Jump #66 – Tortall

  • Name: Sheanna of Blackmoon
  • Location: Corus, the capital of Tortall, in the year 460 Human Era.
  • Age: 14
  • Total Runtime: ??? Years + 13,477.4 Years = 13,477.4 Years Plus
  • 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: ? MIA
    • 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: ?
  • Location: ?
  • Age: ?
  • Gender: ?
  • Log: ?
  • World #: 62, KanColle
  • Unfinished Business?: ?
  • Document
  • [Image]
  • [PERKS]
  • Ahab’s Auto-Import [X]: ?
  • Joy’s Auto-Import [X]: ?

Jump #69 – Familiar of Zero

  • Name: ?
  • Location: ?
  • Age: ?
  • Gender: ?
  • Log: ?
  • World #: 63
  • Unfinished Business?: ?
  • Document
  • [Image]
  • [PERKS]
  • Ahab’s Auto-Import [X]: ?
  • Joy’s Auto-Import [X]: ?

Jump #70 – Okami

  • Name: ?
  • Location: ?
  • Age: ?
  • Gender: ?
  • Log: ?
  • World #: 64
  • Unfinished Business?: ?
  • Document
  • [Image]
  • [PERKS]
  • Ahab’s Auto-Import [X]: ?
  • Joy’s Auto-Import [X]: ?

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#56-60#61-65#66-70#71-75#76-80#81-85#86-90, #91-95#96-100#101-105Developed

