Jump #36 – Psychonauts

  • Name: Sio Jang
  • Location: Whispering Rock Psychic Summer Camp
  • Age: 9 years old
  • Total Runtime: 10.1 Years + 13,038.9 Years = 13,048.10 Years
  • Gender: Female Albino Laotian
  • Log: War Crimes
  • World #: 34, PsychoVerse
  • Unfinished Business?: Many Regrets, Many unjustly slain by my hands
  • Document

Jump 36 - Psychonauts

  • Camper Background [100/900/1000]: You are a young child arriving at the Whispering Rock Psychic Summer Camp in order to hone and control your psychic potential. For the most part, it is just potential so far. Where the levitating Instructors soar, you ride a Psi-Bubble over the ground.
  • Basic Braining [Free for All]: You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, you are less disoriented by astral projecting or entering someone’s mind.
  • Merit Badge Belt [Free for All]: This camp sash will allow you to display your Jumper powers/skills as merit badges. This has only a cosmetic effect, but might impress some people if you explain that each one is a superpower, area of science/magic/martial arts, or other skill. Despite being properly fitted to you at all times, it always has space for each badge.
  • Dowsing Rod [Free for Campers]: This will help you find buried deposits of psitanium buried around the world of Psychonauts and, out of this universe, it will point to large concentrations of psychic energy.
  • Psychic Specialty [First Free for Campers]: You are really good in a particular area of psychic powers. You might be able to go Invisible for a full day before having to recharge, Telekinetically wrestle the bears at camp, telepathically talk to plants (a rare ability), or your Oarsmanship might be strong enough to let your treat a canoe as a speedboat with nothing but the push of your mind! Keep in mind you’re not the best at your specialization, and to keep your area reasonable (use the cast of Psychonauts as an example). Can be taken more than once (doubling up a specialty will put you among the top 3 in that area with little practice) for a maximum of two ranks per specialty. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most. Selection – Precognitive Invisibility… a resistance to being anticipated by Precognitive abilities.
  • Astral Layers [600/300/1000]: Every version of you, at least one from each jump, resides in your mindscape, as an independent layer of who you were and who you are. Within your mind they are able to act as independent Psychonauts, defending your mind and dealing with any disturbances that arise. Outside of your own personal mindscape the only effects of this perk is the increased mental fortitude from the bolstering of your identity. Within it, however, your mind is a fortress garrisoned by the many aspects of yourself. These aspects have their own unique perspectives that could prove to be a valuable source of advice and insight, although not without their own biases. Speaking with your Id would prove impossibly useful to resolve any repressed issues you might have, but less so when seeking aid in dealing with the nuances of high society.
  • Three Pounds of Dreams [300/0/1000]: Your mind is that special one in a million psyche destined for mental greatness. Your mental defenses compare favorably to a tank’s armor, its strength to a battering ram, but it all pales in comparison to its pure potential. Learning and mastering new psychic abilities and skills takes less than a few days. Given sufficient motivation, challenges, and training to push your development could see you mastering eight different psychic abilities within one. Your mind never seems to lose its ability to change and evolve, meaning that even after years you’ll find yourself able to make noticeable improvements as long as you’re putting in the effort to push your limits.
  • Psitanium [100/-100/1000]: A 50 lb. chunk of Psitanium (also available in arrowhead collection form), an extraterrestrial psycho-reactive metal that makes psychics more psychics (and unstable people more unstable) over prolonged exposure, appears in your Warehouse each year. If not worked into a new item and instead carried around, it will instantly return to the Warehouse if it has become lost or destroyed. Arrowheads can be spent at the Camp Store.
  • Department of Paranormal Education [100/-200/1000]: You are fully trained in the art of educating young psychics. This gives you better methods of developing the present psychic abilities within your students (no matter how small), the ability to set up psychic training grounds within your mind, improved control over your mental censors (wouldn’t do to have your censors trying to evict your students, at least until combat practice), and the willpower to deal with a summer camp full of hormonal kids. Note that control over your censors is something you should pay attention to, as they are your mind’s immune system.
  • Psycho-Portal [200/-400/1000]: You get a personalized Psycho-Portal of your very own! This miniature doorway to the mind assists in diving into the mental world and allows for multiple users. You could place it on your own forehead and draw in willing subjects into your mindscape (typically for training purposes) or you could attach it to others to dive into theirs. Note that it does come with built-in blocks preventing you from entering the minds of minors (due to laws protecting underage minds) and it is possible to establish mental blocks preventing access with this device.
  • Bring Your Friends… x3 [100/-500/1000]: You can import or create companions to be either fellow campers or instructors for the duration of your stay here. They gain that origin for free and have 300 cp to spend on perks. Additional purchases add an additional 300 CP to the companions’ pool to spend, up to a max of 900 CP each.
    • Zane: Drop-In Background
      • Basic Braining: You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, you are less disoriented by astral projecting or entering someone’s mind.
      • Merit Badge Belt: This camp sash will allow you to display your Jumper powers/skills as merit badges. This has only a cosmetic effect, but might impress some people if you explain that each one is a superpower, area of science/magic/martial arts, or other skill. Despite being properly fitted to you at all times, it always has space for each badge.
      • Ran Away from the Circus [Free for Drop-In]: You have the skills of an exceptional circus acrobat, having mastery of the trapeze and tightrope with juggling thrown in for good measure. Beyond the agility, balance, reflexes, and strength you gain from that experience, you also have a better knowledge of showmanship.
      • Complete Collection of True Psychic Tales Magazine [Free for Drop-In]: Every issue ever printed, with a subscription for any new ones as they come out. Out of universe, you will continue to get new issues with articles based on the current universe’s Psychic events and community. This may include articles involving your adventures. Somehow the mail-in orders in the back of the magazine still work as long as you follow the mailing and payment instructions. In the event one gets damaged, simply burn it and a replacement will appear in the Warehouse.
      • Psychic Speciality x2 [400]: You are really good in a particular area of psychic powers. You might be able to go Invisible for a full day before having to recharge, Telekinetically wrestle the bears at camp, telepathically talk to plants (a rare ability), or your Oarsmanship might be strong enough to let your treat a canoe as a speedboat with nothing but the push of your mind! Keep in mind you’re not the best at your specialization, and to keep your area reasonable (use the cast of Psychonauts as an example). Can be taken more than once (doubling up a specialty will put you among the top 3 in that area with little practice) for a maximum of two ranks per specialty. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most.
        • Precognitive Invisibility
        • Mental Shielding
      • Astral Layers [300]: Every version of you, at least one from each jump, resides in your mindscape, as an independent layer of who you were and who you are. Within your mind they are able to act as independent Psychonauts, defending your mind and dealing with any disturbances that arise. Outside of your own personal mindscape the only effects of this perk is the increased mental fortitude from the bolstering of your identity. Within it, however, your mind is a fortress garrisoned by the many aspects of yourself. These aspects have their own unique perspectives that could prove to be a valuable source of advice and insight, although not without their own biases. Speaking with your Id would prove impossibly useful to resolve any repressed issues you might have, but less so when seeking aid in dealing with the nuances of high society.
      • Molotov Milk Crate [100]: You have a basket from which you can pull bottles of milk that can ignite into Molotov cocktails. It is fortified with what the world wants. What the world deserves. When not ignited, it is very delicious and healthy to drink. The basket never runs out and you can share the milk, however only you can ignite it.
      • Department of Paranormal Education [100]: You are fully trained in the art of educating young psychics. This gives you better methods of developing the present psychic abilities within your students (no matter how small), the ability to set up psychic training grounds within your mind, improved control over your mental censors (wouldn’t do to have your censors trying to evict your students, at least until combat practice), and the willpower to deal with a summer camp full of hormonal kids. Note that control over your censors is something you should pay attention to, as they are your mind’s immune system.
    • Velma:
      • Instructor Background: You are a fully trained and realized Psychonaut. While you are fully capable of dealing with the psychic threats of the world, journeying into the minds of the mad and fighting their inner demons, and using your powers to their true potential.
      • Basic Braining: You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, you are less disoriented by astral projecting or entering someone’s mind.
      • Merit Badge Belt: This camp sash will allow you to display your Jumper powers/skills as merit badges. This has only a cosmetic effect, but might impress some people if you explain that each one is a superpower, area of science/magic/martial arts, or other skill. Despite being properly fitted to you at all times, it always has space for each badge.
      • Department of Paranormal Education [Free]: You are fully trained in the art of educating young psychics. This gives you better methods of developing the present psychic abilities within your students (no matter how small), the ability to set up psychic training grounds within your mind, improved control over your mental censors (wouldn’t do to have your censors trying to evict your students, at least until combat practice), and the willpower to deal with a summer camp full of hormonal kids. Note that control over your censors is something you should pay attention to, as they are your mind’s immune system.
