Jump #16 – MOTHER

  • Name: Shine Jammy
  • Location: Tazmily Village, the coziest town of all, and the only human settlement on the Nowhere Islands. Money doesn’t exist here, and everyone knows everyone.
  • Age: 8-17
  • Total Runtime: 10.1 Years + 191 Years = 201.1 Years
  • Gender: Female
  • Log: Fiat Lux
  • World #: 15
  • Unfinished Business?: None
  • Document

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  • Village Kid Background [50]: Just your average, everyday young gal. You’re physically fit, have two loving parents, and keep up with the local trends. You’ll fit in wherever you go, but for some reason, weird things seem to happen around you…
  • Dangerous Guy [Free for Village Kid]: You’re a natural at using everyday items as weapons, like baseball bats and frying pans.  Hardly anyone can smash like you.  As a plus, you’re pretty good at sports and yo-yo tricks.
  • Rolling Counter [150]: Any time you get hurt, even if it would be fatal, you’ll have a few seconds before the damage takes effect.  This can save you from death or being knocked out if you can heal in time.
  • Ultimate PSI [300]: The Strongest Offensive PSI ability, named after your favorite thing? It hits like a cannon and will only get stronger. You can only pull the Seven Needles hidden across the world if you have this. PK GAMES.
  • PSI [200]: You have the fantastic power power of PSI, the ability to affect the world with your mind.  You can specialize in offensive or defensive PSI abilities and your powers will grow over time. Defense Specialization.
  • Magic Doorknob [300]: It seems like this doorknob is following you. If you pick it up, you can use it to make a lockable door in any surface and pass through most walls. You can’t hold onto it for long, but it’ll always turn up when you need it.
  • Ahab Auto-Import [X]: ‘Ahab’, 10 year old Nowhere Islander
    • Nerd Origin: The ultimate brainiac. You know your way better around a chemistry set than a conversation, and you can craft all kinds of nifty gadgets. Still, your life feels like it’s missing something, so you’ve packed your bags and headed out to see what the world has to offer you.
    • Gearhead [Free for Nerd]: With the power of backyard engineering, you can create lethal weapons out of household objects. Your talent for working with machines improves, and people are less likely to question why you’re packing heat.
  • Joy Auto-Import [X]: ‘Joy’, 9 year old Nowhere Islander
    • Drop-In Origin: Maybe you don’t want a bunch of new memories to sort through. That’s fine; you’ll turn up somewhere convenient, and everyone will wonder where you came from… or not…
    • Improbable Allowance: Keeping in touch with your parents, whether by phone, post or good old face time will give you a monthly allowance of $50k per Month deposited right into your bank account.

Jump #17 – Kill-la-Kill

  • Name: Shu Jin
  • Location: Honnouji Academy, Japan
  • Age: 15-24
  • Total Runtime: 10.1 Years + 201.1 Years = 211.2 Years
  • Gender: Female Life Fiber Hybrid
  • Log: Fashion Forward
  • World #: 16
  • Unfinished Business?: Ick. I certainly hope not.
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  • Crafts / Tech Club [Mandatory]: Ah, the joy of creating! Crafting clubs let you relax and have some fun making something practical and useful, and feel that sense of accomplishment you get from finally finishing a long and difficult project. Or the crushing disappointment of bungling it horribly. Tech Club selected.
  • Drop-In Background [Free]: You drop into the world with what you have. You hold in your hand papers detailing your transfer from some other school to Honnouji Academy, and you know the location of an empty hovel in the lower layers of Honno where you can stay without being disturbed. WHile you have no memories messing with your head, you also have no history in Honnouji, and you start as a No-Star student.
  • Chef [Free for Drop-In]: You seem to be able to create delicious food no matter what resources you have. Your food might not be the healthiest, depending on what you’re able to afford, but it always makes everyone else cheerful and energetic.
  • Fiber Hybrid [200/800/1000]: It’s what’s on the inside that matters, so that’s where you wear your clothes. The web of Life Fibers that run through your body provide you with all the benefits of a One-Star Uniform (Elevates the wearer’s physical condition to be as strong as a professional football blocker, as fast as a professional sprinter, and with the stamina of a marathon runner) and you gain some decent regeneration. However you cannot use any Life Fiber Clothing other than Kamui.  The LF portions of your anatomy will grow as you do, gradually increasing your power.
  • Kamui [650/150/1000]: A Kamui is a Life Fiber garment composed entirely of Life Fibers and, as such, it is a being completely unto itself. A Kamui requires blood to unleash its true power, and will constantly drain the wearer’s blood until either the wearer’s body is dry or until they deactivate the Kamui. Kamui are dangerous creatures, and largely act like wild, predatory animals.  They unfortunately think of humans as their prey. Not only does wearing a Kamui require the wearer to give their blood to the Kamui, but it also requires immense concentration and willpower to keep the Kamui in check. Without the proper willpower to reign in the Kamui, it will consume its wearer completely, transforming them into a berserk monster until they bleed out and die. In addition, wearing a Kamui will take practice, and while they have many abilities that the wearer can master, it takes time and effort to get the Kamui to do as it’s told. Once a Kamui is master, its power is unrivaled by any other form of life fiber clothing. Import Victoria.
