, Male Japanese Martial Artist
    • Martial Artist: You’re a Martial Artist! Perhaps you’ve been wandering the world learning new skills and training, or you may even live at a local dojo. Either way, you’ll be coming to Nerima, and you’ll be drawn into the middle of a giant mess. At least it’s good training! You’ve probably got a place to stay around here somewhere, either with your family, or an apartment, or at a local temple – they often take in wandering martial artists in exchange for janitorial work. Learn weird and oddly specific martial arts like Martial Arts Tea Ceremony! You’ve got awesome skills in fighting! You’re going to need them. Random people will pop up every week or so wanting to fight you. Sometimes they’ll even have a reason.
    • The Jusenkyo Curse: There are over 100 springs in Jusenkyo, and each has it’s own tragic story, about someone or something that drowned in that spring, some time in the last thousand or so years. Now, whoever falls into that spring will take the form (and sometimes the mind!) of whoever or whatever fell in that spring so long ago. Fortunately for you, you landed in one of the springs that only affects the body. The curse of Jusenkyo’s effect is simple – being hit with cold water will transform you into the animal, person, or creature specified by the spring, and being hit by hot water will return you to your “real” form. If you’ve been cursed with a gender change, it will turn you into what you would have looked like if you had been born that gender. If it is an animal or creature based spring, it will turn you into a version of that animal which may somewhat resemble you – for example a cat form may have the same color hair as you, and it will be at a similar level of age as you (ie: a young person (12 years old) becomes a young dog (1 year old), and old person (70 years) becomes an old rat (2 years is old for a rat). If the type you rolled has more than one sub-type, you can choose that for yourself. (ie: Siamese cat vs. Maine Coon, etc…)
      • Spring of Drowned Girl
    • Form 4b: Female Japanese Artist
    • Form 4c: Gardevoir Form
    • Martial Acrobatics: As a basic skill of combat, you’ve learned to bounce around like a rubber ball, able to leap up onto nearby rooftops and fall even further without getting hurt. You’re also frustratingly hard to land a hit on – why won’t you stay still?!?! 
  • Swat Kats Import
    • Enforcer  Identity: Part of a tightly knit organization ready to protect the city. Access to military-grade resources and backup as needed. Your allies are slowly becoming more inept and incompetent; this is the Enforcer’s fall from glory. Feral keeps blaming your team for the Swat Kats. You wake up after you hear an alarm blaring in the office; seems you fell asleep at your desk. Who knows what you were dreaming, but the important thing is you’re up now and charged with stopping some crazy stuff going down. Something called a ‘Megasaurus Rex’ is rampaging in the city… better get to it.
    • Form 5: Anthro Serval Form
    • Aura of Authority: When you walk, it is with confidence. When you speak, it is with resolution. Such things invoke power and respect, and people in an organization will take notice. They will be more likely to follow your orders, but this works much more effectively if you are a ranking officer. Be wary not to make your superiors think you’re getting too big for your britches.
    • Passing the Buck: You did the best you could! You would have succeeded… if it wasn’t for those meddlers. You have a real talent for putting the faults of a botched job on someone else, whether it was some pesky vigilantes, or a villain who did a surprise attack, or even that random soldier who didn’t fire when he SHOULD have (how he was supposed to know this is not the point). You’re also rather convincing, whether through force of personality or finding the weak points in a situation. If it was obviously your fault then this will not work, but the more chaotic and vague a situation is the better this works in your favor.
  • Metal Gear Solid Import
    • Form ?: Acid Jaguar / Ari Jaspers, Male American Human
    • Military Background: Ex-Mossad Agent
    • Signature Weapon: Burkov – a 9mm Pistol, modified to use an integrated, non-deteriorating suppressor.
  • Kill-la-Kill Import
    • Student: You wake up in a lumpy bed in some hovel in the lower levels of Honno to the tune of a spoon clanging against a metal cup and a voice calling you to attend breakfast. You begin your stay in Honnouji academy as a No-Star student. As a No-Star, not much will be expected of you other than adequate grades, club attendance, and obedience. You’ll be living together with your new family, a close-knit and loving group who will support you the best they can with their meager means. Sadly, your house has almost no utilities whatsoever. Your electricity runs off of a noisy generator, every shower you take is a cold one, and all you have for winter heating is huddling up together to keep each other warm. If you want better living quarters and more power, though, you could try taking on more responsibilities as a student…
    • Sports: Nothing beats kicking around the good ol’ Pigskin, or kicking around the good ol’ soccer ball, or kicking around the good ol’ side of the other guy’s head. All competitive sports fall under this category, from Baseball to Tennis to martial arts like Kendo and Karate. Expect training from hell, whether you want it or not.
