Jump #66 – Tortall

  • Name: Sheanna of Blackmoon
  • Location: Corus, the capital of Tortall, in the year 460 Human Era.
  • Age: 14
  • Total Runtime: call it 11 Years + 13,488.5 Years = 13,499.5 Years Plus or Minus
    • Including the 2 Decades in Light of Terra and Sitcom? 13,529.5
  • Gender: Female Scanran-Tortallan Noble
  • Log: Unto Us is Given, Keep on Burning
  • World #: 60, Tortall
  • Unfinished Business?: None. I am satisfied with this worldstate.
  • Document
  • Jump 66 - Tortall
  • Gifted Knight Background [100/900/1000]: A noble born with the Gift of the Gods, your talents were quickly noticed and you have been placed on the fast track to Knighthood. Though the training will be difficult, your talents, magic, and position will allow you to chart your own course through life.
  • Knightly Visage [Free]: You are gifted in looks, at the least! You have the kind of stunning attractiveness that will grant you a boon in all kinds of situations. While your precise looks are not set, expect to have at least one feature that everyone remarks upon, such as uncommonly vibrant copper curls or a beautifully fine-boned facial structure. Further, so long as you at least attempt to care for your wounds, you’ll never scar (at least not in an unattractive fashion). Should you wish to purchase this perk multiple times to gain multiple noteworthy features, you may.
  • Wildmage [200/700/1000]: Gifted with rarely-seen and often-misunderstood Wild Magic, you have a great bond with animals. You can speak to them, and they to you. Continued contact with animals (or a concentrated effort of will) can greatly improve them, as well, raising animals’ intellectual capabilities to an almost human level and allowing them to live much longer and heal much faster than normal. You can also heal animals, drawing from the reservoir of power inside you to knit muscle and strengthen bone. These abilities don’t just function with “real” animals, either; the Immortals of this world that are based on animals (such as Griffons, Spidrens, and Coldfangs) can communicate with (and be healed by) you, even if they cannot speak normally.
  • Hunter [100/600/1000]: A master archer, your bowshots seem to never miss. With longbow or crossbow, you’re lethal to prey at distances most archers wouldn’t even imagine, even if your targets are on the wing. Uncanny accuracy, great rate of fire and draw (no matter your frame) and a sixth sense for the shifts of the wind will all combine to help give you a way to stay safe in this sometimes-hazardous realm.
  • The Sight [400/200/1000]: A more rare and covert form of the Gift, you have a number of abilities relating to your vision. You can see in the dark, increase the magnification of your eyes to see at a distance or see microscopic things easily, see magic (even invisible things) and detect poison, and even magically see when people lie (or try to). You can also detect gods, even when they try to hide from you. For some strange reason, this power also includes the ability to avoid truthspells that would otherwise force you to speak honestly.
  • Gift of the Gods [200/0/1000]: The Gift is the most common form of human magic. While it can appear in various forms, yours is among the strongest and most broad. From creating light and speaking through fires to making temporary simulacra and throwing blasts of magical force, you have many abilities both utilitarian and violent. You can even heal people, though this is one of the more draining forms. All of your powers come in a visible spectrum of color that somehow matches “you,” and are used with a combination of gestures and spoken incantations which become less and less necessary as you grow in strength.
  • Black Opals [Free]: The Black Opals that can be mined here are ideal for use with the Gift. They somehow store and amplify magical energy, allowing them to serve as an extra reservoir for mages to recharge their strength, or can be used in models, simulacra, or other workings to greatly increase their strength. While these opals are incredibly rare (and a crime for a mage to possess without the Crown’s approval) no one will question your small (and slowly replenishing) supply.
  • Griffon Feathers [100/-100/1000]: The presence of a Griffon inspires true honesty, preventing lies and illusions. These feathers are imbued with some of their virtue; when held over one’s eyes, they will allow you to see through illusions and deceptions. They can also be used as arrow fletching, allowing the arrows to seek their target unerringly and strike vital points at distances unknown to most archers. You’ve gained a pouch of such feathers, and can easily replenish your supply without suffering through the blood, sweat, and tears often caused when hunting down a molting Griffon.
  • Stormwing Feathers [100/-200/1000]: A race of Immortals made to increase human’s fears of battle, Stormwings have the head and torso of a human with the talons and wings of a gigantic bird of prey. Their feathers and claws, however, are made of metal, harder and sharper than any other known to the mortal realm. A Stormwing feather will cut through anything in this world, including magic, and a Stormwing-feathered arrow will pierce through spells used to defend a mage. You have a small pouch of these feathers, and are guaranteed a continued supply.
  • Bruise Balm [50/-250/1000]: A godsend for trainees, this balm is made with a combination of hers, ointments, and magic that help reduce tension and ease sore muscles, as well as rapidly healing bruising painlessly. While it cannot perform miracles or heal more serious wounds, this salve will nonetheless help make your days much easier as you remove the minor aches of a life of combat. Though you only have a small tin, it never seems to quite run empty.
  • A Friend Upon The Path [150/-400/1000]: Even the greatest heroines have allies upon which they can call. You have a few such friends. You may either bring along up to eight of your previous Companions to join you on your adventure here, gaining a background and skills to match your own, or you may recruit a new ally, an existing human character from your time to help you on your quests or a new friend of your own creation (who will, again, have a history and skills similar to yours). After this jump they will likewise join you as a Companion.
    • Amelia Smollet: Tash Weaver, a Provost’s Guard in Corus
      • Hound
      • The King’s Terrier (Free)
      • Dust Spinners (100/900)
      • Hunter (100/800)
      • Preliminary Work (100/700)
      • Warrior of Shang (200/500)
      • Gift of the Gods (400/100)
      • Knightly Visage (100/0)
    • Anne Hyde: Stasija of Macayhill, a Page / Squire in Corus
      • Knight Commander
      • Preliminary Work (Free)
      • Commander (100/900)
      • Iron Champion (200/700)
      • Hunter (100/600)
      • Knightly Visage (100/500)
      • Warrior of Shang (200/300)
      • Whisper Man (200/100)
      • The King’s Terrier (100/0)
    • AJ: Naimon of Darkamelin, a Page / Squire / Knight in Corus
      • Knight Commander
      • Preliminary Work (Free)
      • Commander (100/900)
      • Iron Champion (200/700)
      • Blademaster (100/600)
      • Dust Spinners (200/400)
      • Gift of the Gods (400/0)
    • Francine: Motta Draper, a scout at Fort Mastiff
      • Spy
      • Blademaster (Free)
      • Whisper Man (100/900)
      • Eyes of the Goddess (200/700)
      • The Sight (200/500)
      • Preliminary Work (100/400)
      • Ordeal Tested (200/200): Ordeal-Tested [–]: In Tortall, the greatest test every prospective Knight must face is the Chamber of the Ordeal, a powerful elemental which forces squires to face their worst fears and continue fighting. Only those with great willpower can survive, much less pass. With your iron sense of self, however, your success was never in doubt. You have the courage and fortitude to carry on when others would shirk in fear, and to never stop fighting on even the darkest day. The Chamber also tests flexibility, so you can retreat and change when doing so is needed, but mere terror will never force your choice.
      • Warrior of Shang (200/0)
    • Zane: Wolf, A Man who Needs a Shirt
      • Hound
      • The King’s Terrier (Free)
      • Blessed by the Black God (200/800)
      • Wild Magic (200/600)
      • Blade Master (100/500)
      • Hunter (100/400)
      • Shapeshifter (400/0) 
    • Velma: Ceibhfhionn, a 9 year old Dog Mage at Fort Mastiff
      • Drop-In, Wild Mage – Dogs (100/900)
      • Shapeshifting (200/700)
      • Blademaster (100/600)
      • The King’s Terrier (100/500)
      • Whisper Man (200/300)
      • Warrior of Shang (200/100)
      • Knightly Visage (100/0)
    • Kendra: Hiltrud of Rusnak, a Page / Squire / Knight
      • Gifted Knight
      • Knightly Visage (Free)
      • Eyes of the Goddess (200/800)
      • Gift of the Gods (200/600)
      • Shapeshifting (400/200)
      • Ordeal Tested (200/0)
    • Petra: Quinlan of Trucha and Gerry, A Page / Squire in Corus
      • Knight Commander
      • Preliminary Work (Free)
      • Commander (100/900)
      • Iron Champion (200/700)
      • Warrior of Shang (200/500)
      • The Sight (400/100)
      • Knightly Visage (100/0)
  • A Knight is Pure [+200/-200/1200]: Especially you. You find it literally unthinkable to violate the code of chivalry. Failing to provide comfort and protection for the innocent, being at all discourteous to a lady (no matter whether or not she’s trying to kill you), breaking a vow, and the like are so totally anathema that you do not even consider them as courses of action, much less undertake them. This can leave you very vulnerable when those for whom underhanded tricks are the first port of call come to visit…
  • Feminist Narrative [+200/0/1400]: This world doesn’t quite seem to make sense anymore. If you’re female, then you are suddenly the only one who can competently accomplish anything; even your most gifted allies seem to make amateur mistakes without you to point out there errors, and your constant assistance is needed to get any success to stick. Your enemies, of course, don’t seem to have this problem. If you’re male, or something else entirely, you seem constantly shown up; no matter your accomplishments, some new young heroine will appear out of the woodwork to do you one better (or to undo your work). While they may not actively oppose you, expect to get outshone a lot.