Jump #66 – Tortall

  • Name: Sheanna of Blackmoon
  • Location: Corus, the capital of Tortall, in the year 460 Human Era.
  • Age: 14
  • Total Runtime: ??? Years + 13,477.4 Years = 13,477.4 Years Plus
  • Gender: Female Scanran-Tortallan Noble
  • Log: Unto Us is Given
  • World #: 60, Tortall
  • Unfinished Business?: ?
  • 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: ? MIA
    • 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: ??
  • Gender: Female Human
  • Log:  Barque of the ForsakenLand of the Sky MotherA Grand TourA Night at the OperaThe Pagan Path,  The How Very SpecialSteel Sky Black MudVisitations & AwakeningAm I Being Railroaded?, The Laughter of Dark Gods
  • World #: 61, WH40K
  • Unfinished Business?: ?
  • Part 1, Part 2, DLC1, DLC2, DLC3, DLC4, DLC5, Part 3
  • tumblr_npch67astg1rqat58o1_1280
  • Note
    • Part 1 – Zero Cp
    • Part 2 – 1000 CP
    • DLC 1 –
    • DLC 2 –
    • DLC 3 –
    • DLC 4 –
    • DLC 5 –
    • Part 3 – 2800 CP
  • Wards & Abjurements [200/]: 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/]: 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/]: 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 [200/800/1000]: 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 [200/600/1000]: 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 [100/500/1000]: 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 [100/400/1000]: 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 [100/300/1000]: 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 [200/100/1000]: 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/-100/1000]: 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/-300/1000]: Perhaps an odd choice to focus on, but you have decided to work to ensure the industry that takes place on your new homeworld is as green as possible. Waste not want not though, because it isn’t impossible to engineer your fabrication plants to utilise 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/-600/1000]: 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/-900/1000]: The passing on of information is vital for civilisation, 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/]: 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 [100/1500/1600]
  • Veteran of the Psychic Wars [300/1200/1600]
  • Psychic Supremacy [500/700/1600]
  • Beastmastery Primary Power [Reward]
  • Telepathy Primary Power [Reward]
  • Telekinetic Primary Power [Reward]
  • Pyromaniac Primary Power [Reward]
  • 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/]: 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 brainstem are quickly and easily replaced with an ancient archeotech storage device allowing perfect memory and recollection. Never again will you forget.
  • Unimaginable Wealth [Reward]
  • Squat-Thrust Brand Power Bars [100/]: Forged by the greatest breadsmiths 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/]: 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/]: 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.
  • 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
  • Beast Rats [Reward]: Zed, Fred, & Ted, the Necromundan Bear-Rats
  • Carwyn the Warlock [500/]: 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:
  • The Dire Weasels
    • Nurgath
    • Caitlyn
    • Caerdwyn
    • Catryn
    • Tess
  • The Choir of Righteous Harmony
    • Arlissa Van Rayan
    • Initiate Fia
    • Initiate Lina
    • Initiate Cierra
  • The Choir of Lost Voices
    • Canoness Alicia Dominica
    • Lethe Catena
    • Sabine san Leor
    • Verena Armenii
    • Decima
      • Biggles
  • The Dust Rats
    • Doc Teeftaka (Mekboy) [150 Teef]
    • Krumpa McGirk the Tankbusta & his Killkannon ‘Big Smokey’ [200 Teef
    • Toof-Snatcha (Loota) [100 Teef
    • Muffin da Destroya (Loota) [100 Teef
    • FISTMASHA BOB (Skarboys) [150 Teef
    • Buzzsaw Da Buzzkilla (Skarboys) [150 Teef
    • SSV
    • Light Recce Vehicle [250 Teef
    • Dr-170C Motorcycle x2 [300 Teef
    • Warbuggy [100 Teef
  • The Litany of Litanies Litany (aka The Faustian Bargain): Carrack-Class
  • The Preemptive Retaliation: Cobra-Class Destroyer
    • Fleshmetal [600/]: An extremely unusual ship upgrade, the origins of the Fleshmetal virus have never been successfully discovered, though more than one Imperial Inquisitor who has observed the effect has postulated it to be the result of a brief alliance between Khorne and Nurgle. If so, it represents a very worrying development indeed. 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.
    • Lord Captain Draken Grigobertz
    • Necrontyr Inertialess Drive [Reward]: Masters of science, the ancient Necrontyr mastered the construction of inertialess drive systems before humanity even existed. These drives allow virtually incomprehensible acceleration and maneuverability as the laws of physics are essentially ignored by the vessel.
    • Pentalich Lance [Reward]
    • Microlaser Defense Grid [300/400/1600]
    • Runecaster [100/300/1600]
    • Pharmacia [100/200/1600]
    • Auto-Stabilized Logis Targeter [200/0/1600]
    • Auto-Temple [100/-100/1600]
    • Counterfire Defenses [300/]: The Counterfire Defence System was a reasonably common type of Support System before the Horus Heresy. These AI sensor suites, first designed for ground based weapon emplacements to counter the threat of charging Orks, incorporate predictive logic circuits to ensure that assaulting enemies are met with a withering wall of accurate fire. It was only a matter of time before they were adapted for use on naval assets as point defence systems where they excel.
    • Ashens IV Reactor [300/]: The IV Reactor is a new and experimental energy system developed by a renegade forgeworld in the Kronus Expanse. Powered by dark matter, the IV Reactor allows steady production of potentially dangerously overwhelming amounts of energy to the ship’s systems.