      • Cobweb Duster [Free for Instructor]: This device allows you to collect mental cobwebs while inside another’s mind. This has the benefits of clearing up their mind and memory, not improving their mental faculties as much as dusting off old skills and uncovering old memories. Includes a Psychic Loom attachment for the Warehouse.
      • Psycho-Science [200]: You are familiar with everything from the cutting edge to the earliest tests of the Psychic Sciences. You know how a Brain Tumbler works, how to construct a Geodesic Isolation Chamber, how to make your own Psycho-Portal (most available ones will include a built-in block to protect underage minds from being entered), how to build Psychic Death Tanks (and properly store brains so they stay alive and can be easily transported), and how to make people sneeze out their whole brains and stay alive using nothing but a pepper mill! That last one doesn’t work on people with a stuffy nose though. Also comes with knowledge of how to put brains back inside a person’s head.
      • Psychonautics [300]: Your skill at diving into the psyche is unparalleled, with the insight to truly understand the mind at its core levels. You have the full training of a Psychonaut and the field of Psychonautics in general. You know how to truly explore the human condition, the various methods of achieving the altered states of consciousness to do so (and in your case can do it through will alone), and you make connections through the Collective Unconscious easier allowing you to visit the minds of those you have a connection to over any distance. You can even explore the Collective Unconscious itself as well as Crowd Psychologies! As an added bonus, you also have an increased ability at understanding truly alien, inhuman minds.
      • Psychic Specialization x4 [400]: You are really good in a particular area of psychic powers. You might be able to go Invisible for a full day before having to recharge, Telekinetically wrestle the bears at camp, telepathically talk to plants (a rare ability), or your Oarsmanship might be strong enough to let your treat a canoe as a speedboat with nothing but the push of your mind! Keep in mind you’re not the best at your specialization, and to keep your area reasonable (use the cast of Psychonauts as an example). Can be taken more than once (doubling up a specialty will put you among the top 3 in that area with little practice) for a maximum of two ranks per specialty. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most.
        • Levitation x2
        • Psychic Transparency (mental attacks and scans might simply pass through her)
        • Psy-Suppression (a general dampener).
    • Francine:
      • Instructor Background: You are a fully trained and realized Psychonaut. While you are fully capable of dealing with the psychic threats of the world, journeying into the minds of the mad and fighting their inner demons, and using your powers to their true potential.
      • Basic Braining: You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, you are less disoriented by astral projecting or entering someone’s mind.
      • Merit Badge Belt: This camp sash will allow you to display your Jumper powers/skills as merit badges. This has only a cosmetic effect, but might impress some people if you explain that each one is a superpower, area of science/magic/martial arts, or other skill. Despite being properly fitted to you at all times, it always has space for each badge.
      • Department of Paranormal Education [Free for Instructor]: You are fully trained in the art of educating young psychics. This gives you better methods of developing the present psychic abilities within your students (no matter how small), the ability to set up psychic training grounds within your mind, improved control over your mental censors (wouldn’t do to have your censors trying to evict your students, at least until combat practice), and the willpower to deal with a summer camp full of hormonal kids. Note that control over your censors is something you should pay attention to, as they are your mind’s immune system.
      • Cobweb Duster [Free for Instructor]: This device allows you to collect mental cobwebs while inside another’s mind. This has the benefits of clearing up their mind and memory, not improving their mental faculties as much as dusting off old skills and uncovering old memories. Includes a Psychic Loom attachment for the Warehouse.
      • Three Pounds of Dreams [600]: Your mind is that special one in a million psyche destined for mental greatness. Your mental defenses compare favorably to a tank’s armor, its strength to a battering ram, but it all pales in comparison to its pure potential. Learning and mastering new psychic abilities and skills takes less than a few days. Given sufficient motivation, challenges, and training to push your development could see you mastering eight different psychic abilities within one. Your mind never seems to lose its ability to change and evolve, meaning that even after years you’ll find yourself able to make noticeable improvements as long as you’re putting in the effort to push your limits.
      • Psychic Specializations x3 [300]: You are really good in a particular area of psychic powers. You might be able to go Invisible for a full day before having to recharge, Telekinetically wrestle the bears at camp, telepathically talk to plants (a rare ability), or your Oarsmanship might be strong enough to let your treat a canoe as a speedboat with nothing but the push of your mind! Keep in mind you’re not the best at your specialization, and to keep your area reasonable (use the cast of Psychonauts as an example). Can be taken more than once (doubling up a specialty will put you among the top 3 in that area with little practice) for a maximum of two ranks per specialty. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most.
        • Psychoportation (Teleportals and Hostile Teleportation)
        • Psychic Void (the ability to absorb psychic attacks and probes)
        • Instance Heightening (the ability to make people do what they’re already doing, only more so… focus on watching sports, sleep, look for the source of a noise, etc.)
  • LET’S HEAR IT FOR JUMPER! YAAAAAAY! [+100/-400/1100]: oh god, not these two. Clem and Crystal have decided to become your own personal cheerleaders for the duration of the jump. No matter what you do, they will remain cheerful and upbeat, they are immune to any attack you use on them or their surround area, and (being psychics) can follow you into the mental realm to constantly cheer you own. CONSTANTLY.
  • One-Jumper Camp Staff [+200/-200/1300]: After a brutal Psychic Duel, your mind has been left shattered. This shattering causes you to have a set of alternate personalities that have your name but a title determined by their job. These personalities remember nothing about the Jump Chain or your past/meta-knowledge and care little for things beyond their duties or interests. While not opposed to your goals, these personalities are of no help for your allies (as they are too busy flipping burgers or managing the camp’s canoes). However you can focus yourself into a stable mind by carrying a large chunk of Psitanium around with you at all times.
  • And Now I Have to Wear this Special Hat [+200/0/1500]: You have problems controlling your psychic powers. Accidentally starting fires or making people’s heads exploder, these things happen when you focus too much (or let your focus slip too much, it’s a delicate balance). As long as you wear a special (tinfoil) hat you shouldn’t have TOO many accidents.
  • Ahab’s Auto-Import [X]:
    • Camper Background: You are a young child arriving at the Whispering Rock Psychic Summer Camp in order to hone and control your psychic potential. For the most part, it is just potential so far. Where the levitating Instructors soar, you ride a Psi-Bubble over the ground.
    • Basic Braining: You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, you are less disoriented by astral projecting or entering someone’s mind.
    • Merit Badge Belt: This camp sash will allow you to display your Jumper powers/skills as merit badges. This has only a cosmetic effect, but might impress some people if you explain that each one is a superpower, area of science/magic/martial arts, or other skill. Despite being properly fitted to you at all times, it always has space for each badge.
    • Dowsing Rod: This will help you find buried deposits of psitanium buried around the world of Psychonauts and, out of this universe, it will point to large concentrations of psychic energy.
    • Psychic Specialty: You are really good in a particular area of psychic powers. You might be able to go Invisible for a full day before having to recharge, Telekinetically wrestle the bears at camp, telepathically talk to plants (a rare ability), or your Oarsmanship might be strong enough to let your treat a canoe as a speedboat with nothing but the push of your mind! Keep in mind you’re not the best at your specialization, and to keep your area reasonable (use the cast of Psychonauts as an example). Can be taken more than once (doubling up a specialty will put you among the top 3 in that area with little practice) for a maximum of two ranks per specialty. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most. (Sensory Invisibility)
  • Joy’s Auto-Import [X]:
    • Camper Background: You are a young child arriving at the Whispering Rock Psychic Summer Camp in order to hone and control your psychic potential. For the most part, it is just potential so far. Where the levitating Instructors soar, you ride a Psi-Bubble over the ground.
    • Basic Braining: You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, you are less disoriented by astral projecting or entering someone’s mind.
    • Merit Badge Belt: This camp sash will allow you to display your Jumper powers/skills as merit badges. This has only a cosmetic effect, but might impress some people if you explain that each one is a superpower, area of science/magic/martial arts, or other skill. Despite being properly fitted to you at all times, it always has space for each badge.
    • Dowsing Rod: This will help you find buried deposits of psitanium buried around the world of Psychonauts and, out of this universe, it will point to large concentrations of psychic energy.
    • Psychic Specialty: You are really good in a particular area of psychic powers. You might be able to go Invisible for a full day before having to recharge, Telekinetically wrestle the bears at camp, telepathically talk to plants (a rare ability), or your Oarsmanship might be strong enough to let your treat a canoe as a speedboat with nothing but the push of your mind! Keep in mind you’re not the best at your specialization, and to keep your area reasonable (use the cast of Psychonauts as an example). Can be taken more than once (doubling up a specialty will put you among the top 3 in that area with little practice) for a maximum of two ranks per specialty. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most. (Technopathy)