  • Ahab’s Auto-Import [X]: “Denys the Spider” a Smuggler
    • Spy
    • Blade Master
    • Darkings
  • Joy’s Auto-Import [X]: “Bethari haNiko” of the Queen’s Riders
    • Knight Commander
    • Preliminary Work
    • Weapons and Armor

Jump #67 – Light of Terra

  • Name: SJ, aka Sigismonda Lathimon III
  • Location: The Light of Terra, a Gloriana-Class Battleship, a thirty-six kilometer long relic of the Horus Heresy era, lost for more than 100 centuries in the Warp.
  • Age: ??
  • Total Runtime: +10 Years
  • Gender: Female Human
  • Logs:  Barque of the ForsakenLand of the Sky MotherA Grand TourA Night at the OperaThe Pagan PathThe How Very SpecialSteel Sky Black MudVisitations & AwakeningAm I Being Railroaded?The Laughter of Dark Gods
  • World #: 61, WH40K
  • Unfinished Business?: So Many Things
  • Part 1, Part 2, DLC1, DLC2, DLC3, DLC4, DLC5, Part 3, Notes
  • tumblr_npch67astg1rqat58o1_1280
  • CP TOTAL [12,300]
    • Part 1 – Zero + 1200 CP
    • Part 2 – 1000 + 600 CP
    • DLC 1 – Zero + 1600 CP
    • DLC 2 – Zero CP
    • DLC 3 – Zero + 1600 CP
    • DLC 4 – 1000 CP
    • DLC 5 – 1000 +1500 CP
    • Part 3 – 2800 CP
  • Wards & Abjurements [200/12100/12300]: Grigobretz has spent decades working to ferret out the machinations of the daemon and the witch, and will happily spend hour upon hour regaling you with tales of his adventures, including detailed explanations of the rites he developed, learned or was taught. You know the correct words, signs and autohypnotic mental states that allow even a non-psyker to exercise their mental energies against creatures of the warp.
  • Luck of the Damned [200/11900/12300]: Pure random chance? or something else? Your luck is legendary. People won’t even consider playing games with you, but they will go to bizarre lengths to rub dice and cards against you just in case a little of that fortune will rub off.
  • Warp Tamer [150/11750/12300]: Like the legendary Sebastien Thor himself your very presence exudes such holiness that the warp becomes calm and placid in your passing, like a savage beast soothed by celestial music. Should you ever find yourself at the helm of the Light of Terra or indeed, any ship that travels the warp you will find your passage incredibly swift and easy, the currents of the warp that can twist ships through time and space banished by your presence.
  • Cultural Monopolization [200/11550/12300]: By now there’s a very good chance that those who follow you will be comprised of several wildly different groups, and quite possibly different species as well. Without even realising it you’ve managed to assemble them all into a single culture that somehow works. Where the should be conflict there is unity, where there should be disharmony there is order. Best of all, those values you hold dear will quickly come to be the dominant ones amongst all who follow you.
  • Catastrophe Recovery [200/11350/12300]: Early on a disaster is only barely averted, and you find yourself losing more than one night’s sleep worrying about what could have happened. You quickly resolve to organise your followers, and you pen an absolutely inspired set of disaster reaction protocols that see emergency supply caches placed, civilian shelters constructed and crisis relief teams trained. Any sort of emergency can be dealt with quickly and much more easily than otherwise, and this includes hostile actions such as artillery or airstrikes.
  • Unwavering Belief [100/11250/12300]: You stand as a beacon of faith and a figure to emulate. Whatever belief you hold dear will rapidly come to represent the dominant belief of your followers, be it veneration of the Emperor of Mankind, Gork and Mork, The Greater Good, other darker powers or even faiths you brought to this reality yourself from elsewhere.
  • Civilian Infrastructure [100/11150/12300]: As it turns out, there are a lot of things a growing city needs, and most people don’t even realise they exist. Census offices, law courts, even sewer maintenance. At first it seems daunting, but you rapidly come to take pleasure in seeing everything working perfectly.
  • Transport Networks [100/11050/12300]: It’s amazing how much easier things become with a dedicated transport network – roads, canals, even air travel. You also surprise yourself with just how quickly you map out and arrange for the construction of a major local network.
  • Healthcare [200/10850/12300]: To tribal societies where health care consists mostly of ‘kill the weak to keep them from draining resources from the strong’ the idea of dedicated medical care is almost too good to be true. Regardless, you have decided that it will be implemented, and so it shall be. Centralised hospitals are established, and local walk in clinics are set up, with an established medical training regimen designed. Your followers begin to benefit almost immediately, with overall health levels rising dramatically and rates of illnesses decreasing just as spectacularly.
  • Draft [200/10650/12300]: While it is possible to get by with a dedicated volunteer military, in such a hostile universe, it may not be wise. A carefully performed census allows everyone to be organised to serve in the militia, receiving compulsory military training, drastically increasing the available manpower you have available. It also makes it possible to develop civilian infrastructure like roads and dams as the extra manpower means more projects can be undertaken.
  • Pollution Standards [200/10450/12300]: Perhaps an odd choice to focus on, but you have decided to work to ensure the industry that takes place on your new home-world is as green as possible. Waste not want not though, because it isn’t impossible to engineer your fabrication plants to utilize the runoff that would normally be dumped, refining slag and distilling chemical waste. In the end, you make a small loss in productivity in return for a not insubstantial cut in the amount of raw materials required each day.
  • Military Modernization [300/10150/12300]: With the bulk of your forces being humans who have devolved back to the stone age, their military prowess is questionable at best. Not content to send your followers to a pointless death should hostiles arrive you begin a determined process of modernization, ensuring they are all equipped to the standards of the Imperial Guard.
  • Literacy Program [300/9850/12300]: The passing on of information is vital for civilization, and literacy is the most effective method to facilitate this. With a determined effort that sees you actually penning a new alphabet to unite the groups following you and instituting mandatory classes you massively boost literacy rates. At first this just means that your followers can simply record knowledge and legends, but as the information available increases it soon becomes possible to form a dedicated research and development group to develop what technology you have available and perhaps to take the first few hesitant steps down the long road of rediscovery of the technology lost during the Dark Age of Technology.
  • Dive [100/9750/12300]: Quite how and why this information came to be available isn’t something anyone can explain. Indeed, the Guilder Schemasmiths looking into the matter haven’t been able to find any trace of the Schema prior to your arrival. That isn’t your arrival on Necromunda, but rather your arrival with the Guilders compound. Regardless, someone seems to have gone to considerable effort to ensure you have the opportunity to purchase what seems to be a massive mental archive of information on guerilla warfare in the sort of chem wastes that comprise the very bottom of the Necromunda hives. Why would someone go to these lengths to give you information on how to survive in a toxic swamp filled with slowly rotting metal ruins? How did they obtain it?
  • Psychic Awakening [100/9650/12300]: Omicron level, The weakest ranking the Inquisition has, and something your companion can awaken you to this easily with little risk to your soul. At this level the best you can do is sense when warpcraft and other psychic abilities are being used around you, as well as gaining a tiny boost to your ability to resist such things.
  • Veteran of the Psychic Wars [300/9350/12300]: The point where the carefully crafted rating system of the inquisition starts to come unravelled, this is where the abilities of Psykers start to diversify wildly. Specializations exist for Telepathy (The art of mental communication, this power is possessed by all Imperial Astropaths to some degree and is the cornerstone of what they are.), Telekinesis (The art of turning thought into physical force, this discipline allows a psyker to wield his mind as both a tool and a weapon.), Divination (The art of reading the past, present and future. Named by some as the most common of the psychic arts, but also the most capricious and difficult to interpret.), Biomancy (The art of sculpting flesh to conform to one’s own will.), & Pyromancy (The art of controlling heat and flame.)
  • Psychic Supremacy [500/8850/12300]: The levels of godlike power attained by the greatest psykers are enough to set themselves apart from their inferiors. This preeminence is not simply in terms of the raw force they wield, but the ease and subtlety that they are able to apply when they focus their minds to manifest their abilities not as a sledgehammer, but as a scalpel. The barrier between reality and the immaterium grows almost non existent, your powers awakened to the ranking of Alpha, the rarest and most terrible of psykers and your mastery of the discipline chosen is second to almost none. There are few aspects of your power outside your grasp.
  • Wyrd [Reward]: In the Depths of Hive Primus on Necromunda, I unlocked all the Primary Wyrding Powers, boosting my mental powers into the Alpha Plus range.
    • Beastmastery Primary Power [Reward]: Loathed and respected in equal measure, Beastmasters are capable of commanding lesser creatures without a thought, and often make a very good living driving off the hordes of vermin and parasites that thrive in the settlements of the Underhive. Of course, the problem is that with some of them, the swarms of vermin arrive hours before the Beastmasters do. (Rat Mastery)
    • Telepath Primary Power [Reward]: The constant pressures of life in the Underhive wear down at the will of even the strongest, and mental illness is sadly common, from PTSD riddled Gangers to workers driven borderline catatonic from years of hearing the ceaseless rhythmic thundering of nearby industry. As a result the Wyrds with Telepathic ability are welcomed if they are willing to aid others. Oftentimes though, the goodwill of a community pales compared to the creds offered by Gangs who are more than happy to employ someone who can force rival Gangers to pull the pin on a grenade and run to their friends.