    • Conservatively Dressed [200/-50/1000]: Your Kamui is not a mindless monster, instead being possessed of a reasonable, albeit naive, personality. Sane Kamui have a limited ability to prevent their wearer from moving, and can still consume their wearer if they so choose.
  • Classmates [150/-200/1000]: Don’t want to attend school alone? With this perk, all of your companions that have a human form will be enrolled in Honnouji Academy, and you’ll meet all of them on your first day of school. They will all retain their memories, and they will also understand the situation and importance of keeping a low profile, though the specifics will vary depending on your background. Your companions will all have clubs they must attend as well if they are students, but which club they attend is your choice. Without this perk, they won’t be allowed on premises… at least not without being chased off by the Disciplinary Committee.
    • Student [All]: 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.
      • AJ & Ryoga: Wrestling Club
      • Zane & Rayray: Karate Club
      • Dyna & Bao: Acrobatics Club
    • Crafts: Ah, the joy of creating! Crafting clubs let you relax and have some fun making something practical and useful, and feel that sense of accomplishment you get from finally finishing a long and difficult project. Or the crushing disappointment of bungling it horribly. Crafting clubs include Cooking, Carpentry, Sewing, and most things that involve the creation of practical items.
      • Uriel: Autoshop Club
    • Hobby: Oh, so you aren’t good at anything, and just want to slack off after school? That’s fine too. I guess. You can hang out with those other nerds that play Video Games, Board Games, talk about Anime, play RPGs, or do other nerdy things. Nerd.
      • Francy & Petra: Occult Club
      • Yoiko: Anime & Manga Club
  • Harassed [+100/-100/1100]: Word has gotten out that you’re a powerful opponent to fight and defeating you will significantly increase your opponent’s status. Your opponents will rarely be any challenge for you, but they will be frequent and often at inopportune times.
  • Paparazzi [+100/0/1200]: You have an extremely loyal fan-club of sycophants who will never object to anything you do. The downside? They’re all creepy stalkers. All of them.
  • Ahab Auto-Import [X]:
    • Nudist [X]: You’re an undercover agent for Nudist Beach at Honnouji academy. You’re a 0-star student, but you get to stay in an apartment provided for you by Nudist Beach, and you get training in how to fight Life Fibers and those who use them. The apartment’s kind of dingy and plain, but it has everything you’d expect from a modern apartment.
    • Acupuncturist [Free for Nudist]: The ability to reliably hit key pressure points on the body with needles for a variety of purposes. You can use them to relieve stress, energize someone, or immobilize them… though that requires such precision that you’re not often able to use these skills in combat unless you get the drop on them.
  • Joy Auto-Import [X]:
    • Nudist [X]: You’re an undercover agent for Nudist Beach at Honnouji academy. You’re a 0-star student, but you get to stay in an apartment provided for you by Nudist Beach, and you get training in how to fight Life Fibers and those who use them. The apartment’s kind of dingy and plain, but it has everything you’d expect from a modern apartment.
    • Acupuncturist [Free for Nudist]: The ability to reliably hit key pressure points on the body with needles for a variety of purposes. You can use them to relieve stress, energize someone, or immobilize them… though that requires such precision that you’re not often able to use these skills in combat unless you get the drop on them

Jump #18 – Lord of the Rings

  • Name: Sulhel Uirebeth
  • Location: Gondor
  • Age: 220-229
  • Total Runtime: 10.1 Years + 211.2 Years = 221.3 Years
  • Gender: Female Endorian Grey Elf / Sindar
  • Log: Easy Fix
  • World #: 17
  • Unfinished Business?: All Goals Completed Satisfactorily
  • Document
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  • Elf Race [200/800/1000]: You are one of the Elves, the first sons and daughters of Eru. Your people are nigh-immortal, of flawless grace, and imbued of magic, but are slowly dying as the world changes around you.
  • Elven Forestry [Free for Elf]: You are trained, not in the ways of hunting and gathering but in the mystical arts of the forest. You know how to find and use magical plants such as Athelas, and in times of great hardship can call upon the spirits of nature for aid.
  • Elven Grace [Free for Elf]: You possess the famed grace and skill of the Elves of Middle Earth.  Your movements are a bit more graceful, your music and bit more pleasing, and your voice a bit more soothing.  You are more effective in diplomacy, are gifted in artistic endeavors, and your dexterity and balance are improved.
  • Elven Enchantment [250/550/1000]: You can enchant objects, if you pour energy into them as they are created. Some of your enchantments are useful in battle, such as swords that never dull and bows that always strike true, but most are simply to ease the life of the wearer, such as cloaks that weigh nothing and aid in hiding and water-flasks that never leak. You may also perform great workings, such as the creation of hidden doorways, given time.