Jump #37 – Redwall

  • Name: Athena Bellweather / Symbeline
  • Location: Salamandastron
  • Age: 24-63  Seasons
  • Total Runtime: 10.1 Years + 13,048.10 Years = 13,058.11 Years
  • Gender: Female Abbey-Dwelling Otter
  • Log: War & Remembrance
  • World #: 35, JacqueVerse
  • Unfinished Business?: Life Goes On
  • Document

Jump 37 - Redwall

  • Abbey-Dweller [Free]: Despite the name, this background is not exclusive to Redwall Abbey, particularly if you Jump to a time before the Abbey was founded. You could easily be from some other peaceful community such as Loamhedge.
  • Otter [Free]: Tall and sleek, you’re equally comfortable on land, on a boat, or swimming in the water. And who needs tables when you’ve got a perfectly good tummy?
  • Born in the Streams [Free for Otters]: You’re better at swimming than almost anyone else, able to swim upstream against a raging river, or keep your head above water in a hurricane. This also comes with an overall boost to your strength, and makes your belly a bit sturdier.
  • With Open Arms [Free for Abbey-Dweller]: Community. Security. Family. You may not have always had such things, but you’re good at finding them… or, if necessary, founding them. You know how to make a good first impression, and how to quickly find yourself integrated into any sort of loose hierarchy you may be invited to join. This is no guarantee that you won’t find yourself an outcast for egregious crimes against the community, but you’ll probably be given the benefit of the doubt on a first offense.
  • Wholesome Home Cooking [100/900/1000]: You’re a culinary genius, able to whip up a delicious four course meal on a moment’s notice, or to keep a whole Abbey fed for weeks under siege conditions. You’re practiced in the traditions of Mossflower and Salamandastron, but have experimented with cooking styles far and wide, from the hotroot-heavy spice palates of the sea otters (mmm… spicy!) to the skilly’n’duff favoured by the Gousim, and perhaps more exotic dishes from far-off lands. You’ve got a particular talent for making vegan substitutions that are nearly indistinguishable from the real thing.  In future Jumps, you can quickly learn to prepare all the most popular meals of the setting… and with a bit of practice, you can learn new applications for the cuisine of previous Jumps.
  • Expert Healer [200/700/1000]: You know all about the psychologies of all the intelligent species on this continent, and a few from elsewhere. You possess skills in first aid, preventative medicine, diagnosis, treatment planning, pharmacology, and surgery that are at least a generation ahead of the state-of-the-art of this world’s folk medicine. Even if you’re still mostly relying on herbal infusions and poultices, you’ll be able to squeeze results out of them that few other healers can match. Should you possess any sources of medical knowledge or equipment from other worlds, this perk helps you to integrate them with this folk medicine (and with each other) both effectively, and without raising too many questions.
  • JITTAGALL [300/400/1000]: Jumping Is The Thing A Good Abbey Leader Learns. You are an embodiment of the seven virtues exemplified by the great leaders of Redwall Abbey: Humility, Patience, Wisdom, Understanding, Kindness, Friendliness, and Strength (of character). This manifests not as a visible glowing aura, but as a faint smell of lilacs (which you can suppress at will… oh good, I detest lilacs). Those who share your values will quickly come to regard you as some sort of living saint, and even mortal enemies will hesitate to hurt you. This should practically guarantee you a close place in the councils of the Abbot/Abbess of Redwall or the leaders of similar peaceful organizations – and the position of their successor, should you seek it.
  • Sturdy Haversack [Free for All]: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
  • Infinite Cheese [Free for Abbey-Dweller]: In a world without livestock, where exactly do the dairy products come from? It’s probably best not to think too hard about it.  You can rest easy though, knowing that this cheese comes from endlessly refilling barrels in your warehouse, rather than anywhere ethically questionable. Six massive oak barrels, one full of brine and brined cheeses, the others full of wax sealed or paper wrapped cheeses, ranging from semi-soft all the way to very hard.
  • Abbey Kitchen [100/300/1000]: a fully-stocked kitchen, pantry, and cellar, equipped with hot and cold running water, many ovens, stoves, and cauldrons, the best cooking utensils available, a large deep fryer, fermenting and distilling equipment, and even refrigeration facilities. Once a season, your supply of fruits, nuts, grains, and vegetables will refill automatically. After the jump it will become an attachment to your Warehouse.
  • A Little Light in Every Heart [300/0/1000]: Beasts should be judged not by the colour of their fur, but by the content of their characters, and you have an unusual degree of insight into just that. You can sense when others have nagging doubts about the correctness of their ideal. With a (precisely chosen) kind word, you can assuage those doubts – or cause them to fester and multiply. There’s no guarantee that this will result in a convert to your cause, but it’s certainly worth a try.  This is particularly useful for promoting ideals of tolerance and nonviolence, but can almost as easily be used to spread paranoia and distrust, or whatever your own values happen to be. This isn’t mind-control or a magical alignment-changing aura, just a little applied psychology and a whole bunch of optimism. Depending on the metaphysics of the setting, it may not be of much use against eldritch abominations, automatons, demons, or beings otherwise devoid of free will.
  • Musician and Poet Extraordinaire [200/-200/1000]: You are competent in the use of every sort of musical instrument that’s common to this world, and a virtuoso level of talent on one in particular (drums). You also have a talent for poetry and songwriting, especially when writing songs about your adventures or those of your friends. This also improves your memory, especially your recall of verse. You never know when you might be called upon to recite an eighteen-stanza ballad or three hours of oral history.
  • Hand Drum [Free with M&PE]: A finely made and well-maintained hand-drum.
  • Heart of a Mouse [100/-300/1000]: At the very least, you’ve got a great deal of courage, even in the face of overwhelming challenges. When faced with lopsided odds, you’ve also got a great deal of luck.
  • Bully Pulpit [200/-500/1000]: You might not have much in the way of formal schoolin’, but you’ve got a PhD in Mean. You’ve got an overall intimidating demeanor, and know a thousand little ways of frightening and belittling those smaller than you- whether physically or intellectually. Depending on how you apply it, this can make you a sarcastic but lovable asshole, or a ruthless sociopath. As a bonus, once you’ve cowed, frightened, or embarrassed someone, they become more receptive to your attempts to explain things to them.
  • Companion Import [300/-800/1000]: Companions imported in this way gain a free background and 300 CP to spend on perks, abilities, and gear. They cannot take drawbacks or purchase companions of their own.
    • Zane: “Bubo”, a male Snowy Leopard Owl Wanderer
      • Owl [300]: Choose any sort of small bird that’s common in the United Kingdom or Western Europe. Note that birds in this universe are considerably less anthropomorphic than mammals are. Without hands, you might have some difficulty using equipment designed for humans. For an extra 100, you can be a large bird of prey like an eagle, hawk, or owl, significantly increasing your strength.
      • Wanderer Background [Free]: You’re not entirely sure how you got here, or what you’re doing in the body of a small woodland creature. You’ve got no family, history, or connections in this place, and no pesky additional memories to get in the way of your own.
      • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
      • Aerial Acrobat [Free for Owl]: There’s flying, and then there’s flying. If you’re not the fastest thing in the sky – and even that’s debatable – you’re certainly the one with the most style. You can pull off amazing stunts and turn on a dime, and flying is much less tiring for you than it might otherwise be. Note that if you’re not a Bird, you’re going to need some other means of flight before this perk is of much use to you, whether that consists of some innovative technological contraption or a superpower from another Jump.
      • The Open Road [Free for Wanderer]: Home is wherever you lay your head at night – and if that’s rarely the same place twice in a row,  what’s the problem? You make exceptionally good time when traveling, and find it considerably less tiring. You can make a surprisingly comfortable campsite with almost no supplies, build a fire out of nearly anything and forage in even barren terrain. You (and those traveling with you) are also less prone to any natural hazards you might encounter, from mosquitoes to quicksand.
      • Abbey Records [Free for Wanderer]: a bookcase containing, among many older books and scrolls, signed first editions of the collected works of Brian Jacques. Also includes DVDs of all three seasons of the Canadian animated series, which cover the events of Redwall, Mattimeo, and Martin the Warrior.
    • Toph: “Nike”, a female Badger Scoundrel
      • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
      • Badger [300]: You stand head-and-shoulders above most other beasts, with powerful muscles, and sharp fangs and claws. If you’re not a Badger Lord or Lady yourself, you’re probably at least distantly related to one.