    • Telekinetic Primary Power [Reward]: Very few Telekinetics live long. When you can move small objects with your mind, what better to influence than a dice? the gambling halls of Necromunda love winners, but only to a point. The really smart ones hone their talents elsewhere and always find themselves employed by the Gangs, Guilder bounties on Wyrds be damned. The most commonly encountered powers are what one would expect, mini tornados of jagged metal fragments, but the most famous Telekinetic Wyrd discovered the means to turn his fists into deadly weapons encased in glowing mental energy that left him able to punch through the thickest armour with ease.
    • Pyromaniac Primary Power [Reward]: A rare ability among a vanishingly small group of people, Pyromaniacs appear amongst Wyrds as often as Wyrds appear amongst ordinary people. Born with abilities above and beyond the minor powers of lesser Wyrds, stories are told about pyromaniacs who can project fires from a fingertip that puts the average flamer to shame, or being able to hurl explosive balls of fire, to raise their own body temperature till trying to fight them was akin to stepping into a furnace, and one or two are even rumoured to be able to mimic the blasts of the fearsome Melta Guns wielded by the heroes of the Imperial Guard.
  • Transliminal Slide [Reward]: For the C’tan, time and space are things that happened to other people and could cross the vastness of the galaxy with ease, stepping from world to world as a human would cross a room. While you, a creature innately bound by both time and space cannot fully understand the revelations of the shard, you can make use of enough to allow you to stride across distance of up to a kilometer at a time
  • Total Recall Cybernetics [150/8700/12300]: Flesh is fallible and unlike the perfection of the Omnissiah is prone to mistakes and errors. While they cannot all be prevented, at least some of your weaknesses can be exercised. The back of your skull and part of your brain-stem are quickly and easily replaced with an ancient archeotech storage device allowing perfect memory and recollection. Never again will you forget.
  • Unimaginable Wealth [Reward]: Some say the wealth of Krystallian was more than mere rare metals and precious stones, but that its people were also a prize, bred from a stock of pure genetic material and spared millennia of warp-taint, they were sealed in stasis coffins and taken away to be trained as elite warriors or highborn servants. Others whispered that Krystallian was settled during the Dark Age of Technology and still harboured devices from that time within its cities and temples, secrets from that long forgotten time worth more than the mineral wealth or population of a hundred worlds.
  • Squat-Thrust Brand Power Bars [100/8600/12300]: Forged by the greatest bread-smiths of the Squat race in a secret hold and baked in a forge fired by the harnessed fires of the warp itself, these food bars are truly a miracle of the culinary arts and in dire circumstances you can put one in a sock and obtain a weapon capable of killing a Greater Daemon.
  • Death of Steel [300/8300/12300]: Death of Steel is an Astartes meltagun originally belonging to the Doom Legion that is especially effective against vehicles and buildings. The kill-record of this marvelously-crafted meltagun is kept in a vault on Watch Fortress Erioch, and lists on it innumerable armoured vehicles and monstrous beasts, felled in blazes of atomic fire. It is also credited with the destruction of the heretek-crafted battleship Impious Judgement – an honour achieved by allowing a Deathwatch Kill-team to pierce the vessel’s heart when their supply of explosive charges was insufficient.
  • Nerve Wiring [400/7900/12300]: In a time consuming and excruciating process, the user’s nervous system is replaced almost completely with synthetic fiber that has a conductivity thousands of times greater than ordinary human nerve tissue, dramatically improving the User’s reaction time.
  • Mandrakeskin Cloak [Reward]: Should you do the impossible and slay Kheradruakh, you will be able to claim a unique and quite grisly trophy from his remains. His hide will peel free with disturbing ease, even as his corpse liquefies. Wearing it as a cloak you will be able to use The Decapitators ability to step from shadow to shadow, using patches of darkness as portals to move as you will. The Mandrakeskin Cloak will also render you virtually invisible, almost completely unseable by sensors, sorcery or the naked eye, and only the aura of freezing, mind numbing, bone chilling cold that you radiate will give you away.
  • The Mask of Tiburon del la Tierra [Reward]: An ancient and powerful relic worn by one of the legendary warriors who helped defend humanity before the Emperor saw fit to ascend and take his place as ruler of all. When you don the face covering mask, the drive to defend the weak and helpless will be impossible to resist, and you will find yourself able to wrestle opponents of any size. Suplex a train? You can now. Hurricanrana a Banelord Titan. You can do that too. Combine with Realm of Myth eventually… wrestle the Warp… after giving the Eye of Terror a Black Eye… From Terra.
  • The Wyrding Staff [Reward]: Seven feet of coiled, black metal topped with an elaborate and highly decorative set of metal bat wings, the staff is an unusual artifact. What little Karloth revealed before his first defeat indicates he found it in a labyrinth he stumbled upon once and could not find again. Simply owning it fills you with strength, muscles filling with power drawn from elsewhere. Beyond that, the Staff holds power of Wyrds, those blessed or gifted with psychic power. When wielded it allows you to distort or even nullify the psychic powers of others, though as with all artifacts of this sort, care should be taken when wielding it against powerful foes, for the staff may decide they are a more worthy wielder than you.
  • Beast Rats [Reward]: Zed, Fred, & Ted, the Necromundan Bear-Rats
  • Carwyn the Warlock [500/7400/12300]: Incredibly powerful psychically and skilled in a variety of fields from combat to healing to protection. Extremely agile, deadly in melee combat and at range. Incredibly easy on the eyes. Seriously. If you could actually work out what gender Carwyn is, there’s a fifty percent chance you’d be questioning your orientation. Can cast runes to determine how the future will be and how different courses of action play out with a surprising degree of accuracy. You’d be surprised how useful the different types of meditation he or she can teach you will be. Carwyn can just drop understanding of them into your mind as well, so you can master them instantly.
    • Negatives: Easily the most arrogant, conceited person you will ever meet. I hope you don’t enjoy having your own thoughts or opinions, because Carwyn will change the ones that they aren’t happy with. Sometimes you’ll notice it happening, sometimes you wont. Is it a he? a she? you genuinely can’t tell. Physically not very tough. If someone can get through their psychic defences, they aren’t going to last long.
    • Shuriken Catapult: There is also a Shuriken Catapult waiting for you. The Shuriken Catapult is the standard type of Eldar weapon, firing razor-sharp monomolecular discs capable of slicing through flesh and penetrating a considerable thickness of plasteel armour. Humans sometimes refer to these weapons as star slingers or just slingers or sling guns, while its Eldar name is tuelean.
    • Guardian Mesh Armour: It’s almost as if Carwyn knew the two of you would end up working together, because the Warlock has already obtained a suit of Mesh armour for you, sized so perfectly it is almost eerily comfortable to wear. Mesh armour is commonly worn by Eldar Guardians and is formed of tens of thousands of individual pieces of thermoplas interwoven to produce a dense material resembling reptile scales or chainmail. It becomes momentarily rigid when hit, spreading force across a larger area, thereby reducing the damage. The thermoplas also disperses heat rapidly, giving reasonable protection against energy weapons. The material is psychically sensitive, automatically reacting to the wearer’s movements and thoughts to maintain a glove-tight fit as they move and fight. Guardian mesh armour also contains additional features, including an independent air supply and heat-sensing lenses.
    • Exodite Dragon: A riding Raptor
  • The Dire Weasels [Free]: Carwyn’s Bodyguard’s Captains, 5 Exarchs each commanding 12 Dark Reaper Aspect Warriors
    • Nurgath
    • Caitlyn
    • Caerdwyn
    • Catryn
    • Tess
  • The Choir of Righteous Harmony [Free]
    • Arlissa Val’Rayan
    • Initiate Fia
    • Initiate Lina
    • Initiate Cierra
  • The Choir of Lost Voices [Free]: Five Necohoian Chaos Sisters
    • Canoness Alicia Dominica:  A violent atheist.
    • Lethe Catena: Former Sorceress of Tzeentch
    • Sabine san Leor: Former Slaaneshi Noise Marine
    • Verena Armenii: Former Terminatrix of the Plaguefather
    • Decima: Former Khornate Berserker
      • Biggles: A Hellbrass, Juggernaut Engine
  • The Dust Rats [Mandatory]: Imperial Remnant Racing Team
    • Commanding Officer Graf Renik
      Navigator Destraine Symm
    • Driver Valten Soehern
    • Gunner Soloman Sykes
    • Doc Teeftaka (Mekboy) [Teef]
    • Krumpa McGirk the Tankbusta & his Killkannon ‘Big Smokey’ [Teef]
    • Toof-Snatcha & Muffin da Destroya (Lootas) [Teef]
    • FISTMASHA BOB & Buzzsaw Da Buzzkilla (Skarboys) [Teef]
  • The Litany of Litanies Litany (aka The Faustian Bargain): Carrack-Class
  • The Preemptive Retaliation: Cobra-Class Destroyer
    • Fleshmetal Virus Organelles [600/6800/12300]: Machines infected with the virus slowly mutate, metal transforming into metal flesh, veins carrying plasma and molten metals worming their way through the newly developed tissue, vital systems transforming into living organs of bizarre yet clearly alive technology. Eventually, the ship itself will awaken as a living, void dwelling creature, one capable of learning, growing, and adapting to new situations.
