Jump #71 – Full Metal Alchemist-Brotherhood

  • Name: Hate
  • Location: Central City, Amestris
  • Age: 60+
  • Total Runtime: 20.1 Years + 13,559.7 Years = 13,579.8 Years
  • Gender: Female
  • Log:  The Khan of Wrath
  • World #: 65
  • Unfinished Business?: Will Impatience be a Problem?
  • Document
  • oda_nobunaga_fate_grand_order_fate_series_and_koha_ace_drawn_by_rean_r_ean__fe107fa00d88aff3e1c627ada943750c
  • Drop-In [Free]: No helpful memories, but also nothing clouding your own judgment.
  • Enemy of the State [+300/300/1300]: You’ve been accused of something. Kidnapping people, gold transmutation, murdering officers, could be anything. What’s important is that people assume it’s true, and the Amestrian Military is coming for you.
  • Tremors [+300/600/1600]: Your hands never worked quite properly. Writing Formulae out is much more difficult, making combat alchemy significantly harder. Even automail can only do so much.
  • Homunculus [800/800/1600]: Homunculi are artificial humans, and after being kidnapped, experiments upon, and implanted with a philosopher’s stone, you’ve gained the powers of one. Your speed, strength, regeneration, and lifespan have all increased.
    • Wrath / Hate: You’ve gained the power of the Ultimate Eye. You can track anything, see any weak points, and every movement. If you’re diligent and practice often, you’ll be able to counter any attack before it’s even made.
    • [MANDATORY & VOID]: The downside is that you’re quick to anger and your wrath must be constantly held in check or you may slip into a murderous rage and destroy everything around you.
  • Brotherhood [800/0/1600]: To obtain something, something of equal value must be lost. For every CP you pay, up to eight companions gain the same amount to spend on Origins and Perks. Origins are not free, they must be bought and paid for, like everything else.
    • Atura
      • Drop-In
      • Truth [800]: You’ve committed the ultimate taboo, Human Transmutation, Alchemy’s one and only unforgivable sin! As a result, you have lost something important, but gained something in return. The result of your loss is that you gain the ability to perform alchemy without a transmutation circle, and your knowledge of the science is expanded to the point where you have effectively mastered both Simple and Advanced Formulae
      • Simple Formulae [Free]: You understand the connections between parts. You can make large alchemy circles far more easily and far less complex than others.
      • Advanced Formulae: Alchemy comes to you as easily as breathing does. Your greater understanding allows you to perform more complex alchemy. You can combine this with Simple Alchemy for multipurpose combat alchemy.
    • Uriel
      • Drop-In, Truth, Simple & Advanced Formulae
    • Velma (Truth)
      • Drop-In, Truth, Simple & Advanced Formulae
    • Mini (Truth)
      • Drop-In, Truth, Simple & Advanced Formulae
    • Tokimi (Truth)
      • Drop-In, Truth, Simple & Advanced Formulae
    • Astrea
      • Drop-In
      • Homunculus – Lust: Homunculi are artificial humans, and after being kidnapped, experiments upon, and implanted with a philosopher’s stone, you’ve gained the powers of one. Your speed, strength, regeneration, and lifespan have all increased. You’ve gained the power of the Ultimate Spear. Projected from your fingertips, the spear extends up to four meters and can pierce or slice through most materials with ease. You also seem to get your way more easily with other people, their attentions diverted by your body.
    • Bao
      • Drop-In
      • Homunculus – Pride: Homunculi are artificial humans, and after being kidnapped, experiments upon, and implanted with a philosopher’s stone, you’ve gained the powers of one. Your speed, strength, regeneration, and lifespan have all increased. You’ve gained the Shadowform ability. If there is any light showing, you can create shadowy tentacles capable of penetrating solid rock and even steel, with time.
    • Toph
      • Drop-In
      • Homunculus – Envy: Homunculi are artificial humans, and after being kidnapped, experiments upon, and implanted with a philosopher’s stone, you’ve gained the powers of one. Your speed, strength, regeneration, and lifespan have all increased. You’ve gained the Shapeshifter ability. Your body is incredibly dense, weighing nearly a ton in any form. You can change your appearance to any creature you can imagine, even fully clothed people.