      • Scoundrel [Free]: Villains have more fun, and you’re determined to have the most fun of all. You could be a pirate, a mercenary, a brutal savage, or a fearsome warlord, but one constant is that you are bad news.
      • Bloodwrath [Free for Badger]: this condition is both a blessing and a curse. When a loved one is threatened or hurt, or when confronted with a hated foe, you risk the Bloodwrath overtaking you. This greatly increases your strength, speed, and ferocity, and allows you to ignore anything short of an immediately fatal wound until it passes, but also makes it impossible for you to focus on anything other than CRUSHING, KILLING, and DESTROYING. Great focus and inner strength will serve you well here, allowing you to control precisely when and how and what you crush and kill and destroy.
      • Dirty Fighting [Free for Scoundrel]: You’ve never much been one for playing fair. You’ve got at least a little bit of practice with every nasty trick in the book, and might even have invented a couple of your own. This can help you hold your own while outnumbered, or against fighters bigger, stronger, and better trained than yourself, so long as you don’t mind beating them dishonorably.
      • Basic Weapons: They aren’t the sharpest or the shiniest, but they can certainly get the job done. One or two weapons of your choice, from fairly standard swords and bows to a more exotic frog-sticker or an authentic gullwhacker.
    • Yoiko: “Hera”, a female Iriomote Wildcat Scoundrel
      • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
      • Wildcat [300]: You’re as big as a badger, if not bigger, and your claws and teeth are at least as fearsome. Only a great fool picks a fight with a wildcat.
      • Scoundrel [Free]: Villains have more fun, and you’re determined to have the most fun of all. You could be a pirate, a mercenary, a brutal savage, or a fearsome warlord, but one constant is that you are bad news.
      • Eye of the Tiger [Free for Wildcat]: You are prepared to rise up to the challenge of any rival, and by the time things come to blows, you may well know them better than they know themselves. With just a glance, you can gain a basic understanding of someone’s strengths and weaknesses, and how best to exploit them. This understanding deepens the more time you have to observe and analyze them. With practice, you can learn how to apply this analysis to inanimate structures or even to hypothetical concepts.
      • Dirty Fighting [Free for Scoundrel]: You’ve never much been one for playing fair. You’ve got at least a little bit of practice with every nasty trick in the book, and might even have invented a couple of your own. This can help you hold your own while outnumbered, or against fighters bigger, stronger, and better trained than yourself, so long as you don’t mind beating them dishonorably.
      • Basic Weapons: They aren’t the sharpest or the shiniest, but they can certainly get the job done. One or two weapons of your choice, from fairly standard swords and bows to a more exotic frog-sticker or an authentic gullwhacker.
    • Ryoga: “Apollo”, a male Shrew Scoundrel
      • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
      • Shrew [F]: Shrews are shorter than most beasts, with longer and more pronounced snouts. They’re generally nomadic, traveling on foot, in caravans, or up and down this world’s many rivers.
      • Scoundrel [Free]: Villains have more fun, and you’re determined to have the most fun of all. You could be a pirate, a mercenary, a brutal savage, or a fearsome warlord, but one constant is that you are bad news.
      • Argument for Argument’s Sake [Free for Shrew]: If there’s one thing Shrews love to do, it’s argue. They’ve been known to take up positions they don’t even agree with – or pretend to switch positions half way through a debate – just so they can keep arguing. On the rare occasions that there’s nothing to argue about, they argue about argument itself. You can keep up with the best of them. You’ve got a firm understanding of logic, and experience with all the most common rhetorical techniques. This also comes with an upgrade to your stubbornness- but if you’re willing to suppress that for a moment, you and your interlocutor might manage to come to a compromise that’s better than what either of you started with.
      • The Freebootin’ Way [200]: You’ll never have to do an honest day’s work again. A dishonest day’s work is another matter, but can you really call it “work” when it’s this much fun? This perk ensures that you and your mateys will always be able to find a steady supply of plunder and drink for as long as you want to keep plundering and drinking. It allows you to handwave away most of the less pleasant parts of the job, from scurvy to digging latrines, which will hopefully keep morale high. Thanks to your experience running a crew of corsairs or a mercenary company (and no small amount of plot shenanigans), you will have an easy time finding such a position (or its nearest equivalent) in future Jumps.
      • Dirty Fighting [Free for Scoundrel]: You’ve never much been one for playing fair. You’ve got at least a little bit of practice with every nasty trick in the book, and might even have invented a couple of your own. This can help you hold your own while outnumbered, or against fighters bigger, stronger, and better trained than yourself, so long as you don’t mind beating them dishonorably.
      • Bully Pulpit: You might not have much in the way of formal schoolin’, but you’ve got a PhD in Mean. You’ve got an overall intimidating demeanor, and know a thousand little ways of frightening and belittling those smaller than you- whether physically or intellectually. Depending on how you apply it, this can make you a sarcastic but lovable asshole, or a ruthless sociopath. As a bonus, once you’ve cowed, frightened, or embarrassed someone, they become more receptive to your attempts to explain things to them.
      • Basic Weapons: They aren’t the sharpest or the shiniest, but they can certainly get the job done. One or two weapons of your choice, from fairly standard swords and bows to a more exotic frog-sticker or an authentic gullwhacker.
    • Bao: “Hermes”, a male Chinese Rat Wanderer
      • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
      • Rat [F]: In the real world, most rats are clean, gentle, friendly creatures- but in this world, most rats are cowardly, violent, greedy bullies. The leaders among them are just violent and greedy.
      • Wanderer Background [Free]: You’re not entirely sure how you got here, or what you’re doing in the body of a small woodland creature. You’ve got no family, history, or connections in this place, and no pesky additional memories to get in the way of your own.
      • The Scourge [Free for Rat]: If might makes right, how can you be wrong? You’re an incredibly ferocious combatant, stronger, tougher, and faster than most of your race — and other beasts respect this. While this doesn’t make you truly fearless, but it might give you such a reputation — everyone else will be too busy being afraid of you to notice whether or not you’re even capable of fear. This perk also comes with impressive facial scars and a badass story to go with them. You can redesign these scars (or suppress them entirely) at the beginning of every Jump.
      • Prince of Mousethieves [300]: Your talents of stealth and thievery are legendary, and you are capable of snatching the very whiskers from under a foebeast’s nose. If it isn’t nailed down or on fire, you can probably steal it- and if it is, you’ll just steal the nails and the fire as well. You’ve also got a talent for picking locks, wriggling out of bonds, and ventriloquy. To top it off, this perk also makes you a little more likable, and ensures that your reputation for theft will not be a barrier to people trusting you- except perhaps those who jealously guard vast piles of wealth, of course.
      • The Open Road [Free for Wanderer]: Home is wherever you lay your head at night – and if that’s rarely the same place twice in a row,  what’s the problem? You make exceptionally good time when traveling, and find it considerably less tiring. You can make a surprisingly comfortable campsite with almost no supplies, build a fire out of nearly anything and forage in even barren terrain. You (and those traveling with you) are also less prone to any natural hazards you might encounter, from mosquitoes to quicksand.
      • The Abbey Records: a bookcase containing, among many older books and scrolls, signed first editions of the collected works of Brian Jacques. Also includes DVDs of all three seasons of the Canadian animated series, which cover the events of Redwall, Mattimeo, and Martin the Warrior.
    • Uriel: “Ares”, a male Tamrielic Hare Warrior
      • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
      • Hare [F]: Tally ho, wot? Between the long floppy ears and the powerful hind legs, you’re a force to be reckoned with, whether you’re from Salamandastron or the surrounding countryside. If you prefer, you could instead be a hare from the Northern Highlands (who sound distinctly Glaswegian).
      • Warrior Background: You might hail from the ancient mountain of Salamandastron, the nomadic Guosim, or some other culture in which honor and martial tradition are highly prized. Regardless, you’ve been trained to use a weapon since you were able to walk– and even before that, you were taught that you must only use that weapon in defense of the weak and the helpless.