    • Automated Repair System [400/]: Another once standard feature of Pre-Imperial shipping, when activated, tiny maintenance drones swarm over the damaged vehicle systems and repair them in the midst of battle.
    • Gravity Wave Projector [300/]: This Projector emits a high-powered graviton wave that repulses nearby enemies, slowing their advance to a crawl or halting them altogether. Most effective against attack craft, this can also be used to hold torpedos at bay until they explode harmlessly.
    • Void Shield Array x2 [Reward]: Void shields are energy fields employed by the Imperium to protect everything from Super-Heavy Vehicles to massive starships. The shields operate via Warp technology, absorbing the energy of attacks and displacing them into the Immaterium. While they work exactly like Power Fields void shields benefit from the fact that they can be raised again after taking damage and collapsing, even in the midst of combat. Void shields extend some distance from their point of origin, thus in some cases it is possible for an enemy to penetrate the shield and cause damage directly to the target. The Overlay Array increases the effectiveness of void shielding by forming shields that overlap each other, so that if one is penetrated others will be in place to absorb the impact.
    • Hearthlord Plasma Beam [Reward]: A directed plasma beam weapon, the Hearthlord functions essentially the same as it did as a land based weapon platform, though beam coherence increases in space meaning a dramatic increase in range.
    • Aircraft Tender [Reward]: This becomes a dedicated Gyrocopter Bay, equipped to maintain, control and deploy them. Due to the Gyrocopters being atmospheric craft exclusively, you will gain a wing of all three variants.
    • Crew Quarters [Reward]: Considerably more comfortable than the standard Imperial crew quarters, this just makes people considerably more comfortable. Also includes a secondary Medbay.
    • Deus Vult Singularity Engine [Reward]: An extra engine that doesn’t require fuel, wire it to the maneuvering thrusters for a more agile craft, use it to make the ship faster, wire it to the shields to make them stronger or wire it to any energy weapons you have to increase either damage or beam coherence.
    • Colossus Supercastle [Reward]: The Colossus can be built into the upper superstructure, essentially bolting a castle onto the top of a second bigger castle. Congratulations, you now have the biggest, most heavily armoured Captain’s Quarters ever conceived. The Colossus retains the Iron Eagle Gyrocopter, giving you a private launch bay and your own attack copter.
    • House Van Saar Redundant Systems [500/]: These exceptionally made Van Saar components are all built with several redundant systems, meaning that any fighting vehicles incorporating them can continue to fight at virtually one hundred percent effectiveness regardless of any but the worst damage, and installed aboard the Light of Terra they will ensure that the various systems of the ship will be next to impossible to knock out, and incredibly easy to repair, even in the middle of combat.
    • Dome of the Crystal Sphere [Eldar Upgrade]: The Dome of Crystal Seers is a location within a Craftworld’s wraithbone core, existing as a broad bio-dome littered with groves of tall wraithbone trees that reach out into space. It is here where the most ancient Farseers of the Eldar retreat to. As Farseers reach greater and greater ages, their minds become so closely linked with the Craftworld’s core that their physical bodies simply grow dormant. Within the Dome, the eldest of seers gradually crystallize and take root, until they turn entirely to crystal. The Farseer’s spirit is then preserved forever within the psycho-conductive Infinity Circuit. In the wraithbone trees sprouting from the core, tiny Warp Spiders are seen. They can melt their arachnoid forms to move through the Infinity Circuit to protect the Dome and the entire Craftworld from invasive psychic entities. While there likely will never be more than one Farseer resting within, perhaps it may be possible for the crew of the ship who fall to find refuge here, able to watch over the ship they called home and offer advice when they can. Regardless of what may be possible, the Dome will have a definite effect once it is completed – the Warp Spiders will ensure daemonic or sorcerous activity will never threaten the ship. (Anti Demon, anti-magic, ship-heaven… sure. Make the ship a craftworld.)
    • Void Spinner [Eldar Upgrade]: Amongst the majority of the Eldar, the Void Spinner is considered an abomination, as it represents the most dangerous acts that their race is capable of, which is the misuse of their knowledge and power. Whilst the Eldar possess many ancient as well as powerful technologies, not all of them are meant for war; but to the inhabitants of Biel-Tan, anything which is capable of being used to destroy the usurpers of their powerful empire is acceptable in the course of war. This led to the Void Spinner being armed with the Voidspinner Array, a monofilament cannon similar to those seen on the smaller Night Spinner. However, the Void Spinner also unleashes a barrage of bacteria and wraithbone parasites which are the same used in the old times during the seeding, as well as nurturing of the Maiden Worlds. This leads to the scouring of all life from the target as they are not only killed by the constricting and slicing threads of the monofilament, but they are also broken down on a molecular level, with everything from flesh and bones, to rock and metal being affected. The intended result of such an attack is the reason why most Eldar abhor the use of these vehicles. This is because in the minds of the Eldar, the methods used by the Void Spinner were intended to create life by shaping worlds to suit their race, not destroy it. Thus, the actions of the Void Spinners are typically met with revulsion except by the Biel-Tan, who see the destruction of their enemy as being a justifiable start. They also see the use of these vehicles in campaigns that scour all remnants of the “dirty” hands of Mankind, Orks, or any other race who’s filthy actions have tainted the world the Biel-Tan are reclaiming from the time of the Fall of the Eldar. Once these cleansing is complete, the Biel-Tan Eldar seek to continue the restoration of the world and seed new Exodite colonies as part of their futile struggle in bringing back the glory of the lost Eldar Empire. (Anti-Tyrannid, Anti-Ork weapon? Yes please)