  • Ahab’s Auto-Import [X]: Military, Mauser C96
  • Joy’s Auto-Import [X]: Military, Mauser C96

Jump #72 – Young Justice

  • Name: Sally-Mae Kent / Jetfire / Bizarro Supergirl
  • Location: Cadmus
  • Age: Days
  • Total Runtime: 10.1 Years + 13,579.8 Years = 13,589.9 Years
  • Gender: Female Hybrid Clone
  • Log: I’m Helping!
  • World #: 55, DCVerse
  • Unfinished Business?: MORE HELPING!
  • Document
  • Jump 72 - Young Justice
  • Drop-In Origin [Free]
  • Never a Dull Moment [+200/1200]: And never a moment of rest. While the threats you face aren’t any more dangerous than before, they sure do seem to crop up a lot more than usual. You’ll get about a week, at best, between missions or threats, but most days will be spent dealing with whatever problems, no matter how small, that crop up.
  • Blinded by the Light [+300/1500]: The Light have identified you as a major threat to their plans, and will spend a significant amount of time trying to find a way to kill you or otherwise dispose of you.
  • Bounty [+300/1800]: You’ve got a massive bounty on your head that will only go up; at first, you’ll only attract Earth assassins and mercenaries, but over time the value of your bounty will grow to the point you attract opportunists from other worlds, possibly including The Main Man himself.
  • Apokolips Now [+1000/2800]: After your first day in this Jump is completed, the skies all over the world will open up with massive Boom Tubes, spilling forth thousands of Parademons by the hour that will begin killing indiscriminately and without regard for their own lives. The incursion can be stopped be killing Darkseid once, permanently trapping/killing him, permanently cutting off Earth from Apokolips, or somehow destroying Apokolips itself. If you somehow survive ten years without fulfilling any of those conditions, or if humanity is made extinct, you will be sent home as if you had died. Darkseid is assumed to be at normal power and strength in comparison to his appearance in the comics.
  • Human-Kryptonian Hybrid [200/2600/2800]: You were grown in a Cadmus lab as a contingency in case Superman ever needed to be taken down- unlike the other Super Clones, you have a free will and no programming that can be used against you. Your location is overwritten to Washington D.C, where in a few hours you will be awoken, along with Superboy, by the Team. You appear to be around 16 years old, but are chronologically only around a few weeks old. You don’t appear to age, but you still do; it’s just your internals that grow old. Your Kryptonian DNA gives you the strength to tear through steel and lift around 25 tons, leap extremely high, tank gunfire and most explosives, and superhuman senses of sight and hearing. If you are a female, or became one, you will look like Supergirl (with your choice of blond or black hair). Backstories are essentially additional memories/programming that grants you the skills that you’ve purchased, or additional DNA that unlocks more powers/mystic potential- though of course any additional skills or powers, in the case of Drop Ins, are due to your benefactor and not any additional memories or programming. This is also just a possible in-universe explanation for why you possess powers that Superboy/Superman lack. Unfortunately, like Superman himself you are weak to Kryptonite, and are not immune to magic- though magic that conjures regular fire won’t harm you, for example, magical fire can still burn you.The cost for this race can be halved. You will have trouble thinking and will often get things backwards early on, but you can overcome the worst of this with a few weeks’ time. Your appearance will be much paler than normal, and your face will be slightly uncanny to look at. For your time here, you will always be at least a little bit gullible and childlike. You will insist on wearing the “S” backwards.
  • Souvenir [Free]: After major battles/missions, you always seem to find an item or trophy that you can take that’s pleasing to look at or of some (sentimental) value.
  • Manipulative [50/2550/2800]: Getting others to do what you want without them knowing is much easier, and you’ve got a sixth sense about what to say to incite emotion in others.
  • Two-Faced [200/2350/2800]: No matter how badly you betray others, they’re almost always willing to give you a second chance. If for whatever reason you decide to switch sides, you’ll be more readily accepted into the ranks of your former enemies with very little thought given to how you’ve hurt them or committed misdeeds in the past.