  • The Lapsed Pacifist: A Conquest-Class Star Galleon
  • The Light of Terra (aka The Light of Heaven): A Gloriana-Class Battleship, 36 kilometers long, once the flagship of some Space Marine Primarch, lost for 10,000 years in the Warp.
    • Commander: Lord Captain Draken Grigobertz
    • Necrontyr Inertialess Drive [Reward]
    • Pentalich Lance [Reward]
    • Microlaser Defense Grid [300/6500/12300]
    • Runecaster [100/6400/12300]
    • Pharmacia [100/6300/12300]
    • Auto-Stabilized Logis Targeter [200/6100/12300]
    • Auto-Temple [100/6000/12300]
    • Counterfire Defenses [300/5700/12300]
    • Ashens IV Reactor [300/5400/12300]
    • Automated Repair System [400/5000/12300]
    • Gravity Wave Projector [300/4700/12300]
    • Void Shield Array x2 [Reward]
    • Hearthlord Plasma Beam [Reward]
    • Aircraft Tender [Reward]
    • Crew Quarters [Reward]
    • Deus Vult Singularity Engine [Reward]
    • Colossus Supercastle [Reward]
    • House Van Saar Redundant Systems [500/4200/12300]
    • Dome of the Crystal Sphere [Eldar Upgrade] 
    • Void Spinner [Eldar Upgrade]
    • Holo-Field [Eldar Upgrade]
    • Mark VI Mars Macrocannon x6 [1200/3000/12300]
    • Belcane Void Shield x6 [1200/1800/12300]
    • Gryphonne IV Shield x2 [800/1000/12300]
    • Mars Pattern Nova Cannon [500/500/12300]
    • Godsbane Lance x2 [400/100/12300]
    • Durandal Warp Engine [100/0/12300]
    • Gitfinda [Reward]
    • The Wrath of Grungi Megacannon [Reward]
  • The Righteous Path (aka The Ark Magna): Lord Captain Jaan Annushka
  • The Planet: Paradise [Free]
    • Haephestus Automated Repair & Resupply Station [Free]
    • Atmosphere – Terraformable [-1/-1/0TP]
    • Terrain – Swampy [0/-1/0TP]
    • Flora & Fauna – Unpleasant [+2/1/2TP]
    • Land of the Giants [+2/3/4TP]
    • Native Life – Tarellians [+3/6/7TP]
    • Geocore [-2/4/7TP]
    • The Vandean Coast [-2/2/7TP]
    • Aceria Forest [-1/1/7TP]
    • Corpsegrinder [-1/0/7TP]
  • Allied Tribes [Free]: Aquil Lejens & Kin of Iron
  • The Deadlight Unbroken [+800]
  • Enemy Tribes [+800]: The Wargars, Void Walkers, Pale Sons, Redeemers
  • Complications [+400]: Lights & Power
  • Imperial Guard Complication [+600]
  • Planets & Enemies [+1600]
    • The Murdered World of Jerazol w/ Magos Vathek
    • Grace w/ Myrchella Sinderfell
    • Zayth w/ Coriolanus Vestra
    • Burnscour w/ Tobias Belasco
  • The Court of the Heathen Star = +1600
    • Skirmish with the Hollow Men [+400]
    • The Carrion Deeps [+200]
    • Kheradruakh the Decapitator [+0]
    • Void Kraken [+500]
    • Wrath’s Carrion [+200]
      Hollow Men [+300]
  • Day at the Races = A Bunch of Teef
    • Team Toppa Gear [+250 Teef], Da Krusha [+250 Teef], Baus [+250 Teef], Da Speedy Race [+250 Teef], Doomrider [+350 Teef], Snidely Squiglash [+200 Teef]
  • Sky Full of Steel = +1500 CP
    • Karloth Valois [+500/]
    • Complication 1 – Sludgy Surface [+200]
    • Complication 2 – Sea of Goo [+200]
    • Complication 3 – The Hive Stirs [+200]
    • Complication 4 – Massive Electrical Discharge [+200]
    • Complication 5 – Truly Ancient Deep Crow [+200]
  • Ahab’s Auto-Import [X]: n/a
  • Joy’s Auto-Import [X]: n/a

Jump #61.5 – Sitcom (sponsored by Necoho)

  • Name: Sarah Darling Winchester
  • Location: Los Angeles, California, 2004
  • Age: 26
  • Total Runtime: +10 Years
  • Gender: Female
  • Log:  The How Very Special
  • World #: 61.5, Sitcomtopia
  • Unfinished Business?: Punching Necoho in the face several more times.
  • Document
  • __ange_princess_principal_drawn_by_konnyaku_kk_monmon__7175c317f8057a2ad834506d27875225
  • Charmer Identity [Free]: Sexually attractive, romantic experience. Not necessarily good at anything else. As you grew up, you realized the effect you tended to have on the opposite sex (as well as some members of your own) and quickly grew to take advantage of it. You have memories of a long and illustrious love-life so far (along with various comical mishaps) and in matters of romancer, you’re probably something of an expert.
  • Do the Catchphrase [+100/1100]: You are extremely well known for an inane catchphrase you have come to despise. Everybody you meet will ask for you to do it for them, even your closest friends won’t be able to resist asking you to do it from time to time. “Oh Necoho!”
  • Very Special Episode [+100/1200]: At least once a week (and sometimes several times in a week) you will wake up and you will have a Very Special Day. There’s few laughs to be had and you’ll have to tackle serious real-life issues like racism and drug use. You’re generally angsty during these days and it all gets very mawkishly sentimental very regularly.
  • The Urkel [+300/1500]: There is an insanely annoying person that you despise and will be pretty much wherever you go. Worse still, they will get more popular every day with everybody except yourself until they have vast legions of manic fans all spouting out their inane catchphrases wherever you go. You cannot hurt them and any attempt to hinder them in any way backfires horribly.
  • The Deadlight [+100/1600]: Everything other than stuff from Light of Terra is blocked.
  • Humorous [Free for All]: You’re naturally funny and are capable of fitting in with the best of this universe. You are also skilled at sizing up a room and knowing what will make people laugh.
  • Laughter Track [Free for All]: Your life has a laugh track that you can turn on and off. You can also decide who hears the laughter and have vague control as to whether it’s canned laughter or seems to be a live studio audience.
  • One of the Gang [Free for All]: You are an established member of a group of friends or a family from a real sitcom and have memories and close bonds with those people.
  • Looker [Free for Charmer]: You’re an unusually attractive member of the human race.
  • Charmer Loadout [Free for Charmer, upgraded by Professional]: You begin with a large, upscale apartment with a disproportionately large bedroom, a chaise lounge and an enormous and immensely comfortable bed. You also have some alcohol lying around. You have copious funds and an extremely expensive motorbike and car.
  • Eyyy! [100/1350/1600]: You’re a cool guy… You can bang malfunctioning machinery to make it work and your jet-skiing abilities are downright ridiculous.
  • How You Doin’? [200/1150/1600]: You are remarkably good at seducing people and do so incredibly easily with little more than a few stock phrases or gestures. You are a well-practised lover as a result.
  • Loveable Rogue [300/850/1600]: You get around. People know it and simply don’t care. People find your unfaithfulness (or the existence of your multiple partners) amusing rather than heart-breaking, and when relationships do end, they tend to do so under amusing circumstances. In matters of romance, you’ll find that things are basically always less work, are a great deal more relaxed, and feelings don’t get seriously hurt.
  • Professional [200/650/1600]: You have a job and you’re damn good at it, whether you’re a doctor, lawyer, or stand-up commedienne, you can easily make a very good living and you’re a real expert in your field. You also find it a littler easier to learn things in your chosen field. Professional Musician.
  • Plotter [600/50/1600]: You’re diabolically skilled in the art of planning and prediction, particularly when such predictions are based on the actions of other people. You can devise plans that seem to have massive holes in them or that rely on people acting in extremely specific ways. Your plans will nearly always go off without a hitch.
  • Unrealistic Living Arrangements [50/0/1600]: Whether by haggling or dumb luck, you seem to land incredibly sweet deals on the cost of your rent, food, and utilities.
  • FRIENDS x3 [150/1450/1600]: All get Humorous, Laughter Track, & One of the Gang, plus Loadout.
    • Mini: Smart Guy
      • Referential: Reference humor may seem lazy but you are a true savant when it comes to it. You retain vast amounts of trivia and know how to make use of it in genuinely funny ways. This ability also grants you a greater understanding of the popular culture you find yourself in.
    • Frankie: Charmer, Looker
    • Yoiko: Oddball
      • That Would Be an Ecumenical Matter: After learning a few technical terms, you can successfully convince experts in a field that you know what you’re talking about. For a while anyway.
    • Ryoga: Oddball, That Would Be an Ecumenical Matter
    • Cirno: Oddball, That Would Be an Ecumenical Matter
    • Tokimi: Smart Guy, Referential
    • Yuzuha: Drop-In
      • Straight Man: You are capable of externally presenting a calm, serious demeanor in the fact of practically any circumstances.