    • Holo-Field [Eldar Upgrade]: Holo-fields are programmable hologram fields utilised by the Eldar to defend themselves from enemy attacks. Rather than a typical force field which directly blocks an attack a holo-field distorts the user’s image, preventing them from being hit in the first place. When stationary the field mimics the surrounding terrain so that the person or vehicle becomes invisible, but when they move the field causes their image to explode into a cloud of tiny, multi-coloured fragments, with the fragments dispersing more widely the faster they move and then collapsing back together as the subject stops, giving rise to the term jigsaw or domino field. Amongst this shifting cloud of coloured shards an enemy cannot be sure where a user of a holo-field really is and so has difficulty hitting them, whether with ranged or melee attacks. Indeed the visual distortion put out by even a personal holo-field is powerful enough to cause the trajectory of shots from laser weapons such as lasguns to bend and miss. Holo-fields not only disrupt visual targeting but other methods as well, preventing even the most advanced sensory gear from getting an accurate lock.
    • Mark VI Mars Macrocannon x6 [1200
    • Belcane Void Shield x6 [1200
    • Gryphonne IV Shield x2 [800
    • Mars Pattern Nova Cannon [500
    • Godsbane Lance x2 [400
    • Durandal Warp Engine [100
    • Gitfindas [Reward]
    • The Wrath of Grungi Megacannon [Reward]: The Wrath of Grungi is a huge, six-barrelled, directed-energy weapon, typically mounted on Heavy cruisers, a weapon that can be fired from orbit that can completely decimate an entire army in just one cataclysmic salvo. Able to fire in quick succession, the Hellstorm Cannon gives the vessel unparalleled firepower against other enemy ships. The Wrath of Grungi is so powerful that it has been known to strip the Void Shields from a Battleship in one volley.
  • The Righteous Path (aka The Ark Magna):
    • Lord Captain Jaan Annushka
  • Haephestus Automated Repair Station [Free]
  • The Planet: Paradise [Free]
    • Atmosphere – Terraformable [-1/-1/0TP]: Poor atmosphere, but it is breathable. It’s something like being on top of Mount Everest, sans the freezing cold. It will be possible to use simple terraforming tricks to render the atmosphere thicker and more comfortable, such as introducing hardy plants and mosses, but this will take time.
    • Terrain – Swampy [0/-1/0TP]: A thick, clogging layer of muck seems to encircle the world, and dry land is at a premium. Between the heat, the rot and the insects, life here will be difficult at first, but the swamp will look after its own, for it holds a great wealth in plants and animals considered rare or even legendary elsewhere. Defence will be much simpler as well, should you find yourself invaded, the world sapping morale and strength of hostiles.
    • Flora & Fauna – Unpleasant [+2/1/2TP]: Not all ecosystems must be pretty to look at, as this one proves. Apparently based around foul looking and stinking fungus, giant mushrooms carpet vast swathes of the world, spewing poison spores into the atmosphere as a variety of hideous worms and annelids writhe about their roots. While the spores can be avoided with a simple mask, the sheer unwholesomeness of the place saps morale at an alarming rate.
      • Land of the Giants [+2/3/4TP]: Not a complete system failure, but a failure of a sort. The flora of this world are tiny, trees barely taller than a blade of grass, while the animals themselves are utterly titanic, massive towering creatures that utterly dwarf you. While the plants grow insanely fast, fast enough to keep these titanic herbivores fed, the beasts sheer size and the fact there are carnivores amongst them will cause you problems should any take notice of you.
    • Native Life – Tarellians [+3/6/7TP]: Tarellians are a minor reptilian species of alien found throughout much of the galaxy. They are commonly known as Tarellian Dog-soldiers, because of their snouted faces and their habit of working as mercenaries. During the Great Crusade the Imperium virus bombed most of their home worlds, almost wiping the species out. For this reason they have a great grudge against the Imperium. The Tarellians have not been conquered by the Tau but are often found fighting as mercenaries in their armies, particularly when the war is against humans. Physically, Tarellians are narrow-waisted, broad shouldered aliens that are slightly shorter than most humans, with long, snouted faces. Full of hatred for humans the scattered population of this world will stage a series of raids and skirmish with you as often as possible, ensuring that combat becomes a way of life.
    • Special Resources
      • Geocore [-2/4/7TP]: Originally a deep core borehole mine this massive well almost to the center of the planet has been repurposed as a titanic geothermal power plant. While near limitless electrical power is useful, its main draw is the ancient and utterly glorious fixed plasma artillery connected to it. Built in the glory years of the Emperor’s reign the weapon was christened ‘The Hammer of Judah’ and can ensure that any ship attempting to move into your hemisphere will cease to exist in short order.