      • Stiff Upper Lip, Wot? [Free for Hare]: Invincible. Imperturbable. Indefatigable. If your fellows were to describe you with a single word, it would begin with In-, end in -ble, and have as many syllables in between as jolly well possible.  You experience a substantial increase to your stamina, toughness, and ability to recover from both physical injuries and emotional trauma. While still within the limits of a mortal beast, you could easily develop a reputation as one of the most resilient creatures of your generation.As a side effect, relying on this ability tends to give you a prodigious appetite. An army marches on its stomach, dont’cha know?
      • A Welcome for Bullies [100]: With the right motivation, and a little bit of training, even a bunch of peace-loving farmers and monks can be forged into a formidable fighting force. With this perk, you’re just the fuzzy little drill sergeant to do it. This helps you both with recruits who plan to become professional soldiers, and with citizen militias who hope to go back to their peaceful lives after the current crisis passes.
      • EULALIAAA! [200]: This perk makes your voice much more powerful, able to carry over longer distances and be clearly audible over the din of battle.  By shouting a battle cry, you can fill the hearts of your allies with the courage of a thousand hares, boosting their fighting ability and allowing them to persevere in the face of adversity. You also benefit from your own battle cry, of course.
      • Weapon Training [Free for Warrior]: You’re respectably familiar with the most common categories of weapons used in this world – including swords, spears, staves, slings, and bows. Choose one class of weapon with which to be particularly talented.
      • Basic Weapons: They aren’t the sharpest or the shiniest, but they can certainly get the job done. One or two weapons of your choice, from fairly standard swords and bows to a more exotic frog-sticker or an authentic gullwhacker.
    • Joy: “Artemis”, a female Squirrel Warrior
      • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
      • Squirrel [F]: You’re tall and lithe, built for climbing, jumping, and occasionally a bit of digging. Also, you’ve got something that most other beasts don’t: a big bushy tail.
      • Warrior Background: You might hail from the ancient mountain of Salamandastron, the nomadic Guosim, or some other culture in which honor and martial tradition are highly prized. Regardless, you’ve been trained to use a weapon since you were able to walk– and even before that, you were taught that you must only use that weapon in defense of the weak and the helpless.
      • Treetops and Timber [Free for Squirrel]: The dull old ground is not for you. You’re one of the best climbers around, a forest freerunner… but are equally at home on rocky crags or even on artificial constructions. This comes along with a moderate increase to your overall agility… as well as a better memory for where you’ve hidden things. Never lose your car keys again.
      • I Am That Is [300]: The great warriors of the past live on in you, subconsciously advising you at times of crisis, and lending you some of their talent at fighting and at leadership. You might awake one morning to find that a vermin horde is at your doorstep… but also that you suddenly know some ancient otter martial art that you’ve never practiced in your life, and exactly where to find the MacGuffin that once belonged to your ancestor. By engaging in meditation – or seeking them out in a dream – you can also converse with your predecessors directly. Each time you Jump to a new setting, you gain access to a new set of ancestral spirits, as appropriate to the setting and to your chosen background. Finally, should you ever die once and for all (whether valiantly in defense of the innocent or peacefully in your sleep), a fragment of your spirit will live on in each world you have visited, to guide and advise other warriors for truth and justice… and, perhaps, to grant them access some shadow of your vast powers.
      • Weapon Training [Free for Warrior]: You’re respectably familiar with the most common categories of weapons used in this world – including swords, spears, staves, slings, and bows. Choose one class of weapon with which to be particularly talented.
      • Basic Weapons: They aren’t the sharpest or the shiniest, but they can certainly get the job done. One or two weapons of your choice, from fairly standard swords and bows to a more exotic frog-sticker or an authentic gullwhacker.
    • Ahab: “Haephestus”, a male Mole Wanderer
      • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
      • Mole [F]: Burr oi, ee be a roit prud member ov’m gurt brovverhood ov moles. A subterranean race, moles are renowned for their skills at digging and architecture… and for their distinctive accents. Beard and axe are optional.
      • Wanderer Background [Free]: You’re not entirely sure how you got here, or what you’re doing in the body of a small woodland creature. You’ve got no family, history, or connections in this place, and no pesky additional memories to get in the way of your own.
      • Gurt Diggins [Free for Mole]: You gain an instinctive understanding of tunneling and mining, whether you’re using tools or your own paws, whether you’re digging for jewels or root vegetables. This perk also enhances your senses of smell, touch, and vibration, allowing you to function just fine with your eyes full of dirt.
      • Book of Riddles [100]: a book containing a long primer on the underlying theory of riddles and puzzles, a spoiler-filled walkthrough of every riddle or puzzle used in the canonical series, and a showcase of some of the great riddles of history. The book is also enchanted with a magical cryptanalysis machine. Unfortunately, it accepts only input (and only provides output) in paper media, though you might eventually find a way to bypass this limitation. In future Jumps, the walkthrough expands to cover some of the most important riddles in that source material. While this is not guaranteed to completely short-circuit any plots, it might allow you to take significant shortcuts.
      • Riddle Me This [200]: This universe is chock-full of riddles, puzzles, and word games, and you’ve got exceptional talent at both creating and solving them. This comes along with elevated pattern recognition skills, talent for wordplay, and intuition (especially when guessing the intent of the original author).
      • The Open Road [Free for Wanderer]: Home is wherever you lay your head at night – and if that’s rarely the same place twice in a row,  what’s the problem? You make exceptionally good time when traveling, and find it considerably less tiring. You can make a surprisingly comfortable campsite with almost no supplies, build a fire out of nearly anything and forage in even barren terrain. You (and those traveling with you) are also less prone to any natural hazards you might encounter, from mosquitoes to quicksand.
      • Abbey Records: a bookcase containing, among many older books and scrolls, signed first editions of the collected works of Brian Jacques. Also includes DVDs of all three seasons of the Canadian animated series, which cover the events of Redwall, Mattimeo, and Martin the Warrior.
  • Incomprehensible Accents [+100/-700/1100]: While this world contains a very diverse collection of accents and dialects, they usually don’t represent too much of a barrier to mutual comprehension. Except, for some reason, to you. Something has gone wrong in the air, or in your brain, resulting in great difficulty understanding any dialect except whichever is native to your background. This effect works both ways: you’ll frequently be asked to repeat yourself, at least by those who care enough about what you have to say in the first place.
  • Relentless Riddles [+200/-500/1300]: Hasn’t anyone here heard of public key cryptography? Nope. Nor, apparently, has anyone heard of giving a straightforward answer to a straightforward question. This drawback increases the number of riddles you will encounter- and the complexity of each riddle- by at least an order of magnitude. You will have difficulty getting directions to the nearest lavatory without solving six anagrams, a Vigenère cipher, and a crossword puzzle.
  • Endless Hordes [+200/-300/1500]: Those rats breed like… well, like rats. You’re not exactly sure where you keep coming from, but they’re not going to stop coming. All vermin hordes will be immune to attrition, desertion, and natural logistical problems for the duration of your jump, with rank-and-file losses they suffer replaced in a matter of days. You’ll have to find some other way of dealing with them. Should you kill the leader of such a horde, you will have earned at most a single season of peace before some new warlord steps up to fill the power vacuum.
  • Child of the Storm [+300/0/1800]: You wake up clinging to a piece of driftwood, as hungry seagulls circle overhead. You’re pretty sure you were recently in a shipwreck, but other than that, you can’t recall anything anything else about your personal history, not even your name. Better start swimming to shore. If you have any background other than Wanderer, your local memories gradually come back to you, along with a vague sense that there’s still something missing. Your memories as a Jumper will only be available in dreams and brief flashes of insight. This does not seal away any of your powers, but you will have to discover for yourself what powers you have and how to properly use them. Any companions you may have brought with you are afflicted by a similar form of amnesia. You will encounter them some time over the next couple of weeks.
  • Notes
    • VIctoria granted the name “Aegis”
    • Labyrinth of Dreams established as part of the Palace of the Mind