  • Gum Up The Works [200/2150/2800]: If you’re going to mess with someone else’s plan, you’ve got to do it right. You now have a sixth sense for exactly what you need to do to wreck the plans of others, as well as what the consequences of doing that will be.
  • Removed from Context [300/1850/2800]: Being from outside of this world makes it much harder for others to predict what you’re doing or planning at any given time, making you harder to counter in a fight as well as harder to plan against. In addition, it’s impossible to replicate your powers and technology that aren’t native to whatever world you’re in. If you willingly choose to share or give your technology, than it may be replicated.
  • Most Common Superpower [Free]: Whether or not they actually are a hero, everyone still looks the part; the appearances of you and your companions are now well above average, making you all very handsome/gorgeous.
  • Required Secondary Powers [Free]: The powers here run on comic book physics, letting their users do things like lifting heavy objects without sinking into the ground and running at super speeds without catching their hair on fire. Powers that overlap with the powers you purchase/get here, such as multiple super strength powers, also benefit from this.
  • Drain No [200/1650/2800]: Drain No makes its user immune to any attempts to steal, weaken, suppress, or remove their powers, including any internal power sources such as mana, soul(s), or chi.
  • Incomprehensible [300/1350/2800]: Incomprehensible removes and makes the user immune to any unwanted mental illnesses or mental control, and gives the user nearly limitless mental storage. In addition, those who unwantedly attack or attempt to read the user’s mind with their own mental powers are in for a nasty shock as the user’s mind lashes out, transferring any damage back to the user’s attacker or allowing the user to browse their would-be mind reader’s memories instead.
  • Toggle [100/1250/2800]: Toggle allows its user to forgo learning to control their powers by simply allowing them to turn their powers off when they aren’t needed. This can be done per power, so there isn’t a need to go without the ability to teleport because you don’t want to use your super strength. Also works on out of Jump powers, magic, and perks. You can think of this like a “dial”. It can be on, or full power, as well as off, or no power, and anywhere in between those two states. Toggle can’t be used against your will to depower you or prevent you from using your abilities; toggling a power on or off is a decision that you make, not whoever is controlling you.
  • Super Durability [Free]: Super Durability allows the user to tank most forms of gunfire and explosives, as well as many forms of harmful energies and extreme temperatures. Does nothing against purely magical attacks, though it still works on things like creatures summoned or enhanced with magic or summoned fire.
  • Super Sense – Vision [Free]: sight allows them to use infrared and x-ray vision, as well as providing a massive boost that allows them to see very small things or things that are very far away.
  • Super Sense – Hearing [Free]: Hearing allows them to hear conversations from miles away, as well as whispers in large, loud rooms.
  • Super Sense – Touch [50/1200/2800]: touch can be used to identify the smallest imperfections or weaknesses in objects, such as incredibly small micro fractures, as well as providing increased sensitivity to physical stimulus and increased ability to identify objects based on touch alone.
  • Super Strength [Free]: Super Strength allows the user to lift great weights and strike with massive force. Starts off at roughly 25 tons, but can be purchased multiple times; increasing the maximum weight that can be lifted by 25 tons each time. Purchases past the fourth are no longer discounted.
  • Solar Powered [200/1000/2800]: Solar Powered greatly increases the user’s healing ability in direct sunlight; they won’t be regenerating lost limbs, but anything that’s still attached will heal, given time. In addition, they no longer need to breathe, eat, drink, or sleep, so long as they’ve been exposed to enough direct sunlight in the past 24 hours. Effectively makes the user a solar battery.
  • Density Shifting [400/600/2800]: Density Shifting allows its user to alter their density, allowing them to pass or “swim” through objects and people. They cannot manipulate the density of worn or held items; only themselves. Unusually dense objects, or ones that have supernatural properties, may be impossible to pass through. They can also make themselves denser, increasing their durability slightly. Martians can do this naturally; however, this is an advanced technique for them and will require training to do reliably, if at all.