      • The Vandean Coast [-2/2/7TP]: Oddly named due to being many hundreds of kilometers from any standing water, this ancient Imperial manufacturing complex has fallen silent over the millennia, but sufficient power will awaken the complex and its mighty manufactories will stir, ready once again to churn out instruments of war.

      • Aceria Forest [-1/1/7TP]: Once an area tainted by chaos and forbidden on pain of death by the Inquisition either the fell powers that blighted this place have allowed their influence to fade or have turned their attention elsewhere because now this place, strange as it is, is untouched by the Ruinous Powers. Chief amongst the oddities here are Steelstalk Bushes, plants with metallic leaves that drain metals from the ground and exude them as readily smeltable rods. Mining has never been so easy.

      • Corpsegrinder [-1/0/7TP]: While it isn’t so much a name as a description, the ancient recycling system can be fed things that didn’t used to be people as well, and will quickly and efficiently convert any organic material into food bars. Being a model from the ancient and almost legendary Dark Age of Technology this version will produce food bars that people actually want to eat.

  • Allied Tribes [Free]: 
    • Aquil Lejens: Perhaps the most ordered and militaristic tribe dwelling aboard The Light, the Aquil Lejens are not as warlike as the aptly name Wargars. Priding themselves on their teamwork and camaraderie, this tribe maintains a strict society, everyone divided into five man teams, with a hereditary Sarjant overseeing them, and under the command of the tribes ruler, the Comsar. Fighting shoulder to shoulder in disciplined ranks the Aquil are easily able to hold their own against the much larger tribes.
    • Kin of Iron: Tales tell of mysterious metal men that once tended to the workings of the Steel Caves that are the world. They had minds of wire and hearts of iron and knew the world like none before or since, and the Iron Kin try to keep what is left of their memory alive, along with what few teachings they left behind, draping their bodies with scrap metal and painting their faces with iron dust. Many of the other tribes come to them for their wisdom on the workings of the ship.
  • The Awakened of Paradise [X]
    • Tribesmen of the Light [X]: ~1 Million
    • Exodites of Paradise [X]: 200,000+ Exodites
    • Krystallian Repatriots [X] ~2.5 Million
    • Necromundan Hivers [X] ~1.2 Million
    • Terellians [X] ~1.5 Million
  • The Deadlight Unbroken [X]
  • Enemy Tribes [+800]: The Wargars, Void Walkers, Pale Sons, Redeemers
    • Wargars: Descended from the gun crews, the Wargars dwell mostly in the great ammo stores, making huts from the great Macro Cannon shell casings and burning flash powder to fill their chambers with the smell of war. Aggressive and dangerous the Wargars live to fight with the other tribes for no reason other than to spill blood and prove their strength.