Jump #36 – Bleach

  • Name: San Jizou
  • Location: Soul Society, the place where the Soul Reapers live. Relatively peaceful for another few months.
  • Age: Who Knows?
  • Gender: Female Shinigami
  • Log: I Give You Everything
  • World #: 34, Bleachverse
  • Unfinished Business?: Yhwach hates me more than anything in the universe.
  • Document (note, this uses the older Bleach Document, not New Bleach or Bleach Reborn)

AAA - Ice Elemental

  • Soul Reaper [100/900/1000]: You are able to use your internal spiritual pressure to create “melee” weapons. You are superhumanly strong, starting off at around the rank and power level of a 20th seat member of one of the Court Guard Squads. You’re a fairly average Soul Reaper, powerwise.
  • Keikaku Dori [Free for All]: Whenever you plan something, you can choose to make it as despair inducing as possible.
  • More Power [400/500/1000]: You have twice as much spiritual power as normal. More Power = More Possibilities.
  • Soul Builder [200/300/1000]: You can build machines and other pieces of technology that can run off of spiritual power. This also allows you basic skill in the art of creating artifacts.
  • Kido Trainee [Free for Soul Reaper]: You have the innate talent to cast Soul Reaper spells. These can do anything from binding an opponent to generating blasts of blue fire from your hands.
  • Shikai Empowerment [200/100/1000]: Amplifies your abilities; your strength, speed, endurance, etc. are much stronger than before.
  • Shikai Element Ice [300/-200/1000]: Your weapon is coated in an element of your choice (Ice).
  • Shikai Dissolve [100/-300/1000]: The weapon dissolves into a cloud of shrapnel which you control. This shrapnel can resemble anything that is smaller than a basketball. Razorsharp snowflakes.
  • Bankai Greater Dissolve [300/-600/1000]: a much larger cloud of snowflakes.
  • Bankai Range [200/-800/1000]: Your Zanpakuto’s range of influence is doubled.
  • Bankai Damage [200/-1000/1000]: The effects of your sword are more powerful. Flames burn more, illusions are harder to escape, etc.
  • Hell Butterfly Eggs [Free Soul Reaper]: These black butterflies can direct spirits to the different spiritual realms. You’ll get lost in the world without one. You get three eggs of them. One egg is added to the stash every week.
  • Portal to the Spirit Realm [Free Soul Reaper]: Through a summoning technique that is normally only available to high rank Soul Reapers, you are able to create a portal that leads you to the Soul Society or the Realm of the Living.
  • Quincy Target [+1000/0/2000]: The leader of the Quincy faction wants you dead. Expect people who can use your imagination against you, raise those that they killed, and general nonsense powers to attack you within two years. Cannot take other drawbacks for points with this one.
  • Joy’s Auto-Import [X]: Soul Reaper, Zanpakuto
    • Kido Trainee [Free]
    • Unconventional Weapon [100]: (Flintlock Dual Zanpakuto)
    • New Recruit [+500]: You are about as skilled and as strong as a 40th seat member in your division. You are probably going to get stuck with the most boring jobs here. You also were just issued as a Soul Reaper, and as such you only have a blank Zanpakuto. For the ten years you are here, you cannot achieve shikai, which is the basic form of your sword.
    • Q-Mysterious Blueprints [350]: A set of blueprints that look like they came out of a biology textbook, there seems to be the printing of a monk on one of the papers?
    • Ejector [50]: Knocks a spirit out of a body. Useful for getting out of a gegai or knocking humans out.
    • Visored Transformation Achieved
  • Ahab’s Auto-Import [X]: Arrancar
    • Hollow Command [Free]: Lower ranked hollows are almost bound to your will, and as such will follow your orders without question.
    • Cero [Free]: Ceros are beams that high ranking Hollows fire, either from their body or their weapon. The basic red Cero is that standard.
    • Hierro [Free]: Ever wanted to shrug off a tank round without serious injury? Now you can, your skin and body is much tougher than before and you can take a lot more damage before falling.
    • Resurreccion: The Arrancar’s spiritual release state
      • Signature Weapon [Free]: This weapon can have a single effect, such as creating small tornadoes or being explosive, who knows? Ahab’s weapon secretes a linguistic scrambling & flesh necrotizing venom.
      • Regeneration [300]: You can regenerate from wounds almost instantaneously. The more severe the wound is, the longer it takes to regenerate from them.
    • Childish [+400]: Something went wrong in your stay in Hueco Mundo, and as such you are different. There is a crack in your mask that leaks your spiritual energy which thirds your power and makes you resemble a child, in looks and actions. This can be reversed gaining you back to your full power once a week.
    • A-Mysterious Blueprints [350]: You get a set of mysterious blueprints that have difficult to understand terms and a figure that looks like the Vitruvian Man, but with a skull instead of a head, and a hole in his heart. I wonder what this does?
    • Suppression Cloak [50]: Any article of clothing that completely, or partially hides your spiritual pressure.
  • Companion Report
    • Shinigami: Made possible via Nimiya’s Technique
      • Velma:
        • Zanpakuto: Roman Gladius
      • Bao:
        • Zanpakuto: a Jian called ‘Lacrimosa’
        • Quincy: Bao is a full Quincy
      • Yoiko: The Axe Shinigami
        • Zanpakuto: a Battleaxe w/ Shotgun in the handle
        • Quincy: Yoiko is a full Quincy
    • Visored: Half-Shinigami, Half-Arrancar
      • Ryoga:
        • Zanpakuto: an Umbrella called ‘Crimson Memory’
        • Cero: Dark Ego
        • Mask: Boar skull, complete with tusks
    • Arrancar-Quincy Hybrid
      • Uriel: No luck turning him into a Shinigami yet.
        • Cero: Thum
        • Mask: a bone white dragon priest mask.
        • Resurreccion:  looks like a dragon priest in white robes, while his weapon becomes a staff.
    • Maskadors: a hybrid of Shinigami, Arrancar, and Quincy.
      • Zane: Anubis Lucario Transformation.
        • Zanpakuto: Gunblade (FF8 Style)
        • Mask: Egyptian Style Masquerade Mask
      • Petra: Asura Metagross Transformation, a 6-armed spiked Mega-Metagross
        • Zanpakuto: Barely used, transforms into a mass hammer.
        • Cero Seis Heilig Pfeil Autocannon
        • Mask: an X across her face, which transforms into an Asterisk when her Zanpakuto is released
      • Kendra: Loa Slayer Transformation.
        • Zanpakuto: A Scythe-Bow Hybrid called ‘The Wind-Scythe’
        • Mask: Day of the Dead Skull Face Paint.
      • RayRay: Giga Rayquaza Transformation
        • Zanpakuto: Barely used, still in its basic state
        • Gran Cero Heilig Pfeil Breath Weapon
        • Mask: A heavy Blindfold
      • Toph: Psycho Lotus Transformation
        • Zanpakuto: Psitanium Knuckles
        • Mask: a blank, emotionless, eyeless face
        • Arrow Punch
  • Achievements & Accomplishments
    • Soul of Ice fused with my Zanpakuto
    • Shunpo / Flash Steps Mastered via Copycat
    • Achieved Contact and Unity with inner Hollow “Silent Judge”
    • Achieved Visored Transformation
    • Mastered Visored Cero & Sonido
    • Learned Quincy Techniques through the Q-Blueprint & Copycat
    • Pseudo-Hollow Creation Achieved via A-Blueprints & Trickster
    • Doppelganger Creation Achieved
    • Acquired Nimiya’s Guide to Shinigami Creation
    • Makeshift No-Room Developed, Work-in-Progress
    • Future Hacking Skill Developed
    • Bankai Achieved
    • Semblance Achieved
    • Bankai Merged with Ultimate Limit Break & Semblance

Jump #39 – Demon’s Souls

  • Name: Sojourner Violence
  • Location: The Nexus, the underground fortress that lies beneath Boletaria. It holds the souls of would-be slayers in hopes that one of them can succeed in lulling the Old One back to its slumber. The Maiden and the last Monumental stay here, along with many other survivors.
  • Age: 25
  • Total Runtime: 10.1 Years + 13,058.11 Years = 13,069 Years
  • Gender: Female
  • Log: More of the Same
  • World #: 37, Soulsverse
  • Unfinished Business?: The Maiden in Black remains a potential threat.
  • Document