  • Costume [Free]: You have an expertly made costume of your design. It’s not that much more protective than normal clothing, but it’s very iconic. If it gets destroyed or lost, a new one will appear in your Warehouse, with any modifications you’ve applied to it intact. You may choose to import an existing costume or outfit for free.
  • Companion Import [600/ 0/2800]: You can import two companions for 100 CP, up to a total of eight, granting them a free background. They receive double the amount of CP you spent on imports as CP to spend for themselves, up to a total of 800 CP per companion to spend on gear, superpowers, skills, and races. They cannot take drawbacks, but may choose to take racial drawbacks to lower the cost of their race.
    • Mini / Minerva: Mystic [100/700/800], Human [Free], Souvenir [Free], Basic Magic [Free for Mystic], Sorcerer Savant [150/550/800], Warring Warlock [150/400/800], Thrifty Thaumaturge [200/200/800], Advanced Magic [200/0/800], Costume [Free]
    • Franky / Penumbra: Superhuman [100/700/800], Human [Free], Souvenir [Free], Knows His Own Strength [Free Superhuman], Your Reputation Precedes You [100/600/800], Larger Than Life [200/400/800], Force Manipulation [200/200/800], Drain-No [200/0/800], Costume [Free]
    • Francine / Promise Keeper: Drop-In [0], Atlantean [200/600/800], Souvenir [Free], Kobra-Venom [200/400/800], Incomprehensible [300/100/800], Atlantean Sorcery [100/0/800], Costume [Free]
    • AJ / Adjunct: Vigilante [0], Martian [800/0/800], Souvenir [Free], Peak Human [Free Vigilante], Animal Transformation  [Free Martian], Cellular Regeneration  [Free Martian], Density Shifting  [Free Martian], Shapeshifting  [Free Martian], Super Durability  [Free Martian], Super Strength [Free Martian], Telekinesis [Free Martian], Telepathy [Free Martian], Costume w/ Light Armor & Bulletproof Cape [Free], Bio-Suit [Free Martian], Utility Belt [Free]
    • Reggy / Badstar: Superhuman [100/700/800], Inept Martian [400/300/800], Souvenir [Free], Knows His Own Strength [Free Superhuman], Animal Transformation  [Free Martian], Cellular Regeneration  [Free Martian], Density Shifting  [Free Martian], Shapeshifting  [Free Martian], Super Durability  [Free Martian], Super Strength [Free Martian], Telekinesis [Free Martian], Telepathy [Free Martian], Incomprehensible [300/0/800], Costume [Free], Bio-Suit [Free Martian]
    • Kendra / Stingray: Superhuman [100/700/800], Human [Free], Souvenir [Free], Knows His Own Strength [Free Superhuman], Grandmaster of Combat [400/300/800], Cellular Regeneration [300/0/800], Costume [Free]
    • Cirno / Screamer: Superhuman [100/700/800], Human-Kryptonian Hybrid (Doomsday) [200/600/800], Souvenir [Free], Knows His Own Strength [Free Superhuman], Plastic Physiology [300/300/800], Sonic Scream [100/200/800], Drain No [200/0/800], Super Hearing [Free], Super Vision [Free], Super Strength [Free], Super Durability [Free], Flight [Free], Costume [Free]
    • Velma / Professor Destiny: Mystic [100/700/800], Human [Free], Souvenir [Free], Basic Magic [Free Mystic], Sorcerer’s Helmet [100/600/800], Costume [Free], Advanced Magic [200/400/800], Hasty Hexer [300/100/800], Aerokinesis [100/0/800]
    • Carwyn / Scarlet Scarab: Vigilante [0], Human [Free], Souvenir [Free], Peak Human [Free Vigilante], Reach Scarab [400/400/800], Costume  w/ Light Armor [Free], Master Strategist [200/200/800], Grandmaster of Combat [200/0/800]
    • Toph / Rockstar: Superhuman [100/700/800], Human [Free], Souvenir [Free], Grow [300/400/800], Shrinking [150/250/800], Geokinesis [200/50/800], Toggle [50/0/800], Costume [Free]
    • Anne / Armada: Mystic [100/700/800], Atlantean [200/500/800], Souvenir [Free], Basic Magic [Free Mystic], Atlantean Sorcery [Free Atlantean Mystic], Advanced Magic [200/300/800], Order Magic [300/0/800], Costume [Free]
    • Amelia / Tigerlily: Vigilante [0], Atlantean [200/600/800], Souvenir [Free], Peak Human [Free Vigilante], Cantrip Master [100/500/800], Sword of Beowulf [200/300/800], In The Zone [300/0/800], Costume  w/ Light Armor & Bulletproof Cape [Free], Utility Belt [Free] “Don’t Call Me Catfish” 