  • Blood of Kings [600/-50/1000]: The blood of kings flows through your veins. Your leadership skills and charisma are off the charts; convincing total strangers to follow you into certain death is as easy as drinking a glass of water. Further, certain death isn’t all that certain when you’re in charge; you have a great mastery of tactics and strategy, and the blood of kings enhances your lifespan and retards your aging.
  • Forestry [50/-100/1000]: You have experience out in the woods. Hunting, tracking, and trapping are second nature to you, and you can move quickly and quietly even over broken ground.
  • Horsemanship [100/-200/1000]: An excellent horseman, you will never be thrown from the saddle. You can ride a trained mount even in battle with no trouble, and a horse you have bonded with can be ridden bareback and even in the most extreme situations. This blends with other skills; if you are an Archer, you can now fire a bow accurately at a gallop, and a Forester can take horses through the densest forests without them balking or leaving a trace.
  • Lembas Bread [Free for Elf]: A few dozen loaves of lembas bread are among your possessions.  A few crumbs of this bread can keep a traveller fed for a day! You also know the recipe, and can make more so long as you can in some way imbue objects with magic.
  • Elven Horse [100/-300/1000]: You have a horse bred and trained by the Elvish riders. Your horse is intelligent enough to understand most commands, and can follow you to later jumps without difficulty. “Fliagor”
  • Out of the Frying Pan [+100/-200/1100]: A pack of 9 Orcs and their wargs have picked up your train from wherever you started.  You are in battle from the very moment you arrive.
  • My Word is My Bond [+200/0/1300]: If you make a vow you shall keep it, unto the edge of death.  If you swear to do something you must accomplish it, and cannot rest until it’s done.
  • Ahab Auto-Import [X]:
    • Hobbit Race: You are one of the little folk, of the Under-hill. Homebodies at heart, your people are nonetheless fierce when threatened, and are very good at moving unseen.
    • Sneakiness: You are very good at not being seen when you don’t want to be. You have talents in the realm of camouflage, and are generally unobtrusive. You might make an excellent burglar.
    • Mental Fortitude: You have a hardy soul and a powerful will. Even the darkest of mind magics take far longer to take their grip on you, and you can often surprise people by your fierce heart, even if unaccustomed to battle.
    • Home: You don’t want to always live on the road, do you? You have a small, but comfortable, home in whatever town or city you choose (this may be different from your starting location).
  • Joy Auto-Import [X]:
    • Hobbit Race: You are one of the little folk, of the Under-hill. Homebodies at heart, your people are nonetheless fierce when threatened, and are very good at moving unseen.
    • Sneakiness: You are very good at not being seen when you don’t want to be. You have talents in the realm of camouflage, and are generally unobtrusive. You might make an excellent burglar.
    • Mental Fortitude: You have a hardy soul and a powerful will. Even the darkest of mind magics take far longer to take their grip on you, and you can often surprise people by your fierce heart, even if unaccustomed to battle.
    • Home: You don’t want to always live on the road, do you? You have a small, but comfortable, home in whatever town or city you choose (this may be different from your starting location).

Jump #19 – Final Fantasy VII

  • Name: Sharjis Gainsborough
  • Location: Midgar, The location of Shinra HQ. A rampant den of pollution, poverty, and general soul-crushingly low standards of living. The city is divided into 8 sectors, with each sector divided into an upper plate and a lower slum. You may pick which sector you start in… though you might want to stay out of sector 7 for a while.
  • Age: 21-30
  • Total Runtime: 10.1 Years + 221.3 Years = 231.4 Years
  • Gender: Female Cetra
  • Log: Over the Sea and Under the Sea
  • World #: 18
  • Unfinished Business?: Nagging suspicion that there is something.
  • Document
  • Cetra Race [200/800/1000]: Also known as the Ancients, the Cetra have an innate and deep connection to the planet and the lifestream, from which all life flows, as well as powerful magical abilities. The Cetra are nearly extinct… there is only a single other living Cetra… so you taking this makes two. However, Shinra wants you for its own purposes, and they will utilize all the vast resources at their disposal to capture you. They will do unpleasant things to you if you are captured.
    • Hunted [Mandatory]: Shinra has decided, for whatever reason, that it wants you. In order to acquire you, they’ve sent the Turks after you. The Turks are powerful trained killers and will stop at nothing to accomplish their goals. If the Turks aren’t enough, Shinra will throw more of its nearly limitless resources at you.
  • Mage [Free for Cetra]: You’re very good at using Materia and have a massive MP pool.
  • Voice of the Planet [Free for Cetra]: You can hear the voice of the Planet, are aware of what state the planet is in, including if it is hurting and what is hurting it. Plus, you occasionally hear from the recently departed.
  • True Magic [300/500/1000]: You are able to cast the spells of any green Materia that you have ever used, even if you don’t have them equipped, granting an enormous increase in versatility. Spells cast in this way use up just as much MP as they normally would, but are slightly less effective than if you used the Materia. This also doesn’t affect your abilities positively or negatively the way Materia does.