    • Alicia: Charmer, Looker
    • Decima: Smart Guy, Referential
    • Verena: Oddball, That Would Be an Ecumenical Matter
    • Lethe: Smart Guy, Referential
    • Sabine: Oddball, That Would Be an Ecumenical Matter
    • Arlessa: Smart Guy, Referential
    • Cierra: Charmer, Looker
    • Fia: Drop-In, Straight Man
    • Lina: Oddball, That Would Be an Ecumenical Matter
    • Carwyn: Charmer, Looker
    • Caitlin: Drop-In, Straight Man
    • Caytrin: Drop-In, Straight Man
    • Caerdwyn: Drop-In, Straight Man
    • Tess: Oddball, That Would Be an Ecumenical Matter
    • Alex: Charmer, Looker
    • Amaryllis: Oddball, That Would Be an Ecumenical Matter
    • Maggy: Smart Guy, Referential
  • Ahab’s Auto-Import [X]: N/A
  • Joy’s Auto-Import [X]: N/A

Jump #62 – Kantai Collection

  • Name: Admiral Sari Jayma
  • Location: Manassas City, Reach
  • Age: ?
  • Total Runtime: 10.1 Years + 13,529.5 Years = 13,539.6 Years
  • Gender: Female
  • Log: Triple Threat
  • World #: 62, KanColle
  • Unfinished Business?: Right in the Middle of a War, actually
  • Kantai Document, Terminator Document, Halo Document
  • Jump 68 - Kantai Collection
  • Kantai Collection Build
  • Admiral [Free]: You manage to retain your own memories without without the bias of a fabricated past. You awake half-asleep in an office, littered with cardboard boxes, all packed with basic commodities and furniture. You look out your window, and realize that you’re inside a newly built harbor, facing the seemingly endless sea. On your desk is a document detailing your supposedly impressive military record, some books on various topics, papers, writing equipment, a lamp, and in front of you, stands your fleet of ship girls, ready to serve their teitoku.
  • Captain’s Orders [Free]: Your words are easily heard by all whom you intend to be hear you no matter how loud or hectic the situation, and your messages will never be misinterpreted. (Does this mean I can just yell complete gibberish and people will always understand? Wild.)
  • Ballad [300/1300/1600]: You move with unmatched grace and impossible mobility, allowing you to easily dodge rains of projectiles coming your way, even if you had your eyes closed as if you were dancing on the water. You also become deceptively flexible, and you can manipulate your body with a surgeon-like finesse, treating all your gear and weapons as a mere extension of your body as well. You will also become an excellent singer with a perfect voice.
  • Malicious Aura [300/1000/1600]: Your excess spiritual energy can be released around you in the form of blackish flames that radiates an unbearable cold. This state will deplete your energy reservoirs, but will massively increase all of your stats, especially your offensive abilities. This will also exponentially increase the effectiveness and range of your “Dread” or any ability similar to it in mechanics.
  • Beacon of Hope [300/700/1600]: You, your companions, and everyone actively giving support to you gain an exponentially stronger will, bravery of the mightiest warriors, vastly improved luck, an almost supernatural proficiency for working with one another, as if their very souls were linked together. Though almost unnoticeable passively, the influence of this perk will grow the more danger you and your allies are in. In addition, enemies you defeat, no matter how deeply fallen to evil, madness, or any ill-force there be, can be redeemed if you exert enough effort and willpower in trying to save them, in proportion to how far they’re corrupted. Abyssal Fleet Girls you defeat can now be recruited into your own fleet, and from hearing of this, the world council is considering a second option in making the seas safe again…
  • Savage Salvage [600/100/1600]: Either by the maws of your monstrous ship, or through other means, you can now “consume” raw materials, mechanical items, or even advanced technology to heal yourself. Upon consuming these objects, you may learn to replicate their functions biologically if possible, and improve yourself with them. Eat a stealth plane? You and your drones will be harder to detect on radar. Eat a bar of Adamantium? Expect your bones and your ship armor to become vastly more durable. Eat a Fleet Girl? At least leave the girl be, you heartless monster.
  • Admiral’s Uniform [Free]: As an Admiral, you will receive an Admiral uniform of any nation from any time period, real or fictional that will never wrinkle, stain or dirty, complete with a classy peak cap, or whatever hat the uniform came with. (Any? I pick a RMN Naval Uniform!)
  • Marriage Ring and Documents [Free]: Wait, wait, wait! Hold on a second! You don’t plan to marry one of your ship girls, do you? Well, if you do love and is loved in that way by one of your ship girls, I don’t suppose there’s anything stopping you from taking some vows! The power of love will actually improve her overall stats by quite a bit, cause her to become much more driven, as well as massively increase her spirit energy reserves. But if you save this ring for later, I mean… You could technically give it to someone else in another jump. But don’t be surprised that if one of your ship girls does fall in love with her teitoku, and she finds out you have other plans, she’d be heartbroken!
  • Fleet Import [100/0/1600]
    • Paradiso / Light of Heaven: Fuzed with Draken Grigobritz
    • Inverno / Ark Magna: Fuzed with Jaan Annushka
    • Du Gwenafyr / Black Jenny: Split Personality with VIrginia
    • Windjammer: Himedere
    • Faustian Bargain: Looks like a Female Magnus
    • Odwet / Preemptive Retaliation: Full Metal Ferret Boy
  • Unremarkable [+100/1100]: As an Admiral, this would mean that anything short of saving entire countries will not get you major recognition from anyone but your ship girls.
  • Compass-Chan’s Wrath [+100/1200]: As an Admiral or a Fleet Girl, you will have a much higher chance to tread through dangerous waters with high Abyss concentration than normal.
  • Seasick [+100/1300]: During high-speed maneuvers, you may become mildly nauseated. This will affect your mental capabilities and combat abilities to a degree. Medication or dedicated training may eventually overcome this, however.
  • Iron and Blood [+300/1600]: Your enemies will attack twice as often, twice as aggressively, with twice the numbers, armed with twice the firepower, and… You get my point. Also, as an Admiral or a Fleet Girl, expect your own harbor to be a main target of abyssal fleet assaults.
  • Upgraded Gear [Free]: Applied to VIctoria. No description of what this does. Victoria gets 3 Picks, and a pick can not be duplicated on the same ship. I went with Auxiliary, Detection, and Speed. Armor – Increases health and durability. Speed – Improves your speed, dexterity, and reflexes. Firepower – Increases how many guns, aircraft, and other equipment can be carried on you as well as your raw offensive abilities. Range – Makes you more efficient with resources, as well as increasing your stamina. Detection – Your perception is increased, allowing for increased accuracy across the board, as well as easier identification of hidden or far-away targets. Auxiliary – Improves how sensitive your radar is, how stealthy you are, as well as how well you can communicate with allies or taunt your enemies, among other miscellaneous benefits.
  • Terminator Build
  • Drop-In [Free]: You wake up in your chosen location with no overlapping memories to mess with your mind. Depending on where / when you are, you might seem the most ordinary in comparison to the main characters. No memories or history from this world. You will be very out of place if you’re in the future.
  • Judgement Day [100/900]: You automatically know the exact date and time to Judgment Day. Outside this jump, Judgment Day counts as any mass extinction or apocalyptic event for sapient species within 100 years and how, but not why, it happens. Because the future is not written, this perk will keep track of the event to the hour. So if the 2 year away apocalyptic event turned into 2 weeks and 3 hours, you will instantly know.
  • Hey, Wait! You Swore! [200/700]: Whenever you make a deal with someone, whether it be through a legal document or a pinky promise, they will not break it. If you make a machine that was built purely for assassination swear to not kill any human, no human casualties will accrue because of it.This doesn’t give you a blanket cover. Said machine from earlier will still maim people and break ankles, but they will live. A person with an incredible amount of willpower can resist this perk. But no matter what, they will still feel really hesitant to and guilty if they do.
  • No Fate But What We Make [400/300]: You are not bound by fate nor is anyone you work with. Your destiny is only what you make of it. No magician or time-traveler can ever force you onto a different path against your will. This extends to the point that people and things that are deemed unstoppable or even unkillable, just because they are destined to, can be killed by you permanently. Finally, it protects you from time-travelers in general. For if someone wants to kill you, they have to kill you in the present. Traveling through time to kill your mother won’t work.
  • One Possible Future. From your Point of View [200/100]: Time travel is anything but simple. One trip can be complicated. Five can be downright absurd. But not for you. Not only can you tell what the date it is at anytime, but you have a mind that can organize and understand convoluted nature of multiple time-lines.
  • Resistance Sisters [100/0]: Two veteran members of the Resistance with a lot of smashed terminators under their kill count.If you want, you can freely import existing companions in their place. Either way, they get 600 cp to spend on anything and they get Resistance Background discounts.