  • Ahab’s Auto-Import [X]: Knowhow: Mystic Atlantean [Free], Atlantean Sorcery [Free], Souvenir [Free], Most Common Superpower [Free], Required Secondary Powers [Free], Basic Magic [Free], Costume [Free]
  • Joy’s Auto-Import [X]: Vortex: Superhuman Human [Free], Super Speed [300/0/300], Knows His Own Strength, Souvenir [Free], Most Common Superpower [Free], Required Secondary Powers [Free], Costume [Free]

Jump #73 – Alpha Centauri

  • Name: Shiela Domai
  • Location: Planetfall, The Seat of Proper Thought (Human Hive)
  • Age: 31
  • Total Runtime: 540.25 Planet Years / 559.7 Standard Years + 13,589.9 Years = 14,149.4 Years
  • Gender: Female
  • Log: A Tale of Two Planets
  • World #: 66
  • Unfinished Business?: Eternity?
  • Document
  • Jump 73 - Alpha Centauri
  • Faction Free Pick! – Free Drones: An industrial, socialist civilization that promises to be heaven to all workers, led by Foreman Domai of Australia.
  • Faction Leader [Free]: Instead of growing up as a random Centaurian, you live the life of one of the faction leader corresponding to your faction until just before the disaster on the Unity. Victory means defeating all other factions, whether it’s cornering the global energy market, Researching how to transcend your consciousness with the planet, Being elected Supreme Planetary ruler or conquering all other factions! You have a lot of power and freedom to lead your people how you wish. The Competition will be ruthless and victory uncertain!
  • Gene Therapy [EXPIRED]: This ability only lasts for this jump, as long as you are on Alpha Centauri. There will always be a gene therapy lab available that will give you an anti-aging treatment whenever you should require it. This ability will prevent you from dying of old age if it was still possible for you to do so in the first-place. If you are immune to aging already such as if you chose to be the Planetary Subconscious then this ability does nothing.
  • Alien Crossfire [+100/1100]: Crossfire: What’s this? There seems to be more factions than you remember. What’s the deal with the pirate guy anyway? Also who founds a nation on the sole ideology of infiltrating and stealing other nations stuff? The drawback unlocks the other factions, and instead all twelve human factions make landfall in addition to the two alien factions, five years later. There will now be much more competition, but perhaps, more allies?
  • Firaxians [+600/1600]: A mysterious faction has landed well ahead of the other factions and have one goal in mind. Complete domination over all life. The Firaxians, led by a hyper-intelligent AI named “Sid Mier” have no true weaknesses and start with a terrifying new technology, “Singularity Mechanics.” There is no way to obtain this technology from them and they will use it to increase their production to unheard of heights. This technology, coupled with Sid Mier’s flawless strategy, (which are quite formidable as he has calculated all possible tactics a human would take) practically ensures their victory. He is almost impossible to outsmart and he promises that you will not survive, after all, none can stop the march of progress.
  • Planned Economics [200/1400/1600]: In addition to general fiscal talent, you can alter any economic system, whether micro or macro to be a superb form of Planned economy for the situation. This allows growth and industry to prosper for both you and your people. You also gain an innate sense of quality craftsmanship, improving any such qualities you already have.
  • Transcendent [800/600/1600]: You begin down the road of transhumanism. You gain strong telekinesis and any psychic powers you have are immensely magnified. You now also have an absolutely unshakable sense of self and inner identity. No matter the changes you perform upon yourself or the experiences you have. You will always remain you. Any change to your psyche must either now come from within, or from another consciousness. (This essentially gives me instant victory in this jump).