      • Wrestling Club
  • Final Fantasy VII Import
    • Drop-In Origin: You just woke up at your starting location one day. No one knows who you are, and any gear you purchased sitting nearby. You don’t have any connections or history in this world, but also no memories besides your own. Find your own destiny.
    • PHS: The Party Handling System lets you summon your companions to your side. Has a 12 hour cool down.
    • Survival Kit: A small supply of healing potions, status restoring items, and rations.
    • Mage: Arm-wrestling may not be your strong point, but you can set the other guy on fire after you lose. You’re very good at using Materia and have a massive MP pool.
    • Final Attack: Similar to the Materia of the same name, this perk enables you to reflexively lash out with a single technique when you lose consciousness. Unlike the Materia though, this can be any spell you know, technique you can perform, or power you have. However, this won’t work if you don’t have enough energy to perform the technique, and it won’t work if you die instantly. You’ll also have very little control over who it targets, but you will never attack friends or help enemies. Finally, you can change which technique you use, but doing so requires a degree of focus you can’t achieve in the middle of a fight, so you’ll have to do it afterwards.
    • Basic Armor: Some nice, mundane armor. Not too interesting, but it will keep you alive slightly longer and has 2 Materia slots.
    • Basic Weapon: Pick a mundane weapon. You get a run of the mill version that’s not terribly impressive, though it does come with 2 Materia slots.
    • Basic Spell Materia: A few simple spell Materia. Spell Materia are green and the spells they give you are the closest to generic magic attacks, such as throwing fireballs at people. Not terribly powerful, but it will help you get started. Contains 1 Fire, Bolt, Ice, and Cure.
  • Avatar: The Last Airbender Quasi-Import
    • Spirit Form: In the world of Avatar, AJ became ‘Ah Ji’, a Grass Spirit, inhabiting the vast savannahs of the Earth Kingdom, and taking the form of a Gazelle Lion… or when angered, a conflagration of quick burning flame.
  • Civilization Quasi-Import
    • Member of the Magi Pantheon: Magi God of the Body
  • Generic Zombie Apocalypse Import
    • Clergy: When the end came, you turned to religion for the answer, much as you did throughout your life. The religion is your choice, though up to you to decide, must be something openly practiced in the modern world. With the apocalypse upon you, you can decide to keep to the original teachings or adjust them to fit with end-of-the-world values. People who share in your religion will naturally tend to see you as more trustworthy than the faithless masses, and even they will see you as a person of morality. The new world is a dark place though, and you should take care not to allow those that follow you to become cult-like in their ways. Unless you want something like that.
    • Glimmer of Hope: You can always see the light at the end of the journey and will never fall to despair. You can also share this gift of conviction with others by providing them with a few motivational words.
  • A Song of Ice and Fire Import
    • Form ?: ‘Astolfo of House Jugar’, a male Noble of the North
    • Noble Identity: Formal and martial education, some wealth and influence. Sheltered upbringing. You are a member of the nobility in your area, perhaps a landed knight or member of some lesser house. You have a reasonable amount of coin and influence on a local level. You may choose specific parents (if appropriately aged) as your own and, along with them, a specific house to belong to. No Great Houses.
    • Heraldry and Words: The heraldry and words of your design. They are inextricably associated with you and give the impression and feeling you’d like to get across with them (within reason). Nobles begin with a cape and standard of the finest quality displaying their arms and motto, everyone else starts with their emblem and words crudely painted on a bedsheet.
      • Words: “For Mother”
      • Arms: Red swords crossed over a green helm on a field of white
    • Weapon Proficiency: You are capable with most common weapons found in this world and truly exceptional with one specific type. Alternatively you may be extremely good at needlework and other womanly pursuits.
      • Needlework & Womanly Pursuits
    • Castle Forged Steel: A well made set of steel plate and chain as well as a single, finely made, steel weapon of choice. Sworn Sword’s free armour is slightly rusted and dented.
      • A finely made Steel Falchion
    • Mine by Right: You are generally given more consideration than others. People consider your rights and desires as generally more important than those of other people.
    • Fine Clothes: A very fine and ornate set of clothing. The equivalent of the finest you could expect to get in your starting region.
    • A Pouch of Gold: A pouch of golden coins. Around 100 Golden Dragons worth.
    • Land Deed: A deed to an area of land close by in your chosen region. It will be accepted by all authorities as rightfully yours. This updates each jump but is generally not a particularly large plot of land elsewhere.