    • Choir of Righteous Fury
      • Smash those Metal Motherfuckers [Free]
      • I’m Anon, Sergeant Tech-Com, DN38416 [Free]
      • One Man Who Taught Us to Fight [400]
      • Come With Me If You Want to Live! [200]
      • Anti-Radiation Pills [Free]
    • Choir of Lost Voices
      • Smash those Metal Motherfuckers [Free]
      • I’m Anon, Sergeant Tech-Com, DN38416 [Free]
      • I’d Die for Anon [300]
      • Of Course, I’m a Terminator [200]
      • Hasta La Vista Baby [100]
      • Anti-Radiation Pills [Free]
  • HALO BUILD
  • Drop-In
  • Hacking [Free]
  • Basic Neural Interface [Free]
  • UNSC Marine Corps Battle Dress Uniform [Free]
  • Antigen [300]
  • Lucky [600]
  • Wordsmith [100]
  • Loadout [Free]
  • Ahab’s Auto-Import [X]: USS Arizona
    • Abyssal: Abyss – The last thing you remembered before sinking was the feeling of overwhelming emptiness, the despair of being abandoned and forgotten, and the unbearable cold of the deep. How could this have happened? You wanted none of this, but your desperate cries were never heard. You were but a mere tool to them, and why would anyone think otherwise? Was it your fate to be nothing but an unfeeling weapon? There is no use to fight density, is there? Then, so be it. You live to take vengeance on the people who sent you and your sisters off to kill or be killed, and to fight for what you yourself desire and believe in. Together with your sisters of the Abyss, you don’t feel quite so lonely anymore. You will let those pathetic meatbags know the cold of the unforgiving sea.
      • Dread [Free]: Your very presence induces a feeling of horrible despair within your enemies, clouding their thoughts and senses with your dark influence.
      • Cute Clothes [Free]:
      • Upgraded Gear x3 [Free]
    • Terminator – Resistance
      • Smash those Metal Motherfuckers [Free]
      • Anti-Radiation Pills [Free]
      • I’m Anon, Sergeant Tech-Com, DN38416 [Free]
    • HALO – ODST
      • Terrifying
      • Loadout
      • Basic Neural Interface [Free]
      • UNSC Marine Corps Battle Dress Uniform [Free]
      • ODST Ballistic Battle Armor [Free]
  • Joy’s Auto-Import [X]: HMS Invincible
    • Abyssal: Abyss – The last thing you remembered before sinking was the feeling of overwhelming emptiness, the despair of being abandoned and forgotten, and the unbearable cold of the deep. How could this have happened? You wanted none of this, but your desperate cries were never heard. You were but a mere tool to them, and why would anyone think otherwise? Was it your fate to be nothing but an unfeeling weapon? There is no use to fight density, is there? Then, so be it. You live to take vengeance on the people who sent you and your sisters off to kill or be killed, and to fight for what you yourself desire and believe in. Together with your sisters of the Abyss, you don’t feel quite so lonely anymore. You will let those pathetic meatbags know the cold of the unforgiving sea.
      • Dread [Free]: Your very presence induces a feeling of horrible despair within your enemies, clouding their thoughts and senses with your dark influence.
      • Cute Clothes [Free]:
      • Upgraded Gear x3 [Free]
    • Terminator – Resistance
      • Smash those Metal Motherfuckers [Free]
      • Anti-Radiation Pills [Free]
      • I’m Anon, Sergeant Tech-Com, DN38416 [Free]
    • HALO – ONI
      • Wordsmith
      • Loadout
      • Basic Neural Interface [Free]
      • UNSC Marine Corps Battle Dress Uniform [Free]
      • ODST Ballistic Battle Armor [Free]

Jump #69 – Familiar of Zero

  • Name: Ulm the Elf Bastard / Shimabeth Joskor
  • Location: Gallian Capital
  • Age: ?
  • Total Runtime: 10 Years + 13,539.6 Years = 13,549.6 Years
  • Gender: Male Elf / Female Half-Elf
  • Log: The Boot of God
  • World #: 63
  • Unfinished Business?: Everyone in this world Blows!
  • Document
  • Jump 69 - Familiar of Zero base
  • Elf [+200/1200]: You are an Elf and for your stay you will be subject to the prejudices of an elf and victim of the prejudice against elves. You gain the Elf form as an Altform when the decade is over. (Warning, Modified from original text, which was incomprehensible.)
    • Jump 69 - Familiar of Zero
  • Braggart [+200/1400]: You just can’t shut your mouth about anything, can you? People will either expect much of you or think you’re annoying as hell.
  • Troublesome [+100/1500]: You seem to get yourself into trouble just by breathing. You’ll be known as ‘That Guy’.
  • Drop-In – Void Slave [+100/1600]: You are the slave of a void magician. You fall out of the sky from your previous jump when summoned and have a rune somewhere on your body. Joseph de Gallia, a king who inherited the throne instead of his older brother, whom he murdered. He is now a warmongering sociopath.
  • Void Slave Skill – Magic Item Use [Free]: As the Mind of God, you can use any kind of magical artifact regardless of how it normally works, as well as any magical style you possess the raw ability to utilize.
  • Linguist [Free]: You can pick up languages on the fly and politics is much easier.
  • Elementalism [800/800/1600]: You gain control over the four elements and are a Square Mage. The power to Combine, Control, Manipulate (and in the case of Fire, create) the four elements of Fire, Water, Wind, and Earth. A triangle mage can blow up buildings, flood cities, redirect tornadoes, or fissure the ground.
  • Elven Magic [600/200/1600]: You are a basic practitioner of elven nature magic, allowing you to draw power from spirits and the surrounding environment to create spells. This is fundamentally different than Markey (Elemental) Magic.
  • Luck [200/0/1600]: Did that blade just miss your head? Did the enemy accidentally friendly-fire? Did you just find some money on the ground? All of these and more can be yours, luck is now on your side.
  • Coins [No Price, Thus Free]: No Price, thus free
  • Ahab’s Auto-Import [X]: Noble
    • Eidetic Memory: You will not ever forget events or knowledge unless some dirty elf wipes your mind.
    • Regal Aura: Some people get ignored when they talk about their favorite fish. You don’t. Expect people to listen to you much more often.
    • Horse & Carriage: A very fancy carriage that is pulled by an equally fancy horse. Don’t worry, the horse will obey orders and seems to never need food or water.
    • Write of Authority: Lets you bypass most secure areas and get away with minor crimes in your starting country.
    • Coins: You gain a large ornate coin purse with the equivalent of 200,000 usd in this setting’s currency.
  • Joy’s Auto-Import [X]: Knight
    • Durable: Ever want to shrug off a blow to the stomach? Now you can. you are much more durable than you were before and any scars that do form look incredibly badass.
    • Aura of Strength: When your allies are near you, their battle prowess greatly increases.
    • Basic Weapon: A Flintlock Rifle and a Lucerne Hammer
    • Armor: A set of ornate steel armor with decorations that seem to be for your country of origin.
    • Coins: You gain a large ornate coin purse with the equivalent of 200,000 usd in this setting’s currency.

Jump #70 – Okami

  • Name: Okami no Kami aka Kuraokami 
  • Location: Wep’Keer Village – To the north of the rest of Nippon lies the village of Wep’Keer. Home to the mysterious and reclusive Oina people, who always wear masks to hide their faces. For most of the year, Wep’Keer is covered in snow. However, a period of summer does exist when the elder invokes his Volcanic Incantation, causing the twin peaks of Ezofuji to erupt and causing the island of Kamui to temporarily heat up. The Oina tribe itself are as a whole mostly happy to keep to themselves, and suspicious of outsiders, but once their trust is earned are welcoming to those in good faith.
  • Age: Yes.
  • Total Runtime: 10.1 Years + 13,549.6 Years = 13,559.7 Years
  • Gender: Female
  • Log: Writing is Fun, Reading is De Mental
  • World #: 64
  • Unfinished Business?: Nope
  • Document
  • Brush God [200/800/1000]: You’re not human, you’re a minor god or goddess representing an aspect of nature or reality, a constellation, and a piece of calligraphy. By drawing your symbol in ink, either via a brush or a similar part of your own body such as your tail, you’re capable of summoning or altering that aspect of nature. Or at least you could, as the ages have not been kind to your power and few if anyone worships you or is aware you exist, which is bad as prayer (or at least veneration) makes up a good part of your power. Choose any one mundane animal (preferably one from Japan) or one mythological animal that in this case MUST be present in Japanese myth and can’t be one of a kind (no, you’re not going to be Orochi). You are now a large, white version of your animal bearing glowing red celestial markings on your fur, scales, or skin, mostly swirls, lines, and circles. You also get a thematic accessory or two if you want. (Ferret-Lion of Borrowing Things and then not giving them back… also Winter and Rain)
  • Dexterous Oral Telekinetic Acrobatics [Free for Brush God]: By some miracle, you’re capable of wielding weapons seemingly with the power of your mind and engaging in expert weapons-based combat using only your mouth or any other weird appendage or orifice you care to use. Said weapons will also, with an insignificant application of energy, float behind or around you at rest. Are you a giant talking fish? Then you need this.