  • Eudaimonic Future Society [200/400/1600]: You Gain the ability to implement the concept of Eudaimonia in anybody you lead, especially Companions. This allows them to achieve their full potential naturally which will be much higher than you will have thought. This leads to a very flexible and happy organization and much more capable and driven subordinates and companions. When you apply the concept of Eudaimonia to yourself, any jumper abilities you have that overlap, synergize much more efficiently and any similar abilities are much more flexible in how you choose the manner in which they affect each other. Double Discounts Baby!
  • XenoEmpathy Dome [200/200/1600]: The Xenoempathy Dome grants you and your faction an advanced knowledge of the planet-wide synapses that exist in the xenofungus. As such you can control it to a limited extent able to plant and remove it at almost double the rate, your units can now move extremely swiftly over any xenofungus and any native life that you breed will be stronger and more advanced (Stacks with the Pholus Mutagen). As an item, the Xenoempathy dome manifests as a replenishing culture of Xenofungus. The Fungus can grow rapidly in almost any environment and appears to be much more responsive to your mind and resists any other mind instinctively.
  • The Weather Paradigm [200/0/1600]: Should you choose to construct the Weather Paradigm then your terraformers gain knowledge, not just to work more efficiently but also of the various different environmental improvements that you could eventually research. You can now construct anything from a Thermal Borehole to a Echelon Mirror. As an item, the Weather Paradigm takes the form of a terraformer. The terraformer has a clean reactor requiring no upkeep and you gain the knowledge to build more should you so desire.
  • Ahab’s Auto-Import [X]: Spartan Talent
    • Worker [Free]
    • Power Values [Free]
  • Joy’s Auto-Import [X]:Gaia’s Stepdaughters Planetary Subconscious
    • Groupthink [Free]
    • Green Economics [Free]

Jump #74 – Fate/Extra

  • Name: Sophia 
  • Location: The MoonCell
  • Age: Incomprehensible
  • Total Runtime: 2 Months + 14,149.4 Years = 14,149.6 Years
  • Gender: The Sacred Feminine
  • Log: Behold! The Fata Sakura!
  • World #: 67, NasuVerse
  • Unfinished Business?: Oh, I’ll probably be back.
  • Document, Servant Supplement
  • Jump 74 - Fate Extra
  • Servitude [1400]: Not willing to just stand by the sidelines? Take this and become the Servant yourself jumper. When you are creating your servant-self, use the same method as you would a normal servant and use the Servant Supplement in the drive. You gain 1000 SP, as well as all freebies and discounts associated with being a servant. You must also choose a master, as outlined in a section in the Servant Supplement at the beginning. Once the jump is complete, you may take you master as a companion free of charge. However, you cannot take the Command Seals or Servant Freebies. If you were previously a Servant you may still become one, but you will not be able to use the Servant Supplement a second time. This gives me 2400 SP to work with.
  • A Knight’s Honour [+100/1100]: And they said Chivalry was dead. You’re living proof of this not being true as you live your life by the knights code. This is not the real, flexible chivalrous oath, but rather the fantastical one seen in legends. You will refuse no duels, be ever courteous and charge of to save maidens in distress. You will follow this code, even if it would place you in immense, reckless and unnecessary danger. Charging into certain suicide is hardly knightly, but anything less and it is your duty to go.
  • Communications Casting [+300/1400]: The Moon Cell’s fallen on hard times financially. It’s had to cut back on a few things and you’ve had the misfortune of being at the top of the list. They’ve outsourced the handling of your data to some strange company going by CC. They don’t seem to have a good handle on the whole business and you’re going to find yourself in a lot of sticky situations. From cutting out for a few seconds at a vital time, to freezing in place for moments at another or even temporarily losing important things, like your hair, money or a limb or two. While this won’t kill you, expect to spent the entire time miserable and dealing with constant interruptions and mistakes. You do get a handy little note with a number to call should this drawback ever become too much though. Too bad no one ever answers the phone.