  • Limit Break [300/200/1000]: After taking enough damage in battle, you can overcome your own limits to unleash a devastatingly powerful attack. By practicing and continuously using your Limit Break, you can learn new, more powerful ones. However, training alone won’t be enough to learn your ultimate Limit Break.
  • Armor [Free for All]: Some nice, mundane armor. Not too interesting, but it will keep you alive slightly longer and has 2 Materia slots.
  • Weapon [Free for All]: 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.
  • Packet of Phoenix Downs [Free for Cetra]: A collection of healing items meant to revive someone from the brink of death. Does not work on people who are dead, only nearly dead.
  • Basic Spell Materia [Free for All]: 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 each of Fire, Bolt, Ice, and Cure.
  • Summoning Materia [Free for Cetra]: Red Materia that can summon powerful beings that hang around long enough to unleash a single attack. Extremely strong, but uses an enormous amount of MP and can’t be used very frequently until it grows stronger. Contains the Choco/Mog, Shiva, and Ifrit Materia.
  • Ribbon x2 [500/-300/1000]: This magical accessory protects the wearer from all status effects when worn. That’s pretty much it, but it’s still really useful.
  • Joined the Party [300/-600/1000]: Want a party? This lets you import up to 8 of your companions, giving them 400 Cp to spend and a free background, including any discounts.
    • Ryoga:
      • Mercenary Background: A soldier of fortune, you work for the highest bidder and don’t have many qualms about what you do as long as you get paid. Which is good, because sometimes you’re hired to burn towns and kill children. You have the most experience in standard combat of any background, but can’t do much besides fight.
      • Monster Hunter [F]: Your skills at fighting all the horrible beasties that inhabit this world has been improved. You know how to hold your own in a brawl, and could reasonably expect to come out on top in a battle against the monsters of this world, provided you’re not horribly underleveled.
      • Mage [100]: 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.
      • SOLDIER First Class [300]: SHINRA’s elite. Instead of being a normal badass, you’re now a Badass that’s been put through terrifying experimentation. You’ve been exposed to MAKO as well as some mysterious cells of unknown origin, and your physical and magical abilities have been pushed beyond what a normal human can achieve. This has been supplemented by the training all members of SOLDIER receive. Makes your eyes glow.
      • Basic Armor [F]: Some nice, mundane armor. Not too interesting, but it will keep you alive slightly longer and has 2 Materia slots.
      • Basic Weapon [F]: 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 [F]: 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.
      • Advanced Weapon [F]: Like the free weapon, but better. Pick a mundane weapon, you can now get a much stronger, and somewhat unrealistic, version. Instead of a normal sword, you get sword as big as you are, or a Gatling gun instead of a handgun. Has 4 Materia slots.
      • Improved Armor [F]: Like the free armor, but better. It’s much sturdier than normal armor, and will keep you alive even longer. In addition, it provides slight resistance to status effects and has 4 Materia slots.
    • Yoiko:
      • Mercenary Background: A soldier of fortune, you work for the highest bidder and don’t have many qualms about what you do as long as you get paid. Which is good, because sometimes you’re hired to burn towns and kill children. You have the most experience in standard combat of any background, but can’t do much besides fight.
      • Monster Hunter [F]: Your skills at fighting all the horrible beasties that inhabit this world has been improved. You know how to hold your own in a brawl, and could reasonably expect to come out on top in a battle against the monsters of this world, provided you’re not horribly underleveled.
      • Limit Break [150]: After taking enough damage in battle, you can overcome your own limits to unleash a devastatingly powerful attack. What attack it is varies between individuals, it could be something like swinging your sword and throwing meteors, or something more mundane like punching someone really, really hard. By practicing and continuously using your Limit Break, you can learn new, more powerful ones. However, training alone won’t be enough to learn your ultimate limit break…
      • Loot [200]: You find more money when you kill things and are more likely to find rare drops from monsters.
      • Map [50]: A map of the World.  Could be useful if you get lost easily.
      • Basic Armor [F]: Some nice, mundane armor. Not too interesting, but it will keep you alive slightly longer and has 2 Materia slots.
      • Basic Weapon [F]: 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 [F]: 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.
      • Advanced Weapon [F]: Like the free weapon, but better. Pick a mundane weapon, you can now get a much stronger, and somewhat unrealistic, version. Instead of a normal sword, you get sword as big as you are, or a Gatling gun instead of a handgun. Has 4 Materia slots.
      • Improved Armor [F]: Like the free armor, but better. It’s much sturdier than normal armor, and will keep you alive even longer. In addition, it provides slight resistance to status effects and has 4 Materia slots.
    • Zane:
      • 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.
      • Survival Kit [F]: A small supply of healing potions, status restoring items, and rations.
      • PHS [F]: The Party Handling System lets you summon your companions to your side. Has a 12 hour cool down.
      • Mage [100]: 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.
      • Money [50]: A big bag of Gil, 50,000 to be exact.