    • Starforged Sword: A sword made out of the remnants of a fallen star. Milky white and intensely shiny. Around as sharp and light as Valyrian Steel. Gives a strong impression of chivalry and honour. You may also import any melee weapon you own to take on the appearance and strengths of the sword.
      • Applied to Soul of Ice’s Sword Form
    • Dragonbone Bow: An exceptionally strong bow made of Dragonbone. Exceptional power and range. Projectiles fired tend to hit where they’d do the most damage by chance very regularly. May choose type of bow. You may also import any ranged weapon you own to take on the appearance and strengths of the bow.
      • Applied to Soul of Ice’s Pulse Rifle Form
    • Pet: An unshakably loyal animal. Whether this is a dire wolf, shadowcat, lizardlion, hrakkar, mammoth, snow bear or perhaps even a small kraken it is a peculiarly strong example of its kind and it will follow you to the seven hells and back. Nothing magical. You may import an existing pet.
      • Applied to Ziggy, Ziggy is Direwolf.
  • Scooby-Doo Import
    • Clue: A keen sixth sense for discovering evidence of a crime. This ability will lead you right to nearby hints that can provide a good idea to a solution for a mystery, but only if you interpret the information correctly.
    • Run for your life: When frightened or surprised, you are able to run at a significantly increased speed. Even in normal circumstances you’re still a little faster than you used to be.
  • Touhou Project Import
    • Form ?: A hermaphroditic Grass Fairy Servant
    • Servant Background: You dedicated your life serving a master, who had guided you from as far back as you could remember, molding you to the person you are today. Your relationship with your superior is good, feeling more like close friends, or even loving family than merely servant and master. Though you would never admit it, perhaps a little more freedom would be nice once in awhile…
    • Grass Fairy Race: Fairies are creatures who represent Mother Nature in some way. Though fairies live short lives, they regenerate immediately after they die, though that trait will not apply to you until the end of your Jumpchain. Fairies are talented in magic, but few put forth enough effort to improve their skills due to their childish demeanor, even though it is theoretically possible. However, because of how neutral and down-right adorable most fairies are, almost everyone will be on good terms with them, even if they are openly antagonistic. They’ll just think the innocent fairy is trying to act cuter.
    • Ofuda: A collection of charms inscribed on paper with powerful anti-Youkai properties. It can be use defensively as barriers, or offensively to seal or harm. After this Jumpchain, these will be effective against any supernatural being.
    • Focus Undivided: It is critical in Danmaku battles that one can evade fire just as effectively as they can return fire. This will give you keen, supernatural awareness of your body’s surroundings, and will allow you to manipulate your body to more easily let projectiles and other attacks to graze by harmlessly.
    • Shinigami’s Scythe: A scythe with a unique wavy blade, which aside from being a surprisingly effective weapon, serves another more subtle purpose. Befitting the image of the Grim Reaper, whoever gazes upon it, if they knew no better, would automatically assume the bearer of the scythe to be a Shinigami, or a cultural equivalent. This can lead some to immediately submit to the wielder in acceptance of death, but even to those with the strongest willpower or survival instinct, they will at least become more open to the idea of their passing than before. This special effect will only apply when you will it.
    • Tai Chi Master: You can see the auras, or Qi, hidden within every being, giving you a myriad of useful information about them, that you might not have known otherwise. Additionally, you become much more proficient in controlling your own Qi, as well as other inner energies.
    • Silver & Gold: Universally accepted currency that can be used all across Gensokyo. This is enough for a person to get by with reasonable comfort for about a year at best.
  • Fairy Tail Import
    • Title: ‘Sword Arm Ajax’
    • Sword Magic: A B-Class Magic where the user gains the ability to channel magic power through swords to reflect various effects, as well as telekinetic control of numerous swords at a time. The number of swords starts at four or so, but will grow with time, practice, and storage space.
    • Resourcefulness: You are capable of making do with what you have in almost any given situation… at the very least, you’re never without some way to survive in a hostile environment.
  • The West Wing Quasi-Import
    • Name & Title: A.J. Gallade y Gardevoir, Charge d’Affaire / Attache
  • Demon’s Souls Import
    • Stable Movement: Not all environments are easy to move in, such as ice or beams for instance. You don’t care about that because you can move on them like it was just normal ground. This lets you run on stuff like ice or wooden beams without falling down.
    • Thief’s Grace: A comparison could be made between you and a ghost. you have been trained in the art of stealth, making it easier for you to go unseen by others. This has the added benefit of increased agility and dexterity, surely that will help in battle.