AAA - Adventuress

  • Wanderer [Free]: A stranger in strange lands. You did not brave the fogs nor were you here from the start. Yet here you are gifted with luck and dexterity.
  • Soul Gathering [Free]: To the victor goes the spoils. Whenever you slay someone worthy, their soul will be dropped nearby for you to pick up. If they aren’t then the weaker souls are automatically picked up.
  • Stable Movement [Free for Wanderer]: 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.
  • Starting Gear [Free for Wanderer]: Equipment as befitting of your position. Leather armor, falchion dagger, and a wooden shield.
  • Full Moon Grass [100/900/1000]: You have a bag of full moon grass that refills every second day. When consumed it restores a great deal of health. Has enough grass for 10 uses.
  • Old Spice [100/800/1000]: A bag of old spice restores a large amount of mana when consumed. There is enough for 10 uses and it refills every third day. Also useful for cooking
  • Thief’s Ring [100/700/1000]: An ancient sapphire ring that subdues your presence, making it difficult for enemies to notice you.
  • Stone of Ephemeral Eyes [300/400/1000]: Can only be used in Soul form and when used it allows you to regain your body. Outside of this jump, it allows you to cheat death once before crumbling away and is lost.
  • Demon Slayers [600/-200/1000]: Your companions are with you. With this, you can import 8 of them into this world. They cannot take any origins, but each has 400 Cp to spend. They may not purchase items or take drawbacks.
    • Velma:
      • Heightened Capacity [100]: Magic requires those that use it to be more than just dumb brutes. This is reflected in your improved intelligence and increased mana capacity. You can cast some basic spells (Flame Toss, Soul Arrow, and Water Veil) without them failing on you.
      • Acolyte’s Knowledge [300]: You’re not a fool dabbling in magic, no not at all. Whereas some amateur might know how to cast a spell or two, you’re well-versed in magic. It seems that your constant studies have improved the damage of all your spells.
    • Zane:
      • Simple Belief [100]: There is something you believe in, whether it is an ideal or a deity. Once your goal is set, it becomes hard for others to sway you from your cause. As a result, your willpower and determination have improved. You also understand how to use the miracle ‘Heal’.
      • Faith’s Reward [300]: When one has faith, miracles can happen. Your dedication and faith have allowed you to comprehend the blessings of God and, as such, improved their potency. Due to your dedication, your willpower has been improved and miracles cost less to use.
    • Toph:
      • Simple Belief: There is something you believe in, whether it is an ideal or a deity. Once your goal is set, it becomes hard for others to sway you from your cause. As a result, your willpower and determination have improved. You also understand how to use the miracle ‘Heal’.
      • Faith’s Reward: When one has faith, miracles can happen. Your dedication and faith have allowed you to comprehend the blessings of God and, as such, improved their potency. Due to your dedication, your willpower has been improved and miracles cost less to use.
    • Bao:
      • Simple Belief: There is something you believe in, whether it is an ideal or a deity. Once your goal is set, it becomes hard for others to sway you from your cause. As a result, your willpower and determination have improved. You also understand how to use the miracle ‘Heal’.
      • Faith’s Reward: When one has faith, miracles can happen. Your dedication and faith have allowed you to comprehend the blessings of God and, as such, improved their potency. Due to your dedication, your willpower has been improved and miracles cost less to use.
    • Francine:
      • Simple Belief: There is something you believe in, whether it is an ideal or a deity. Once your goal is set, it becomes hard for others to sway you from your cause. As a result, your willpower and determination have improved. You also understand how to use the miracle ‘Heal’.
      • Faith’s Reward: When one has faith, miracles can happen. Your dedication and faith have allowed you to comprehend the blessings of God and, as such, improved their potency. Due to your dedication, your willpower has been improved and miracles cost less to use.
    • Kendra:
      • Heightened Capacity [100]: Magic requires those that use it to be more than just dumb brutes. This is reflected in your improved intelligence and increased mana capacity. You can cast some basic spells (Flame Toss, Soul Arrow, and Water Veil) without them failing on you.
      • Faith’s Reward: When one has faith, miracles can happen. Your dedication and faith have allowed you to comprehend the blessings of God and, as such, improved their potency. Due to your dedication, your willpower has been improved and miracles cost less to use.
    • Ziggy:
      • 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.
    • AJ:
      • 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.
    • Cirno:
      • Move Set [100]: You understand how to hold and use many weapons… halberds, swords, spears, bows, crossbows, et cetera. However it’s all rigid, as if you’re following a set of instructions. With time, you can improve this understanding into a fluid combat style.
      • Knight’s Honor [300]: A lesser person might be encumbered by the heavy gear they have to wear, but not you. Your strength is incredible, making you capable of moving as if you were wearing simple clothes instead of carry a full load. Due to your training, you are skilled in combat, and may pick a type of weapon to gain a lifetime’s training in. (Big Smashy Hammer)
  • Sudden Surprise [+200/0/1000]: Your foes are not idiots waiting for the slaughter. Rather, they are cunning and capable of waiting for inopportune moments to attack. On top of that, they really enjoy hiding near doorways and on top of ledges to ambush you.
  • Ahab’s Auto-Import [X]
    • Priest [Free]: A servant of God. You are a priest trained in the way of miracles, blessings from the Lord. Times might seem bleak, but you have faith. And that is enough.
    • Soul Gathering: To the victor goes the spoils. Whenever you slay someone worthy, their soul will be dropped nearby for you to pick up. If they aren’t then the weaker souls are automatically picked up.
    • Simple Belief: There is something you believe in, whether it is an ideal or a deity. Once your goal is set, it becomes hard for others to sway you from your cause. As a result, your willpower and determination have improved. You also understand how to use the miracle ‘Heal’.
    • Starting Gear [Free for Priest]: Mirdan armor, halberd, talisman of god, and a heater shield.
  • Joy’s Auto-Import [X]: ?
  • Accomplishments & Achievements
    • Forged the Northern Regalia, the legacy of the the Old Boletarian Kings. Not much is known of its origins but its power is known. In order to use its full power one must be of the side of pure white or pure black. The Regalia is comprised of the swords Demonbrandt and Soulbrandt.
      • Demonbrandt is the demon-rending blade that has been passed down through Boletaria’s Royal Family for generations. It is particularly effective against demons.
      • Soulbrandt is the soul-rending blade favored by Old King Allant due to its power increasing the more demonic the user becomes.
    • Claimed Mokoto
    • Claimed Stormruler, a powerful weapon that powered by the Ancestral Spirits of the Monolith Forest.
    • Recruited Maiden Astraea’s Ghost, Garl Vinland, & Selen Vinland

Jump #40 – Codex Alera

  • Name: Gaius Septima Juliana
  • Location: Antillus, the westernmost fortress city of the Shield Wall along the northern border of the Aleran Empire and home of High Lord Antillus Raucus
  • Age: 21
  • Total Runtime: 10.1 Years + 13,069 Years = 13,079.1 Years
  • Gender: Female Aleran High Born
  • Log: Traitor’s Fury
  • World #: 38, Carna 
  • Unfinished Business?: There be Vord in them there hills!
  • Document