      • Lifetime Pass [100]: This ticket will get you and any companions or friends into the Gold Saucer, for free, for life.
      • Inventory [150]: Ever wonder how JRPG heroes carry all that junk around with a magic warehouse? Well, you’ll have to keep wondering, but this’ll make things easier for you. You can send things to or retrieve them from your warehouse at will. However, this doesn’t work on living things, weapons, or anything too big to fit in your hand. Think healing potions and the like.
      • 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.
    • AJ:
      • 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.
      • Survival Kit [F]: A small supply of healing potions, status restoring items, and rations.
      • PHS [F]: The Party Handling System lets you summon your companions to your side. Has a 12 hour cool down.
      • Mage [100]: 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 [300]: 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.
    • Bao:
      • Shinra Scientist Background: You are a mid-ranking Shinra scientist. You have technical knowledge about such topics as Materia and Mako, limited access to Shinra resources, and a steady paycheck. However, you have no combat experience and your company is literally sucking the life out of the planet.
      • Knowledge [F]: You gain knowledge of one section of Shinra work, basically any type of research or dealing you could reasonably expect an evil mega corporation to engage in. For scientist, your first purchase is what section of Shinra you work in.
        • SOLDIER
      • Mage [100]: 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.
      • Money [F]: A big bag of Gil, 200,000 to be exact.
      • Trade Secrets [300]: You’ve stolen some trade secrets from Shinra, and now have intimate knowledge of the inner workings of Mako Reactors. You know how to build them and can even make variations, like small personal reactors or reactors designed to make Materia. It takes an enormous amount of time and resources to build one, but once you do you will have a near limitless amount of electricity at your disposal. This is assuming, of course, that you don’t mind gradually reducing the world to a lifeless husk by using the soul of the planet as a power source. Since Mako Reactors were designed to be used on the lifestream, building one in worlds where the planet has a different lifeforce or supernatural energy may produce…interesting results. Why don’t you try it and see what happens?
      • 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.
    • Uriel:
      • Shinra Scientist Background: You are a mid-ranking Shinra scientist. You have technical knowledge about such topics as Materia and Mako, limited access to Shinra resources, and a steady paycheck. However, you have no combat experience and your company is literally sucking the life out of the planet.
      • Knowledge [F]: You gain knowledge of one section of Shinra work, basically any type of research or dealing you could reasonably expect an evil mega corporation to engage in. For scientist, your first purchase is what section of Shinra you work in.
        • Weapons Development
      • Mage [100]: 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.
      • Money [F]: A big bag of Gil, 200,000 to be exact.
      • Add Slots [150]: Using Materia requires having a weapon or armor with specially designed Materia slots, which your favorite outfit probably doesn’t have. You now know how to modify equipment to add Materia slots to armor, clothing, and weapons. The number of slots you can add is based on how powerful the equipment is, how receptive it is to magical energy, and the object’s physical size. The maximum number of slots one piece of equipment can ever have is 8.
      • Dirty Tactics [100]: Focusing more on people than monsters, this perk won’t help you in an honorable duel, but it will improve your…”tactics.” You’re much better at fighting dirty, and are intimately familiar with various weak points on the human body.
      • 1/35 Soldier [50]: A 1/35 model of a Shinra Soldier, 12 in the set.
      • 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.
    • Petra:
      • Mercenary Background: A soldier of fortune, you work for the highest bidder and don’t have many qualms about what you do as long as you get paid. Which is good, because sometimes you’re hired to burn towns and kill children. You have the most experience in standard combat of any background, but can’t do much besides fight.
      • Monster Hunter [F]: Your skills at fighting all the horrible beasties that inhabit this world has been improved. You know how to hold your own in a brawl, and could reasonably expect to come out on top in a battle against the monsters of this world, provided you’re not horribly underleveled.
      • Loot [200]: You find more money when you kill things and are more likely to find rare drops from monsters.
      • Beach House [200]: A deed to a villa in Costa Del Sol. Great if you want to hang out at the beach.
      • 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.
      • Advanced Weapon [F]: Like the free weapon, but better. Pick a mundane weapon, you can now get a much stronger, and somewhat unrealistic, version. Instead of a normal sword, you get sword as big as you are, or a Gatling gun instead of a handgun. Has 4 Materia slots.
      • Improved Armor [F]: Like the free armor, but better. It’s much sturdier than normal armor, and will keep you alive even longer. In addition, it provides slight resistance to status effects and has 4 Materia slots.
    • Francy:
      • 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.
      • Survival Kit [F]: A small supply of healing potions, status restoring items, and rations.
      • PHS [F]:  The Party Handling System lets you summon your companions to your side. Has a 12 hour cool down.
      • Mage [100]: 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.
      • Multiple Lifetime Pass [300]: A regular lifetime pass would only let you get into the Golden Saucer for free for the rest of *A* life, but you probably have more than one life ahead of you. This magic ticket will get you into any theme park, fairground, or similar location for free, in any world you might find yourself in.