  • Dragon’s Crown Import
    • Form 6: Hydeland Fighter
      • Base Stats: STR: S | CON: A | INT: D | MGR: C | DEX: B | LUC: B
      • A heavily armored warrior, skilled at surviving against impossible odds. You awaken in your new body with no additional memories of this world, in the Dragon’s Haven Inn.
    • Epic Proportions?: The world of Hydeland has a particular aesthetic, and you can selectively redesign your body one time to meet that aesthetic, complete with three enhanced physical features, the more specific, the bigger the boost. AJ has taken this, but not yet used it.
    • Palette Swap: You can recolor the outfit you’re currently wearing so that the pattern and color scheme compliment each other based off your personal preferences.
    • Soundtrack: A sweeping heroic score accompanies your hero’s journey. You can control who hears this score and its volume. This also works for the morally ambiguous and villainous.
    • Basic Attack: You know the basics of melee combat. You can swing a sword without injuring yourself.  If you’re so inclined, you’re good with a shield.  And, if you’re a magic user, you can channel small amounts of magic through a staff in order to bolster your attacks.
    • Vitality Boost: You are a hale and hearty SOB. In addition to just being a paragon of health, and shrugging off the effects of most poisons, toxins, and intoxicants, your vitality is the stuff of legends. Your vitality is significantly increased and you receive a notable increase in your endurance.
    • Tempest Edge: There are are times when precision is what is called for, times when a perfect stroke of the blade will end a fight with surgical precision. This technique is not for those times. By using this technique, you unleash a series of powerful fast slashes with your melee weapon. Your slashes will have such power that they create vortices that both carry on for some time after your last swing and that attack all nearby opponents.
  • Gargoyles Import
    • Form 7: Male Gargoyle Warrior
      • Winged humanoids of great strength and durability, they are fiercely loyal to their clan and allies. Naturally territorial, they watch over their territory during the night, dealing with invaders and criminals alike. Gargoyles come in a wide variety of forms, mostly resembling demons and occasionally animals, though they loathe the comparisons. Gargoyles turn to stone during the day, rendering them vulnerable to malicious humans, but healing them of most injuries and poisons. They don’t age while sleeping.
    • Warrior Background: You’ve spent your whole life fighting one thing or another. Whether it was hunting Gargoyles, fighting Vikings, or even just training for anything, your a skilled and able-bodied soldier ready to protect your life or end someone else’s.
    • One Many Army: You excel when facing multiple opponents. Whether it’s 5 Gargoyles or an army of Quarrymen, you can handle as many people as the world wants to throw at you. You’ll never be too distracted to dodge a blow from behind and you’ll notice when someone disappears during combat. Basically, fending off a small room of people is only slightly harder than facing an individual.
    • Teamwork: When working with your teammates things just seem to go exactly right. You’re both in exactly the right place to pull off your team attacks or distract while the other person goes for the purse. Tricking opponents, getting out of the way of big attacks, and surprising your enemies is almost too easy. You don’t even have to arrange it beforehand.
    • Weaponmaster: You’re proficient in the use of most common and many uncommon weapons. Using a sword, spear, gun, flamethrower, or even tentacles you’ve somehow sprouted to defeat your foes are well within your grasp. Don’t expect miracles, however.
    • Warrior’s Instincts: Whether it’s through years of experience or just a gut feeling, you can tell when you’re being led-on by your enemies. You’ll never again have to worry about overextending your reach and accidentally getting caught with your pants down. Now that will only happen on purpose.
    • Viking Sword: A sword recovered from an ancient battlefield. It’s still sharp.
    • Durable: Catch a sword with your hands, take a laser to the gut, whatever your masochistic heart desires. Your skin is now tough as good hard leather armor, with the feel of suede.
    • Gargoyle Strength: Most Gargoyles are already strong, but you’re a cut above the rest. Bend steel bars and crush solid stone in your hands, if you strain yourself you can even throw a car a few yards.
    • Advanced Gliding: Your gliding skills make eagles look like penguins. You can detect every updraft and downdraft as second nature, and your aerial acrobatics are amongst the most impressive of your kind. Frankly, you may as well be flying. Even if you’re in a form that doesn’t have wings, anytime you find yourself piloting a flying machine, it seemingly defies physics.
    • Well Read: You have an extensive knowledge of literature and philosophy, especially the works of Shakespeare. Sartre, Nietzsche, Dostoyevsky are all as easy to recall as what you had for lunch today.