  • Brush Technique [200/600/1000]: What’s a brush god without their celestial brush technique? By writing a certain symbol or flourish in ink, you can affect reality in one specific way. Modifications to this drawing have the opportunity to alter the effect, like changing from using previously existing ice to freeze a foe to summoning an entire blizzard at a whim to do the same to all in range. Such evolutions of your technique require some practice, as well as sufficient amount of recognition as a god to power them. A brush technique has an elemental or nature-based theme, though those based on a (tenuous) aspect of reality exists. Sun, moon, explosions, electricity, plants, ice, walls, mist, wind, fire, water, rending, and restoration, along with guidance and magnetism, are all canon examples you may choose, replacing the previously existent brush god associated with that element, though you are also allowed to choose your own, original element and technique as long as it fits into the guidelines. On a lesser level, possessing a brush attribute imbues your other techniques and body with said attribute, though good luck in imagining how wall would further affect enemies. It’s also possible to grant the ability to use your technique when they draw your symbol to anyone you wish.
  • Natural Nature [300/300/1000]: Once a god has fully come into their own as a deity, they can manipulate their attribute innately, summoning the sunrise with a mere howl or a swirling tide by simply wishing it so. It’s harder than drawing your symbol, and only a truly recognized god could hope to have the power to use it effectively, but it’s also much speedier, and shows a mastery of your attribute beyond the level of lesser spirits. Don’t expect to destroy any cities or use it with impunity and no consequence to your stamina, but if a minor violation of physics is all that’s standing in your way, it will gladly step aside to change day to night instantly, or summon a thunderstorm on a clear day. The long term consequences of this are not fully understood. If all the plants die because you abused your power, moon god, it’s your fault.
  • Magic Ink Pot [Free]: A simple but large ink pot in appearance, this one in particular bears an enchantment that refills the ink slowly over time, returning to full within a minute or so. Ink is necessary for the use of any Brush Techniques, and a lack of supply can be deadly. Each is equivalent to three of Amaterasu’s.
  • Companions [400/-100/1000]: Bring your friends. 100 points for one, up to 400 where you can take up to eight. Each gets a free background, including the free skill and any discounts, and 300 CP to spend on anything. Importing a companion as a Brush God costs an extra 100 points, but also gives them an extra 100 CP of their own to spend. Give the last 100 to Alexander.
    • Alex: Brush God Import [100/-200/1000] – Chibi NoKami
      • Brush God [Free]: You’re not human, you’re a minor god or goddess representing an aspect of nature or reality, a constellation, and a piece of calligraphy. By drawing your symbol in ink, either via a brush or a similar part of your own body such as your tail, you’re capable of summoning or altering that aspect of nature. Or at least you could, as the ages have not been kind to your power and few if anyone worships you or is aware you exist, which is bad as prayer (or at least veneration) makes up a good part of your power. Choose any one mundane animal (preferably one from Japan) or one mythological animal that in this case MUST be present in Japanese myth and can’t be one of a kind (no, you’re not going to be Orochi). You are now a large, white version of your animal bearing glowing red celestial markings on your fur, scales, or skin, mostly swirls, lines, and circles. You also get a thematic accessory or two if you want.
      • Brush Technique [200]: What’s a brush god without their celestial brush technique? By writing a certain symbol or flourish in ink, you can affect reality in one specific way. Modifications to this drawing have the opportunity to alter the effect, like changing from using previously existing ice to freeze a foe to summoning an entire blizzard at a whim to do the same to all in range. Such evolutions of your technique require some practice, as well as sufficient amount of recognition as a god to power them. A brush technique has an elemental or nature-based theme, though those based on a (tenuous) aspect of reality exists. Sun, moon, explosions, electricity, plants, ice, walls, mist, wind, fire, water, rending, and restoration, along with guidance and magnetism, are all canon examples you may choose, replacing the previously existent brush god associated with that element, though you are also allowed to choose your own, original element and technique as long as it fits into the guidelines. On a lesser level, possessing a brush attribute imbues your other techniques and body with said attribute, though good luck in imagining how wall would further affect enemies. It’s also possible to grant the ability to use your technique when they draw your symbol to anyone you wish.
      • Dexterous Oral Telekinetic Acrobatics [Free for Brush God]: By some miracle, you’re capable of wielding weapons seemingly with the power of your mind and engaging in expert weapons-based combat using only your mouth or any other weird appendage or orifice you care to use. Said weapons will also, with an insignificant application of energy, float behind or around you at rest. Are you a giant talking fish? Then you need this.
      • Picture Perfect [200]: Funny thing about myth is that the majority of the women are beautiful and nearly flawless. This give you the same advantage, staggering earthly beauty. There’s nothing supernatural about it, but expect to get a lot of suitors and heroes sworn to rescue you, and watch out for one very pervy flea. Men who take this and can go in the same direction with it if they really want or become a dashing hero figure instead. Not many of those in Nippon, for some reason.
      • Magic Ink Pot [Free]: A simple but large ink pot in appearance, this one in particular bears an enchantment that refills the ink slowly over time, returning to full within a minute or so. Ink is necessary for the use of any Brush Techniques, and a lack of supply can be deadly. Equivalent to three of Amaterasu’s.
    • Maggy: Nine-Tails Kitsune
      • Priestess [Free]: A follower of Shinto or Buddhism, you’ve trained for most of your life to combat demons and evil spirits, and to appease deities and good spirits. You’ve also been taught to perform the more mundane task of handling rituals and the occasional festival. You’re highly respected for the work you do, and despite lacking in material wealth hold a high position in society.
      • Priestly Wisdom [Free]: A priest must be calm and wise, clever and knowledgeable. Through training or natural talent, you have all of this in spades. Most of your expertise is focused on local religion and mythology, including the proper methods of exorcism and appeasement of spirits, but common are the priests that hold the ear of the nobility, and the intricacies of politics and subtle manipulations are quickly added to their more worldly talents.
      • Foxy Babe [300]: You gain all the inherent powers of a Nine-Tails Kitsune.
      • 100 Prayer Slips [Free]: 100 pre-made Prayer Slips, infused with a mix of different effects. Most common among them are simple explosive and demon sealing tags of low power, enough to handle any personal defense situation or an impromptu exorcism.
    • Amaryllis: Bear-Mask Oina
      • Priestess [Free]: A follower of Shinto or Buddhism, you’ve trained for most of your life to combat demons and evil spirits, and to appease deities and good spirits. You’ve also been taught to perform the more mundane task of handling rituals and the occasional festival. You’re highly respected for the work you do, and despite lacking in material wealth hold a high position in society.
      • Priestly Wisdom [Free]: A priest must be calm and wise, clever and knowledgeable. Through training or natural talent, you have all of this in spades. Most of your expertise is focused on local religion and mythology, including the proper methods of exorcism and appeasement of spirits, but common are the priests that hold the ear of the nobility, and the intricacies of politics and subtle manipulations are quickly added to their more worldly talents.
      • Oina [300/300]: Either fully-blooded or a descendant from a single Oina parent, you’re a blood member of a tribe native to the frozen land of Kamui. Though still (probably) human, you have the ability to transform into a large and powerful wolf at will while retaining your intelligence and personality, remaining yourself in all ways. The wolf-ly senses of this form are partially retained in your human form as well. You also get a free mask that depicts the face of an animal or the leaf of a plant. Culturally, this mask is worn at all times outside of the home and in front of people outside of your close family, but you would only face derision in Kamui itself if you chose not to wear it.
      • 100 Prayer Slips [Free]: 100 pre-made Prayer Slips, infused with a mix of different effects. Most common among them are simple explosive and demon sealing tags of low power, enough to handle any personal defense situation or an impromptu exorcism.
      • Oina Mask [Free]: Aforementioned free mask. Carved from wood and shaped like a stylized animal face or a leaf. Painted in appropriate colors.
    • Bart:
      • Warrior [Free]: You can at least pretend you know how to use a sword, and whether you were actually trained or simply claim to have been, you have a background in fighting against various threats and challenges.
      • Swordman [Free]: You know the basics of swordplay, like which end is the pointy bit and how to embed said point into your enemies. A simple power with a simple description, but an effective one.
      • Godhood [300/300]: The cooler your moves, the faster your strikes, and the longer you can go without being hit, the greater your Godhood score. Godhood transfers awesome into protection, building up to three layers of attack nullifying shields that can sustain almost any attack and leave your enemies quaking as you wail on them. Almost. The really, truly powerful stuff, like ‘boss level’ tough, will just be weakened significantly yet still only take out one shield. Anything with enough force, like say, enough to squish you into paste, well, that’s still going to get through. On the bright side, leaves and cherry blossoms appear from nowhere whenever one of your attacks connect. Not manly enough for you? Feel free to fluff the visuals however you want instead.
      • Glaive [Free]: A Divine Instrument, a type of weapon infused with holy power. A Glaive is a massive sword, at least as long as a man is tall and half as wide, always ornate for a sword but usually less so than other Divine Instruments. Obviously used as a normal sword, the Glaive is also capable of being ‘charged’. When held in position for a brief amount of time, a wield can collect the holy power of the sword into a particularly deadly blow or a vicious series of enhanced attacks. The amount of power gathered is related to the amount of time spent charging, but has an upper limit of five seconds. Glaives may also possess magical enchantments themselves.
    • Lizzy:
      • Warrior [Free]: You can at least pretend you know how to use a sword, and whether you were actually trained or simply claim to have been, you have a background in fighting against various threats and challenges.
      • Swordman [Free]: You know the basics of swordplay, like which end is the pointy bit and how to embed said point into your enemies. A simple power with a simple description, but an effective one.