Jump 40 - Codex Alera

  • Aleran [100/900/1000]: The result of a Lost Roman Legion that ended up on the world of Carna in another time and place (they were VERY lost) somehow learning to bind the animist spirits of nature to their will after many generations. Enough time has passed that using these spirits has become part of everyday life and replaced most scientific progress. Why invent a better sword when you can tell yours to be sharper? Or better medical techniques when you can just patch them up enough to last until the watercrafters get over?
  • Steadholder [50/850/1000]: Your furies have more raw power compared to the average Aleran. While this may not help your delicate crafting, your strength and stamina will impress the city-folk, even if you have a tendency to name your Furies like a paganus. This also boosts the crafting you might find handy on a holt, like using Earthcrafting to handle animals or for barn-raising, and allows for better understanding of local nature spirits (like Furies).
  • Test of Wits Veteran [100/750/1000]: You have delved into the Wax Forest and brought back the Blessing of Night. Several times, actually. Your agility and stealth have been honed to the point where you can reliably evade the Keepers of Silence long enough to get in and out alive. As a Jumper, this means you have an improved ability to evade extraordinary senses like motion and heat sensing. You also have an uncanny sense of what surfaces can bear your weight without breaking (which would alert the Keepers) that applies to anything from croach to ice to even the floors of a burning building. And last but not least, you have a knack for transporting sharp/spined objects by hand without self-injury.
  • Fury-Crafting [Free for Aleran]: You have a Fire Fury of your own. This is just your starting Fury and like any Aleran you can bind more to your will through a mental struggle scaling to the level of power that Fury holds.
    • Earth: Earthcrafters display tremendous strength when drawing upon their Fury, but require contact with soil and stone (earth, in short) to do so. They can also manipulate earthen materials, shaping soil and stone with their will, track through ripples of earth, and induce calmness or lust. Earth Furies are understandably strong and durable, given their nature.
    • Fire: Firecrafters primarily create and manipulate fire and heat while in the Legions, but many politicians utilize their ability to manipulate passionate feelings like joy, anger, and fear with their speeches (sometimes without meaning too). Remember, manipulating heat also means freezing things (it is just moving heat elsewhere, after all). Firecrafting is disrupted by water.
    • Metal: Metalcrafters are the greatest swordsmen and smiths of Alera, with incredible speed and accuracy in combat while wielding metal weapons. They can sense metal around them and control its hardness (along with manipulating it as well), additionally they can ignore pain and fatigue (but that doesn’t mean it’s gone). If a metalcrafter has a severely damaged leg, they could ignore the pain and think clearly but if it physically can’t support their weight it will still slow them down. But by god they’ll keep limping onwards. The most powerful act of metalcrafting involves actually becoming metal (skin-deep) with all the advantages of being a steel colossus among men (or wolfmen or neolithic wood elves or whatever)
    • Water: The greatest powers of watercrafting are healing and reading emotions, which may become overwhelming to those without metalcrafting or strong enough wills. Truthfinders are watercrafters employed specifically to detect truth or lies through their empathic abilites (sincere truth is the hardest to hide, but falsehoods can be masked even without metalcrafting). Healers require healing tubs to submerge their patients in, although very powerful watercrafters can heal without. Powerful watercrafters typically age physically slow (Gaius Sextus looks to be in his forties despite being double that) and can also shape-shift (though taking on forms with different dimensions than their own gets painful after a while). In fact their healing ability is much like their shape-shifting, just with their fury in another body and focusing on damaged sections. Watercrafters may send communications through liquids and of course can manipulate water.
    • Wind: Most commonly used for flight by manipulating the wind to bear the crafter aloft or increasing their speed and reaction time to superhuman levels (although it doesn’t provide the durability to handle those highest speeds by itself). A windcrafter can manipulate the air into powerful gusts, bending light around them in a “veil” to seem invisible or into a lens to see further (and focus light, for other purposes), carry sound further or to specific people (or halt sound to prevent eavesdropping). Windcrafting is disrupted by earth, typically by being underground or coated in it, although salt does directly harm wind furies.
    • Wood: The greatest archers and woodsmen of Alera, Woodcrafters can control plants and wood living or dead. In archery, their bows bend further without issue to launch their arrows further, their arrows are more accurate (able to shoot through chaotic melee without friendly fire), all when using wooden bows and shafts of course. They can accelerate the growth of plants and most impressively “camouflage” themselves and others so well that merely standing in scattered hay renders them invisible.
  • Legionnaire Extraordinaire [200/550/1000]: You know how to get an army on the move and can make even the most pathetic group of new fish into battle hardened veterans that can hold to a standstill when woefully outnumbered. While skilled at battlefield tactics, setting up a defensible position is where you truly shine, including battlefield construction and fortifications. If you have Furycrafting, gain 1 more starting Fury and you have the crafting skill to easily rank as a Knight in the Legions.
  • Cursori Glance [200/350/1000]: The Cursors are the First Lord’s couriers (and spies), and now you have their training. While yes, you are accomplished in several methods of combat (unarmed, sword, staff, knife, etc) and your stealth skills are impressive, the main focus of the Cursor is their undercover espionage. You can maintain a cover identity for an indefinite length while still being “you” and your skills at deceit and manipulation are unparalleled in a society where being able to sense emotions and honesty is par for the course. With enough planning you could maneuver a high-ranked noble into drawing out an important enemyand receiving a mortal wound in order to leave someone politically unopposed all while covering your own ass from any reprisals. To quote the realization from the example noble as he was dying, “No one will ever be able to know for certain, of course, but I think the little man assassinated me.”
  • High Lord [300/50/1000]: With a little effort you can be a match for the Aleran elite, the ruling class of the nation, the High Lords. You could certainly reach First Lord levels, but it would take a more serious effort of training and study (maybe 7 years, give or take). You have at least one of each type of Fury and know how to bind Furies in more advanced methods, like setting up Fury-based wards with gargoyle sentries and roving patrols of hounds made of fire. And finally, you know how to handle yourself politically, especially in the presence of those with extraordinary abilities.
  • Gadara For Life [100/-50/1000]: Just because someone is your enemy doesn’t mean you can’t be friendly with one another. Sure, they’ll try their damnedest to kill you on the battlefield, but off it you might be discussing books or playing boardgames with them. You have a knack for picking up friendly enemies and have a better shot at convincing them to work with you as long as there is a greater mutual threat whether it is due to their honor in being the one to defeat you, enlightened self-interest, or you are just that much fun to fight.
  • Chala Bond [400/-450/1000]: You have made a life bond with one of the species on this world. With it comes understanding of that bond creature and a mingling of traits. You gain their eye color, among other things. For example, the Sabot-ha (Gargant Clan) gain tremendous strength and the Kevras-ha (Horse Clan) gain swiftness. For an additional 200 cp, you may gain a companion (imported or new) of a background other than your own or Drop-In that has 400 cp of their own to spend to be your Chala.
    • Zane: “Zazz” Canim Warrior of Kadan
      • Canim [Free w/ Import]: Natives of Canea, the Canim are a warrior race of humanoid wolves that consider 7ft tall to be short, can live for hundreds of years, are absurdly strong, and also have excellent night vision. Even the Maker caste (their builders and farmers) can hold their own against a trained legion provided they have proper leadership. Enemies of Alera while being a culture that views enemies with importance and respect.
      • Canim Strength [Free for Canim]: The strength and endurance of the Canim are monstrous compared to a human and you are one to match a physically fit Cane. Canim battlepacks can outmarch even the Legions, their civilian caste can out-muscle an Earthcrafter, and even their children can nearly tear a man’s hand off with their jaws (and will dislocate his shoulder while trying).
      • Warmaster [200]: Your skill in tactics alone could let you quickly climb ranks in a warrior caste society and your strength would be impressive even for a Cane, with more room to improve if you strive for it. More importantly, acts of valor both come more natural to you and are more recognized & rewarded, even if it is just with more respect.
      • Hunter [200]: The Hunters of the Canim are actually their spies and assassins similar to the Cursors, but meant to either preserve the spirit of the law while getting around the letter or vice versa. Unlike the Cursors, the Hunters are focused explicitly on stealth. To the point where a small group can exit a shelter crafted by prisoners on a locked rooftop that no one ever saw them enter or even arrive on the rooftop.
      • Chala Bond [Free w/ Import]: You have made a life bond with an Aleran. With it comes understanding of that bond creature and a mingling of traits. You gain their eye color, adaptability, and Fury Crafting.
        • Earth Fury: Rampartos the Wall
        • Metal Fury: Chivalros the Crusader
        • Wood Fury: Reginos the Throne
        • Wind Fury: Cardinalos the Blessing
        • Water Fury: Myriados the Host
        • Fire Fury: Imperios the Sword
  • Jar of Blood [100/-550/1000]: A jar of blood capable of being used for Canim Ritual magic that fully refills every night and safely stores its contents for indefinite lengths of time. No opening this jar to find a scab. It can replicate the blood of any mortal creature that you that have encountered as well as specific blood types. If the jar is broken, a replacement will appear by your side the next night.
  • Signature Weapon [50/-600/1000]: You have a weapon that is better than most… A Canim Balest, a simply massive crossbow with sniper-like accuracy at a mile plus range.
  • Bastard [+100/-500/1100]: You are the illegitimate child of a High Lord or some other noble (The First Lord). You can expect to be mired in treacherous family politics, and seen as a tool by others to advance their interests. Be wary of “accidents”.
  • Invidiae Erit [+200/-300/1300]: For the duration of this jump, treachery is in your nature. People will begin to plan for your inevitable betrayal. Even with those whom you believe you will not stab in the back, you’ll find yourself automatically preparing to do so at the earliest convenient opportunity.
  • Murder of Bloodcrows [+300/0/1600]: High Lord Kalarus Brencis’ personal answer to the Cursors, the Bloodcrows have you marked as a target. While not exactly the most skilled of spies and assassins, their training process (involving discipline collars) gives them unbreakable loyalty, makes them more than happy to die or be maimed for their mission, and they have fairly strong furycrafting. And with this drawback, they never seem to run out entirely. Even if Kalarus is killed, Kalare is destroyed, or you’re knee-deep in Canea’s Vord hives, somehow there are still fully trained reserves of Bloodcrows preparing to act on their orders regarding you.
  • Ahab’s Auto-Import [X]: ‘Argos’, a male Aleran freeholder
    • Aleran: The result of a Lost Roman Legion that ended up on the world of Carna in another time and place (they were VERY lost) somehow learning to bind the animist spirits of nature to their will after many generations. Enough time has passed that using these spirits has become part of everyday life and replaced most scientific progress. Why invent a better sword when you can tell yours to be sharper? Or better medical techniques when you can just patch them up enough to last until the watercrafters get over?
    • Fury-Crafting
      • A Wind Fury named “Ophinicus”
  • Joy’s Auto-Import [X]: ‘Sabahai’, a female Marat of the Kevras-ha
    • Marat: Physiologically similar to Alerans, Marat have pale skin, silvery white hair, and are feverishly warm compared to humans, they can go through snow in nothing but a loin cloth and not get frostbite (or even a cold). They have excellent night vision and are stronger & swifter than a human (that isn’t using earthcrafting or windcrafting to boost themselves). Essentially they are neolithic wood elves, complete with cannibalism (as in “partaking of their enemies’ strength”) being a social norm.
    • Chala Bond [Free for Marat]: You have made a life bond with one of the species on this world. With it comes understanding of that bond creature and a mingling of traits. You gain their eye color, among other things. For example, the Sabot-ha (Gargant Clan) gain tremendous strength and the Kevras-ha (Horse Clan) gain swiftness.
      • Horse Clan
      • A Horse named “Sorrow”
  • Companion Report & Achievements
    • Recruited and Collared the Primary Vord Queen, Regina “Reggy” Vord
    • Recruited / Kidnapped Gaius Sextus
    • Claimed the Soul of the Canaen Vord Queen
    • Created a Blood Fury
    • Gave Rise to the Supreme Fury Carna, Left her with Tavi
  • Furies: Elemental Animistic Spirits bound to my will and shaped by it.
    • Hestia, Fire Fury
    • Gyges, Earth Fury
    • Nemesis, Fire Fury
    • Alecto, Earth Fury
    • Treebeard, Wood Fury
    • Nike, Air Fury
    • Calypso, Water Fury
    • Mithras, Metal Fury
    • Blood Fury, Andromeda

Back to Powers & Abilities or Forward to Next Jump Stuff

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

Advertisements