  • Classroom [Free]: As a participant in the Grail War, you’ll need a home-base to rest and figure out your game plan. The server will give you use of what seems to be an abandoned classroom for the course of the war. This room is off limits to other Masters, just as theirs is to you, so you can be sure of relative safety while within it. It is not impenetrable however.
  • Brown School Uniform [Free]: A simple, brown and rather drab school uniform. This is the default avatar clothing and most Masters change it. But hey, why change what works?
  • Datapad [Free]: This small touchpad will act as a way to store any information you gain on enemy Servants, Masters or your own Servant. It will automatically fill up with any info you already know or learn in the future.
  • Servant Base Abilities: Servants are powerful spiritual beings and as such they share certain abilities uniformly. As Spiritual beings they are almost completely immune to modern weaponry. Secondly almost all (see drawbacks) Servants are capable of assuming spirit form in which they are unable to be harmed physically and are invisible (other servants may sense them). In this form they also consume less mana. As Spiritual beings they may assault humans to drain their magical energy/soul to replenish their own. They may also consume wraiths (disembodied souls of the dead) for the same purpose. Servants also can sense the presence of another servant. Servants are also granted knowledge of the modern day and the ability to speak the language of the land the war is taking place in to help them blend in. However as heroic spirits they do possess weaknesses. A servant will be weak against something that killed them in their legend. For instance a servant that died of poisoning will be weak against poisons. This is one of the reasons that most servants try very hard to conceal their identity, however the more famous the servant the easier it is to discover their identity. For instance any servant that was able to see Excalibur was immediately able to identify Saber as King Arthur. Another weakness is that to invoke many noble phantasms their name must be spoken as they draw upon the power of their legend. This makes Identifying them much easier. As they draw power from the knowledge of their legend those whose legend are more widely know tend to be more powerful. Masters of servants gain an ability to observe information about servants they have seen measuring known abilities and overall status.
  • Caster Class [275/2125/2400]: Servants who are primarily magic users and famous for such take the Caster class as their own. It also includes inventors, writers, artists and other famous crafters or creators. They gain C Rank in Agility, A Rank in Mana and B Rank in Luck. They get a discount on Mana and on a single Noble Phantasm. They gain Item Construction and Territory Creation as Class Skills.
    • Lily [150/1975/2400]: Your Servant comes from a much lighter version of their past. They succeeded where they might have otherwise failed and reached their happy ending. This optimistic ending has left them brighter, friendlier and more hopeful. Their outfit takes on a mostly white colour scheme and they a more graceful appearance. They gain a one Rank increase to Strength and Agility and a two Rank increase to Mana. They gain a greatly increased willpower to reflect the victories they know they have achieved in the past and the bonds of friendship and love that still support them even now.
  • What Spiritual Form [+50/2025/2450]: For one reason or another you or your servant is unable to go into a spiritual form. This means they will have to physically accompany you everywhere, you may have to find a way to conceal their identity and they are more likely to draw attention.
  • Migraine D [+50/2075/2500]: A curse inherited from the birthplace of one’s previous life. Due suffering from chronic headaches, the success rate of mental Skills decreases considerably. Worsens the higher rank is taken.
  • Does not feel like using High Speed Divine Words [+100/2175/2600]: Due to some past trauma, your Servant refuses completely to use one of their Skills. Maybe you could convince them to use it once with a powerful argument and the risk of death or with the use of a Command Seal, but such things would seriously strain your relationship. This drawback may be taken up to two times.
  • Does not feel like using Territory Creation [+100/2275/2700]: Due to some past trauma, your Servant refuses completely to use one of their Skills. Maybe you could convince them to use it once with a powerful argument and the risk of death or with the use of a Command Seal, but such things would seriously strain your relationship. This drawback may be taken up to two times.
  • No Natural Mana Replenishment [+100/2375/2800]: Something with your summons must have gone wrong. You or your Master are incapable of replenishing your servant or your own mana through the Master-Servant bond. You must either find some other way to replenish their mana or they will fade out of existence before the war.