      • Flowing Swordplay [100]: You’re a supernaturally graceful and skilled swordsman who instead uses his dexterity and perfectly aimed cuts to fell their foes.
      • Moon Tribe Hat [200]: You appear to have glorious white hair that can split into a pair of wings. It’s long, soft, beautiful, and well-groomed, but on closer inspection, it’s actually just a hat. Far from just a beautiful headpiece however, this hat grants you all the powers of the legendary Moon Tribe through a special magical enchantment or extremely advanced lunar technology. It isn’t really clear which. This includes the ability to
        fly using your hat as a pair of wings, float a foot off of the ground at rest, walk on water (or anything else that shouldn’t support your weight), and minor teleportation abilities. Think after-mirages. Whether or not you’re granted their extreme longevity or fortune telling talent is up to you to discover.
      • Glaive [Free]: A Divine Instrument, a type of weapon infused with holy power. A Glaive is a massive sword, at least as long as a man is tall and half as wide, always ornate for a sword but usually less so than other Divine Instruments. Obviously used as a normal sword, the Glaive is also capable of being ‘charged’. When held in position for a brief amount of time, a wield can collect the holy power of the sword into a particularly deadly blow or a vicious series of enhanced attacks. The amount of power gathered is related to the amount of time spent charging, but has an upper limit of five seconds. Glaives may also possess magical enchantments themselves.
    • Anne:
      • Priestess [Free]: A follower of Shinto or Buddhism, you’ve trained for most of your life to combat demons and evil spirits, and to appease deities and good spirits. You’ve also been taught to perform the more mundane task of handling rituals and the occasional festival. You’re highly respected for the work you do, and despite lacking in material wealth hold a high position in society.
      • Priestly Wisdom [Free]: A priest must be calm and wise, clever and knowledgeable. Through training or natural talent, you have all of this in spades. Most of your expertise is focused on local religion and mythology, including the proper methods of exorcism and appeasement of spirits, but common are the priests that hold the ear of the nobility, and the intricacies of politics and subtle manipulations are quickly added to their more worldly talents.
      • Faithful Shield [300]: Your raw faith is strong enough to form an invisible bubble with but a prayer, protecting you from those who wish you harm. This shield is particularly powerful against anything that could be considered a demon, being nigh-impenetrable to their blows and tearing away at their life and bodies if they attempt to approach you, though the greatest and most powerful can resist this and potentially overcome the shield. However, this protection is fueled by holy power and must be maintained with constant prayer; any interruption will result in the shield dissolving away, and it would be a difficult task to raise it again while being attacked.
      • 100 Prayer Slips [Free]: 100 pre-made Prayer Slips, infused with a mix of different effects. Most common among them are simple explosive and demon sealing tags of low power, enough to handle any personal defense situation or an impromptu exorcism.
    • Carwyn:
      • Priestess [Free]: A follower of Shinto or Buddhism, you’ve trained for most of your life to combat demons and evil spirits, and to appease deities and good spirits. You’ve also been taught to perform the more mundane task of handling rituals and the occasional festival. You’re highly respected for the work you do, and despite lacking in material wealth hold a high position in society.
      • Priestly Wisdom [Free]: A priest must be calm and wise, clever and knowledgeable. Through training or natural talent, you have all of this in spades. Most of your expertise is focused on local religion and mythology, including the proper methods of exorcism and appeasement of spirits, but common are the priests that hold the ear of the nobility, and the intricacies of politics and subtle manipulations are quickly added to their more worldly talents.
      • Lucky Mallet [200]: When shaken twice over the head of the wielder, the Lucky Mallet shrinks itself and its user to a size small enough to fit through the eye of a needle. When shaken again, it and its user regrow to normal size. Refuses to work inside of something’s body, for some reason.
      • Water Tablet [100]: Though possessing no greater enchantment, this Moon Tribe artifact allows the wielder to walk on water indefinitely.
      • 100 Prayer Slips [Free]: 100 pre-made Prayer Slips, infused with a mix of different effects. Most common among them are simple explosive and demon sealing tags of low power, enough to handle any personal defense situation or an impromptu exorcism.
    • The Dire Weasels:
      • Warrior [Free]: You can at least pretend you know how to use a sword, and whether you were actually trained or simply claim to have been, you have a background in fighting against various threats and challenges.
      • Swordman [Free]: You know the basics of swordplay, like which end is the pointy bit and how to embed said point into your enemies. A simple power with a simple description, but an effective one.
      • Glaive [Free]: A Divine Instrument, a type of weapon infused with holy power. A Glaive is a massive sword, at least as long as a man is tall and half as wide, always ornate for a sword but usually less so than other Divine Instruments. Obviously used as a normal sword, the Glaive is also capable of being ‘charged’. When held in position for a brief amount of time, a wield can collect the holy power of the sword into a particularly deadly blow or a vicious series of enhanced attacks. The amount of power gathered is related to the amount of time spent charging, but has an upper limit of five seconds. Glaives may also possess magical enchantments themselves.
      • Divine Interference [300]: No matter how botched or weak your attack is, it somehow strikes harder, more accurately, and cleaner than it possibly could have. The blows themselves are more powerful than they have a right to be, tearing through armor or material that should shatter them. Tripped over your own feet and threw your sword at your enemy? It stabs them straight through the heart. Slashed a giant boulder with a wooden sword? It’s cut clean in half. Even if you just close your eyes and swing wildly, you’re bound to at least get something out of it. This won’t always make up for a clear miss, you can’t cut through everything, and you have to at least put real effort into it, but it’s almost like the gods are watching over you, nudging your weapon into the proper position and ensuring that your ego remains unbruised. Of course, that couldn’t be what it is. You’re just that good of a swordsman, right?
  • Magnetic [+200/0/1200]: Either they think your liver would make a good meal, or that your tears are delicious, or even that you just smell nice, you have all kinds of demons hunting after you constantly. From great to small, they would all love to torture, kill, and eat you, possibly not within that order. Expect bands of imps to raid your house weekly, and for something scarier to stop by once in awhile. Don’t expect any help, however. The majority of the population doesn’t believe in demons anymore, and so you could be tortured right in front of their faces and nobody will have any idea. If any of the demons happen to spread out to your neighbors, you’ll be seen as bad luck and cast out. If they see you fighting demons, you’ll be seen as crazy and also cast out. It’s hard to win with people here.
  • Ahab’s Auto-Import [X]:  Kuramitsuha, Brush God of the Dark Waters
    • Brush God: You’re not human, you’re a minor god or goddess representing an aspect of nature or reality, a constellation, and a piece of calligraphy. By drawing your symbol in ink, either via a brush or a similar part of your own body such as your tail, you’re capable of summoning or altering that aspect of nature. Or at least you could, as the ages have not been kind to your power and few if anyone worships you or is aware you exist, which is bad as prayer (or at least veneration) makes up a good part of your power. Choose any one mundane animal (preferably one from Japan) or one mythological animal that in this case MUST be present in Japanese myth and can’t be one of a kind (no, you’re not going to be Orochi). You are now a large, white version of your animal bearing glowing red celestial markings on your fur, scales, or skin, mostly swirls, lines, and circles. You also get a thematic accessory or two if you want.
    • Dexterous Oral Telekinetic Acrobatics [Free for Brush God]: By some miracle, you’re capable of wielding weapons seemingly with the power of your mind and engaging in expert weapons-based combat using only your mouth or any other weird appendage or orifice you care to use. Said weapons will also, with an insignificant application of energy, float behind or around you at rest. Are you a giant talking fish? Then you need this.
    • Magic Ink Pot: A simple but large ink pot in appearance, this one in particular bears an enchantment that refills the ink slowly over time, returning to full within a minute or so. Ink is necessary for the use of any Brush Techniques, and a lack of supply can be deadly. Equivalent to three of Amaterasu’s.
  • Joy’s Auto-Import [X]: Kurayamatsumi, Brush God of the Dark Mountains
    • Brush God: You’re not human, you’re a minor god or goddess representing an aspect of nature or reality, a constellation, and a piece of calligraphy. By drawing your symbol in ink, either via a brush or a similar part of your own body such as your tail, you’re capable of summoning or altering that aspect of nature. Or at least you could, as the ages have not been kind to your power and few if anyone worships you or is aware you exist, which is bad as prayer (or at least veneration) makes up a good part of your power. Choose any one mundane animal (preferably one from Japan) or one mythological animal that in this case MUST be present in Japanese myth and can’t be one of a kind (no, you’re not going to be Orochi). You are now a large, white version of your animal bearing glowing red celestial markings on your fur, scales, or skin, mostly swirls, lines, and circles. You also get a thematic accessory or two if you want.
    • Dexterous Oral Telekinetic Acrobatics [Free for Brush God]: By some miracle, you’re capable of wielding weapons seemingly with the power of your mind and engaging in expert weapons-based combat using only your mouth or any other weird appendage or orifice you care to use. Said weapons will also, with an insignificant application of energy, float behind or around you at rest. Are you a giant talking fish? Then you need this.
    • Magic Ink Pot: A simple but large ink pot in appearance, this one in particular bears an enchantment that refills the ink slowly over time, returning to full within a minute or so. Ink is necessary for the use of any Brush Techniques, and a lack of supply can be deadly. Equivalent to three of Amaterasu’s.

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