    • Void Walkers: Living in the cold and broken chambers along the Light of Terras hull, the Void Walkers have made an existence living on the razor’s edge between the steel caves of the world and the great nothing beyond. A nomadic tribe the Walkers travel the cold edges constantly seeking air and heat as much as water and food. Scarred by vacuum burns and decompression the Walkers are as hardy a group as can be found on The Light, with a unique knowledge of the void. Dwelling almost exclusively in the cold edges the Void Walkers survive on their knowledge of this dangerous and unpredictable land.

    • Pale Sons: Every society has its outcasts and its dregs. On The Light, these outcasts are known as the Pale Sons, the forgotten tribe existing in the cracks between the territories of the other tribes or deep in the lower decks and the dreaded shadow holds. Many of the Pale Sons are mutants, often the reason they were outcast in the first place, and live close to toxic or radioactive regions of the ship where only their unique physiology allows them to survive. Though the true number of The Pale Sons is unknown, many of the other tribes fear there are thousands of them, and that they will one day rise up from the dark depths and destroy all those who dwell aboard The Light.

    • Redeemers: The smallest of the tribes, and easily the most feared, the Redeemers follow their own strict creed and preach that all aboard the ship aside from their own small, inbred clan are heretics, blasphemers against the Golden Lord and as such, must be purged before the Redeemers can be freed and join their master in paradise. While such a small group would normally have been wiped out, inbreeding has seen the clan slowly become a mass of hulking, Ogryn like brutes who still maintain the ability to manufacture fuel for the terrifying weapons they wield, Eviscerators, mighty two handed chainsaws with underslung flamethrowers.