      • 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.
  • Ain’t No Gettin’ Off This Train We’re On [+0]: This sets your starting location to Midgar. Upon your arrival in this world, you quickly find yourself a member of AVALANCHE. Have fun being part of the plot.
  • Bonus Bosses [+600/0/1600]: While they won’t come after you and you can fight them whenever you’re ready, before your ten years are up you must find and kill 2 very powerful creatures known as Ruby Weapon and Emerald Weapon. If you do not, you will be sent home. This may not seem like a big deal, but they’re very powerful. No, really. They can shrug off Knights of the Round.  Good luck, you’ll need it.
  • Ahab Auto-Import [X]:
    • Turk Background: You are a member of the Turks, Shinra’s enforcers. Evil mega corporations tend to have things they need to keep quiet or people that have to disappear, that’s where you come in. You are an elite specialist in such distinguished fields as kidnapping, espionage, and killing people who know too much. Your skills make you very valuable, and Shinra will pay handsomely for them. In addition, you have an enormous degree of autonomy and they’ll let you do more or less whatever you want as long as you get results. However, being so close to this kind of work makes it difficult to retire. If you try to leave Shinra, you will have effectively taken the Hunted drawback without receiving any points.
    • Dirty Fighting: Focusing more on people than monsters, this perk won’t help you in an honorable duel, but it will improve your…”tactics.” You’re much better at fighting dirty, and are intimately familiar with various weak points on the human body.
    • Specialty Weapon: Is the advanced weapon still too weak? This lets you get something crazy. Steam-powered greatsword? Go for it. A gun that shoots concentrated Mako? Sure. Gunblade? Weird, but alright. Even stronger than the advanced weapon, and comes with a whopping 6 Materia slots.
      • Harpoon Gun
    • 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.
    • Money: A big bag of Gil, 200,000 to be exact.
  • Joy Auto-Import [X]:
    • Turk Background: You are a member of the Turks, Shinra’s enforcers. Evil mega corporations tend to have things they need to keep quiet or people that have to disappear, that’s where you come in. You are an elite specialist in such distinguished fields as kidnapping, espionage, and killing people who know too much. Your skills make you very valuable, and Shinra will pay handsomely for them. In addition, you have an enormous degree of autonomy and they’ll let you do more or less whatever you want as long as you get results. However, being so close to this kind of work makes it difficult to retire. If you try to leave Shinra, you will have effectively taken the Hunted drawback without receiving any points.
    • Dirty Fighting: Focusing more on people than monsters, this perk won’t help you in an honorable duel, but it will improve your…”tactics.” You’re much better at fighting dirty, and are intimately familiar with various weak points on the human body.
    • Specialty Weapon: Is the advanced weapon still too weak? This lets you get something crazy. Steam-powered greatsword? Go for it. A gun that shoots concentrated Mako? Sure. Gunblade? Weird, but alright. Even stronger than the advanced weapon, and comes with a whopping 6 Materia slots.
      • Rapier
    • 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.
    • Money: A big bag of Gil, 200,000 to be exact.

Jump #20 – Avatar: The Last Airbender

  • Name: Sukinuk Yaari’s Daughter
  • Location: Deep Trouble, alone in the Fire Nation Capital’s Caldera. 94 AG
  • Age: 11-60 + 0-15
  • Total Runtime: 75 Years + 231.4 Years = 306.4 Years
  • Gender: Female Southern Water Tribesman
  • Log: Destiny Manifest
  • World #: 19
  • Unfinished Business?: See Jump 21
  • Document

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  • Water Tribesman [Free]: Adaptable and community-minded, the Water Tribes consist of several societies, predominantly centered around the North and South Poles. Each is governed by a tribal chief, although the Southern Water Tribe’s Chieftain has left to assist the Earth Kingdom, leaving that tribe scattered and disorganized. Their philosophy is based on balance – push and pull – and while they prefer peace, they have a strong warrior tradition. Until the advent of the Fire Nation’s Navy, they were the strongest power in the ocean, though their small holdings and inhospitable terrain rendered them weaker in other areas.
  • Warrior Background [100/900/1000]: Trained from childhood to fight and die for your country, you’re a talented young warrior who managed to catch the eye of your higher-ups. Your military background means that you tend to look at things with a military mindset, making it hard to relate to civilians or those of a different Nation, but – if you prove yourself – you could go quite far.
  • Trained Soldier – Commando [Free]: There’s a war going on, and you’re ready to fight in it. You gain a lifetime of experience as a Commando, understanding it as if you’d enlisted as soon as you could walk. You also gain military-level combat experience, sufficient to easily defeat an entire gang of armed rabble without similar training.
  • Art of War [300/600/1000]: Creativity, versatility, intelligence… those are the traits which define a great warrior, and you have them in spades. At a glance, you take in the world around you, instantly understanding the lay of the land and how to make it do the work for you. Any weaknesses your opponents have become readily apparent, and you can quickly figure out how to take advantage of them, while shoring up your own. Any weapon you hold becomes and extension of your own body, your mind open to the endless possibilities for its use. Just work on your technique, and soon, you’ll take on armies single handedly.