  • Lewd Princess Bride Import
    • Mercenary Background: A swordmaster with few mortal peers but at the detriment of any other skills or connections. You have dedicated two decades of your life to the complete and utter mastery of personal combat. You’ve reached a peak of mundane skill such that you have few peers, and routinely sell your martial prowess to the highest bidder.
    • Hello: You let your skill at arms speak for you, and they speak eloquently and well. You’re fluent in every significant style of fencing to ever grace the small sword, a poet of steel and violence.
    • Small Sword: A Mastercraft Saber that is self-repairing & self-maintaining.
    • Tenfold Bag: A bag with a capacity ten times what is suggested by its size and a weight a tenth of what it should be.
  • Pacific Rim Import
    • Kaiju Researcher Background: A few months ago you were a Kaiju research scientist for the PPDC, but now you’re a monster. Apparently, one of the other researchers somehow figured out how to transform humans into Kaiju. He chose you as his first test subject, and now you have the strange ability to switch between human and Kaiju form at will. You’re able to alter the toxicity of your blood at will. 
    • Djawadi’s Favor: There will always be a well-composed rock/electronic soundtrack for your fights, unless you choose to substitute a specific song during a given battle.
    • Kaiju Behavioral Studies: You have an innate knowledge of how Kaiju act and adapt to situations. You’ll be able to form plans and strategies to combat them. If you decide to move on, this ability will extend to cover all non-sentient aliens and monsters.
    • Form 8: Kaiju-Hybrid, Half-Chinese, Half-Salish human male out of Vancouver with blue Kaiju Blood.
    • Form 9: Hybrid-Kaiju, Dai Gallade is a Category 3 sized Kaiju (240 feet high), possessing extraordinary strength, toughness, and speed for a Category III. Pressure resistance equal to the ocean floor. All physical abilities scale in this form.  Takes the form of a massive Gallade with rough gray skin, blue bioluminescent markings, and innards.
      • Might, Speed, Toughness: Hit harder, move faster, tank more damage than a typical Category III Kaiju. Able to easily shrug off most punches from a Jaeger.
      • Twin Bladed Appendage: Each of AJ’s DaiGallade form’s arms has a massive natural blade integrated into it.
      • Carapace: An extra-tough layer of armor on most of your body, capable of shrugging off all conventional weapons and holding up against a Jaeger for hours.
    • Kaiju Medkit: A small black and blue box containing 5 rolls of medical gauze that can absorb Kaiju blood. There’s also an instruction pamphlet in the box that shows you how to make more of the gauze.
  • Tenchi Muyo! Quasi-Import
    • Form ?: ‘Leucosis’, a Mihoshioid Space-Elf
  • Firefly Import
    • Drop-In: Well, here you are. Now, where is here? There’s a lot of people running around, and they seem to be speaking both poor Chinese and poor English. Oh well, that ship looks nice. Might as well head over there until you get your bearings.
    • Leaf on the Wind: Well, there’s one place you feel at home. In the cockpit or bridge of a ship, or behind the wheel of a hovercraft, you just fit. You have an intuitive understanding of orbital mechanics and have the reflexes to make them useful. You’re an excellent pilot when using your gut feeling and fast hands, though you may not quite be up to snuff with all the math. While you’re quite skilled, there are some limits you just can’t break; there are always hardware differences you can’t overcome, unless you happen to know a skilled mechanic…
    • Big Damn Heroes: You have a truly miraculous combination of luck and timing. You always rely just in the nick of time to save the day, though you do have to genuinely be trying to do so; you can’t lollygag around and still expect to be the angels swooping in, you should be at full burn doing your best. You always make it just before the bad guy’s gonna shoot the hostages, right as the villain puts the final step of his plan in motion, or even in the nick of time to grab the last cookie on the tray. You may not be able to stop it, and you certainly can’t stop Phase 1, but you sure won’t miss the final showdown. You also can’t prioritize the use of the perk; If some crime lord is about to destroy a planet, and also has one of your crew in torture, you’ll arrive just in time to stop him killing the planet but not necessarily fast enough to save your crew.
  • Star Wars – The Original Trilogy Import
    • Vekkin Nas’, and Umbaran Spy
    • Spy
    • Umbaran
    • What You Can’t See Can Hurt You [Free]
    • I’ve Altered the Deal [100/700]
    • You Will Join the Right Side [200/500]
    • We Have Ways of Making You Talk [300/200]
    • Voice Scrambler [Free]
    • Disguises [Free]
    • Bowcaster [200/0]
    • Signature Outfit [Free]
    • Slave Outfit [Free]

 

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