  • Complications [+400]: Lights & Power
    • Lights: One day the lights will simply flicker and die, leaving you trapped forever in perfect, pitch darkness. Huddle close to the fires, for an insubstantial thing of warp and shadow, held prisoner for long centuries by a row of lights as a curiosity is now free and no weapon can harm it, for it has no form other than the absence of light.
    • Power: The mighty engines that open and close the great bulkheads between sections will simply fall silent one day, never to stir again. Vast swathes of the ship will be lost to you, and wars between tribes will be inevitable as resources, already thin become stretched to breaking.
  • Imperial Guard Complication [+600]
    • Imperial Fleet
      • The Pride of Ultramar (Long Serpent) – LC Jaan Annushka
      • The Resolute Avenger (Dominator) – C Horsfall Gerhild
    • Black Reach Imperial Guard
      • First Black Reach Colonial – LG Ethelind Novak
        • Mechanized Strike Group – 82,000
        • 3rd Heavy Infantry Battle Group – 260,000
        • First Expeditionary Group – 60,000
  • Planets & Enemies [+1600]
    • The Murdered World of Jerazol w/ Magos Vathek: Jerazol is a desolate world of ash and charred bone. It is a world, tales say, murdered for greed and spite. There is nothing here save ruins and dust, and a single bunker, buried kilometers underground, a cogitator holding part of the map to the Righteous Path and a transmitter sending out a centuries too late distress call.
      • The facts of Magos Vathek’s career, before he was cast out from the Adeptus Mechanicus and became a hunted renegade are entirely unknown, and the tech-priest authorities have been singularly unforthcoming in this regard. It is thought that he was attached to the Explorator fleets of Archmagos Thule before some incident or event drove him mad, turning him into a renegade hunted equally by the Inquisition and the forces of the Machine Cult.
    • Grace w/ Myrchella Sinderfell: The storm-ridden world of Grace is circled and shrouded by swirling clouds and hurricanes. Continual gales carry the spores of its simple fungal life far and wide amidst lightning and frozen hail. Beneath the storms, the peaks and valleys of Grace’s jagged surface form a stark, beautiful landscape that was once dotted with the proud structures of a colony founded under the authority of Rogue Trader Aspyce Chorda. Crumbling palaces filled with treasures the degenerate inhabitants no longer care about, or brutal fortresses filled with cannibal raiders, the danger here is not what one would expect. Degenerate they may be, but the surviving cannibal bands are battle hardened to an unimaginable degree.
      • Lady Myrchella Sinderfell is one of the most elusive and destructive heretics active in the Calixis Sector. Intelligent, resourceful, and cruel, over the centuries Myrchella Sinderfell has sampled blasphemous pleasures, dallied with diverse heresies, and committed atrocities of the most vile nature for no other reason than her own gratification.
    • Zayth w/ Coriolanus Vestra: Zayth is a War World scarred deeply by constant conflict. Enormous vehicles the size of cities churn the surface of Zayth’s single macrocontinent. Each is a fortress and weapon platform armed with fearsome devices of war and destruction. Within them dwell Zayth’s human population, protected from the radiation and toxins unleashed by long centuries of warfare. Zayth’s surface has been barren for millennia, ploughed and poisoned by shellfire, rapacious, urgent strip-mining, and the passage of hive-vehicles. The Cogitator you seek was obliterated centuries ago in an alpha strike that wiped a mountain range from the map, but its data survives, albeit in fragmented form. Each of the twenty one surviving hive-vehicles has a fraction of it worked into decorations in the machine shrine at the core of the vast, mobile nation-warmachine.
      • Brother Missionary Coriolanus Vestra was a loyal, even revered, Imperial Missionary who fought to bring the light of the Emperor to those who knew it not. His zeal was marked by his superiors—Cardinal Fortis noted on several occasions how Vestra undertook missions in totally uncharted regions of space, always returning to bring news of thousands of new followers of the Imperial Creed. The final mission undertaken by Coriolanus Vestra records that he ventured into the Halo Stars in search of human communities lost for millennia. He did not return and was presumed to have perished. What exactly occurred to Vestra on his journey into the Halo Stars is not known, but it can be easily inferred that something occurred that caused him to break his faith and turn him against the Imperium that he had so devoutly served.
    • Burnscour w/ Tobias Belasco: Burnscour is a Death World of roaring storms, jungles, and strange beasts. It is no place for men, as the steaming rain alone eats at metal and breeds strange fungus on exposed flesh, and the sap dripping from plants is lethal or viciously toxic.
      • Tobias Belasco was born the third son to an impoverished wing of the powerful House Belasco on Malfi and is another example of the ability of certain noble lines to breed unpardonable monsters. Reportedly a sly and deceitful glutton from an early age, Tobias railed against the gentle poverty in which he was raised and the fallen status of his line. As he grew, he put his remarkable intellect and cunning to work and quickly displaced or murdered his way to control of his family’s line, restoring its fortunes in the process.
  • The Court of the Heathen Star
    • 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
    • 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
    • Karloth Valois [+500]
    • Complication 1 – Sludgy Surface [+200]: A thin, slippery green coating covers everything. The Slime Mould that has colonised everything functions as an organic super-lubricant – Anything but the slowest movement will see you sliding face first into walls, jagged, toxin covered ruined metal shards, off walkways, the list goes on. Worst of all, the Slime Mould reacts to the Plague Zombies. Something about them has the stuff moving away, so they won’t have to worry about slowing or stumbling…
    • Complication 2 – Sea of Goo [+200]: A thick layer of thick, cloying chemical slime spreads as far as the light can see. Knee deep the stuff makes running impossible, conceals countless submerged Plague Zombies and worst of all hides dozens of pitfalls. Step into one of these and the slime will swallow you in a second. With luck you won’t drown, but you will definitely suffocate.
    • Complication 3 – The Hive Stirs [+200]: Ancient machines shudder to life, cogitators deranged by centuries of neglect flash awake and start to work on half remembered tasks given to them by men turned to dust long, long ago. The Sump temporarily becomes a hell of industrial madness, colossal devices working randomly, welding, repairing, demolishing and battling as they struggle to complete impossible tasks.
    • Complication 4 – Massive Electrical Discharge [+200]: The gigantic hives of Necromunda have to be well protected from external weather conditions. Lightning poses a big threat as raging storms that can last for weeks circle the hives. Huge lightning conductors on the exterior of the hive feed the lightning efficiently through the higher levels. Unfortunately this is not always the case in the lower levels of the hive where the lightning becomes less controlled and finds its own way to ground. You can expect to spend more than a little time dodging thunderbolts.
    • Complication 5 – Truly Ancient Deep Crow [+200]: Permacrete shrieks and shears to ribbons beneath the razor-taloned step of a cyclopean shadow come to terrifying life. From the darkness looms a breath-stealing horror, a creature combining the most frightening aspects of night-stalking panther, carrion gorged crow, and massive demon-eyed arachnid. Skulking with the terrible grace of some caliginous dragon, oily feathers rise into wings evocative of an abyssal nightscape devoid of all stars or familiar spheres. From a quadripartite maw—combining insectile mandibles and a slashing beak—the abomination unleashes a shrill, chittering screech, the forsaken scream of a creature born of nightmare and truly ancient madness. No longer a myth, one of the most terrible things of the Sump has awoken. Emperor help you.
  • Ahab’s Auto-Import [X]: n/a
  • Joy’s Auto-Import [X]: n/a