  • The Bending Arts – Water [100/500/1000]: You were born with the ability to manipulate the element of your nation, and have been trained in its use. The Bending Arts differ from element to element, but always involve a combination of physical movements designed to evoke that element, focused with the will of the Bender. Bending an element provides substantial control over it, allowing you to move it, shape it, and direct it, though the exact nature of each depends on the individual element. It should be noted, however, that you cannot actually create an element… though Firebenders can transform their body heat into a raging inferno and Airbenders can make the breath from their lungs into a gale. Waterbenders and Earthbenders must have a source of the element to Bend.
  • Combat Bender [100/400/1000]: Since time immemorial, Bending has served as mankind’s sword and shield… and now it’s yours. You are unusually skilled in using your Bending in combat, shaping your element into lethal or non-lethal strikes, deflecting or countering others, even controlling a battlefield’s terrain all come naturally to you. You are even able to adapt your forms into martial techniques, allowing you to use them in close combat even without your element. This runs both ways… should you know any other forms of martial arts, you can adapt your bending forms to them, letting you strike with your element.
  • Water Specialization – Lifebending [400/0/1000]: Water is the source of all life, and all life is a source of water. You are one of the rare Waterbenders able to access this source, bending water within living organisms. Aside from enhancing your healing, you may now control water within plants, leeching it from them or twisting them into any shape you desire. However, under the full moon, you gain the power to Bloodbend, controlling animals and even humans as your puppets, or leaving them as dessicated corpses. With time, you may truly master this art, Bloodbending even in the light of day.
  • Bending Genius [600/-600/1000]: You are a born master of your Element, using it on a level that most Benders could spend a lifetime failing to achieve. Where others toss boulders, you throw hills; where others could freeze a raindrop, you can transform a rainstorm into ice. Even the most trivial effort will allow you to learn any bending form you observe, and with casual practice you can master, then improve on, them. This genius also enhances, rather than supplants, any other Bending perks you’ve purchased; your talents are now exponentially greater, and your master also applies to the Specialized Bending Art which you learned, letting you master that art with little more difficulty than you’d have with the pure form.
  • Clothing [Free for All]: Even in the primitive jungles of the Foggy Swamp Tribe, running around in the nude is frowned upon. You start with a couple outfits from your Nation befitting your station in life.
  • Weaponry [Free]: From the simple Water Tribe Jaw-Blade to the twin Hook Swords developed by the Earth Kingdom, weaponry in the world of Avatar is varied and effective. Each purchase of this provides you with a single basic weapon (or a pair if they’re used as a matched set), ranged or melee, as well as the appropriate accoutrements, and (if appropriate) a small stock of ammunition. No siege weapons. Paired Ice Axes Selected.
  • Waterskins [Free]: Well-designed and heavy duty, this set of waterskins can easily hold several gallons of water, and are designed to evenly distribute them over your body for easy access. Aside from carrying a ready source of potable water on long travels, these skins provide a ready source for Waterbenders without a steady supply of their chosen element. These skins have a special blessing as well… each Full, Half, and New Moon, empty skins will refill themselves.
  • Marked [+100/-500/1100]: Whether the extensive tattoos of an Airbending Master or a gruesome burn scar across your face, you’ve been marked in an obvious way which serves to easily identify you unless you take significant steps to conceal it; casual clothing won’t be enough. WHile this does not come with any notoriety per se, if you accumulate your own you’ll need to conceal yourself to have any chance of blending in, and people may get suspicious if you wander around looking like you have something to hide.
  • Blind [+200/-300/1300]: You were born with milky eyes and incomplete optic nerves, unable to see even the slightest hint of light. Since this is a natural condition, it will be impossible to heal or cure in any way; the world of sight is absolutely lost to you. Though it is possible to rely on your other senses, it will take substantial training to even approach the world the same way as someone who can see, and some abilities will forever remain out of your grasp.
  • Into the Inferno [+300/0/1600]: As it turns out, your arrival on this world did not go unnoticed. Both Fire Lord Azulon and Prince Ozai received a vision of who you are and what you can do, and now consider you a serious threat. The Fire Nation is now devoting a significant potion of its forces to hunting you down and killing you, and will only be increasing it as you continue to evade them. Moreover, they’ve placed a very substantial bounty on your head, enough to tempt even their enemies to hunt you down. It’s possible to end their crusade, but it won’t be by killing them; all that will do is cause their people to seek vengeance.
  • Universal Import [Warehouse Lockout Exchange]
    • Zane: Earth Kingdom Male
    • AJ: “Ah Ji”, Grass Spirit, inhabits the vast savannahs of the Earth Kingdom, takes the form of a Gazelle Lion.
    • Francy: “Fee Shi”, Knowledge Seeker, a Fox-like Spirit
    • Petra: “Wu”, A small Lion Turtle
    • Ziggy: “Zhi Gi” Fire-Ferret.. 8 of them in succession.
