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
  • 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 Mother
  • World #: 61, WH40K
  • Unfinished Business?: ?
  • Part 1, Part 2, DLC1, DLC2, DLC3, DLC4, DLC5, Part 3
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  • [PERKS] Build will be posted after all 8+ parts are posted. Thank you for your patience
  • 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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