Jump #61.5 – Sitcom (sponsored by Necoho)

  • Name: ?
  • Location: ?
  • Age: ?
  • Gender: ?
  • Log: ?
  • World #: 62, KanColle
  • Unfinished Business?: ?
  • Document
  • [Image]
  • 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]:
    • Mini: Smart Guy, Referential
    • Frankie: Charmer, Looker
    • Yoiko: Oddball, That Would Be an Exumenical Matter
    • Ryoga: Oddball, That Would Be an Exumenical Matter
    • Cirno: Oddball, That Would Be an Exumenical Matter
    • Tokimi: Smart Guy, Referential
    • Yuzuha: Drop-In, Straight Man
    • Alicia: Charmer, Looker
    • Decima: Smart Guy, Referential
    • Verena: Oddball, That Would Be an Exumenical Matter
    • Lethe: Smart Guy, Referential
    • Sabine: Oddball, That Would Be an Exumenical Matter
    • Arlessa: Smart Guy, Referential
    • Cierra: Charmer, Looker
    • Fia: Drop-In, Straight Man
    • Lina: Oddball, That Would Be an Exumenical 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 Exumenical Matter
    • Alex: Charmer, Looker
    • Amaryllis: Oddball, That Would Be an Exumenical Matter
    • Maggy: Smart Guy, Referential
  • Ahab’s Auto-Import [X]: N/A
  • Joy’s Auto-Import [X]: N/A

Jump #62 – Kantai Collection

  • Name: ?
  • Location: ?
  • Age: ?
  • Gender: ?
  • Log: ?
  • World #: 62, KanColle
  • Unfinished Business?: ?
  • Document
  • [Image]
  • [PERKS]
  • Ahab’s Auto-Import [X]: ?
  • Joy’s Auto-Import [X]: ?

Jump #69 – Familiar of Zero

  • Name: ?
  • Location: ?
  • Age: ?
  • Gender: ?
  • Log: ?
  • World #: 63
  • Unfinished Business?: ?
  • Document
  • [Image]
  • [PERKS]
  • Ahab’s Auto-Import [X]: ?
  • Joy’s Auto-Import [X]: ?

Jump #70 – Okami

  • Name: ?
  • Location: ?
  • Age: ?
  • Gender: ?
  • Log: ?
  • World #: 64
  • Unfinished Business?: ?
  • Document
  • [Image]
  • [PERKS]
  • Ahab’s Auto-Import [X]: ?
  • Joy’s Auto-Import [X]: ?

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, #56-60, #61-65, #66-70, #71-75, #76-80, #81-85, #86-90, #91-95, #96-100, #101-105Developed

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