    • Dyna: “Kan Shan”, Spirit of Battle, takes the form of an eye surrounded by ribbons
    • RayRay: “Ahz”, Avatar-style Green Dragon
    • Ryoga: Northern Water Tribe Female
    • Yoiko: Northern Water Tribe Male
    • Bao: Earth Kingdom Male
    • Uriel: Sand Nomad Female
    • Kendra: Fire Nation Female
    • Victoria: Maid in the House of the Cherry Blossom
    • Vivian: Cherry Tree
    • Victor: Phantom Riverboat
    • Fliagor: Ostrich Horse
  • Ahab Auto-Import [X]: Fire Nation Civilian
    • Fire Nation: Passionate, willful, and innovative, the Fire Nation is the most powerful of all of the Nations, both economically and militarily. They believe that this greatness comes with the burden to share it with the world, and revere the Fire Lord, their autocratic monarch, as the bringer of light and guidance to the world. They act quickly and decisively, caring more about the final result than the means by which it is achieved. For the past hundred years, this combination of decisive action and creativity has led to an industrial revolution, where Firebending became utilized to construct machinery and technology far beyond those of any other Nation.
    • Civilian: Born into a humble family in one of the three existing Nations, your only exposure to the flames of war comes from raids, and even those may be unknown to you. This means you’re going to have a difficult time dealing with violence, but it also means you’ve probably got a lot of neighborhood friends, as well as a modest home in your starting location.
    • Tradesman: There’s more to life, and even war, than fighting, and you know that better than most. Pick a single trade aside from direct combat – you gain a lifetime of experience in that field, truly understanding the ins and outs of your field. This may be anything from hunting to architecture to tea-making to managing a cabbage stand – even crafting siege engines is fair game. You may take this perk multiple times, each time learning a new trade.
    • Clothing: Even in the primitive jungles of the Foggy Swamp Tribe, running around in the nude is frowned upon. You start with a couple outfits from your Nation befitting your station in life.
    • Weaponry: From the simple Water Tribe Jaw-Blade to the twin Hook Swords developed by the Earth Kingdom, weaponry in the world of Avatar is varied and effective. Each purchase of this provides you with a single basic weapon (or a pair if they’re used as a matched set), ranged or melee, as well as the appropriate accoutrements, and, if appropriate, a small stock of ammunition. Only individual weapons may be chosen; siege weapons are out of its purview.
  • Joy Auto-Import [X]: Female Earth Kingdom Noble
    • Earth Kingdom: Proud lovers of tradition, the Earth Kingdom is by far the largest of the four Nations, as well as the most diverse. Their vast territory is divided into many provinces, though those within it still consider themselves members of the Earth Kingdom due to their shared traditions and history. Basing their philosophy on the Earth itself, they favor conservative strategies in life, moving only when necessary, then taking a direct and forceful approach to the problem. Their wealth comes in the form of agriculture and mineral wealth, although the greatest of these sources have been slowly but surely conquered by the Fire Nation.
    • Noble Background: Whether the Chief of one of the Water Tribes or simply a wealthy merchant family, your parents are high-ranking officials within your Nation. This gives you a certain level of authority, as well as important connections; on the other hand, you’re accustomed to a certain lifestyle, and find it hard to adjust to lesser circumstances.
    • Mind Your Manners: While you may choose to leave it behind once in awhile, you’ve been trained in the art of proper society behavior, and you’re good at it. From a Fire Nation beach party to the Earth King’s personal soiree, you know exactly how to behave to fit in anywhere. Even when exposed to cultures you’ve never heard of, you’ll instantly pick up enough etiquette to not make a fool of yourself, and rapidly familiarize yourself enough to make anyone think you were born there.
    • Clothing: Even in the primitive jungles of the Foggy Swamp Tribe, running around in the nude is frowned upon. You start with a couple outfits from your Nation befitting your station in life.
    • Wealth: You’ve come into a decent amount of money, whether in the form of Water Tribe beads, Fire Nation gold, or valuable trade goods. Once liquidated, you have enough to frugally for 10 years or lavishly for one, or enough to make a single major purchase, such as a horse and cart or fancy artwork. May be taken more that once; each additional purchase adds the same rough amount of money or goods. Nobles start with enough to live lavishly for five years, or make several major purchases.
    • Weaponry: From the simple Water Tribe Jaw-Blade to the twin Hook Swords developed by the Earth Kingdom, weaponry in the world of Avatar is varied and effective. Each purchase of this provides you with a single basic weapon (or a pair if they’re used as a matched set), ranged or melee, as well as the appropriate accoutrements, and, if appropriate, a small stock of ammunition. Only individual weapons may be chosen; siege weapons are out of its purview.

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Jump Stuff: #01-05, #06-10, #11-15, #16-20, #21-25, #26-30, #31-35, #36-40, #41-45, #46-50, #51-55, #56-60Developed

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