  • Personality Clash [+200/2575/3000]: You have an extremely poor relationship with your Servant. Perhaps due to simple dislike or to a dire difference in ideals, the end result is a great deal of infighting between the two of you. If you don’t do your best to accommodate or work with them even in spite of this, they might even turn on you. Survive past the war and you’ll be able to work to resolve this dispute, but before then you’ll need to deal as best you can.
  • Identity: Sophia Lily
    • Strength: E (Base), Raised to D (Lily), x20 Peak Human
    • Endurance: E Base, x10 Peak Human
    • Agility: C Base, Raised to B (Lily), x40 Peak Human
    • Mana: A Base (Discounted), Raised to A++ (Lily) + [50/2525/3000], x200 Peak Human
    • Luck: B Base x40 Peak Human
  • Personal Skill – Divinity (Sophia) EX [450/2075/3000] (C Base Free) (C to A = 100) First EX (+350). The measure of whether one has Divine Spirit aptitude or not. At high levels one is treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit’s own rank as a Monster, Demonic Beast raises. It can also decrease due one’s dislike for the gods. It also has an effect which reduces special defensive values called “purge defense” in proportion to the Divinity’s Rank. It can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
    • Sophia is the Wisdom of God. Literally the Wisdom of The Prime Urge, the Universal Creator. God’s Counsellor and Workmistress (Master-workman), who dwelt beside Him before the Creation of the world and sported continually before Him. She is the revelation of God’s inward thought, and assigned to her not only the formation and ordering of the natural universe but also the communication of all insight and knowledge to mankind. She standeth in the top of high places, by the way in the places of the paths. The Sophia is therefore the highest ruler over the visible universe, and at the same time the mediatrix between the upper and the lower realms. She shapes this mundane universe after the heavenly prototypes, and forms the seven star-circles with their Archons under whose dominion are placed, according to the astrological conceptions of antiquity, the fates of all earthly things, and more especially of man. She is “the mother” or “the mother of the living.”
  • Class Skill – Territory Creation A++ [200/1875/3000]: (E Base Free, Discounted) (E to A = 100, ++ = 100) This skill allows the servant to build a special terrain that is advantageous to themself as a Magus. A Territory allows the creator to cast stronger spells at reduced cost, with the effects increasing as the rank does. Wisdom hath builded her house, she hath hewn out her seven pillars
  • Class Skill – Item Creation EX [375/1500/3000]: (E Base Free, Discounted) E to A = 100, EX = +175, Second EX +100: This is the skill to manufacture Magical Items.
  • Personal Skill – High Speed Divine Words A [250/1250/3000]: The power to activate Thaumaturgy with the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is a power long lost by modern magi. At A rank, High-Thaumaturgy-level Magecraft can be cast at the speed of Single-Action spells.
  • Personal Skill – Thrice Setting Sun A [250/1000/3000]: a skill that is used to revive oneself when falling in battle up to three times per activation; it is similar in nature to God Hand, but it must be prepared beforehand. It is a skill born from emperor Nero’s final anecdote. Only grants one extra life per jump whilst in pre-spark.
  • Noble Phantasm – Hebdomad, Anti-Unit E- [25/975/3000]: Summons one of the 7 Archons, the Children of Sophia Prunikos. The Archon seizes dominion over the area and attacks the enemies of Sophia who attempt to wrest control away. If all Seven are summoned before any are dispelled, this activates the ability Ogdoad which grants a significant stat boost to Sophia but banishes all 7 Archons once it’s used. Upgraded to A Rank.
  • Noble Phantasm – Walrus Time, Anti-World E- [25/950/3000]: Grants everyone on the planet empathy with all other sapient beings for up to ten minutes. Alternatively, forces two or more people into perfect understanding of each other. Also lowers the global temperature 1/10th of a degree whenever used. Upgraded to A Rank.
  • Noble Phantasm – Anabasis, Anti-Army E- [25/925/3000]: Makes an army aware of their own mortality and encourages them to seek the comforts of home. Causes mass desertion, and cripples morale. Can only be used against armies in the field, not against defensive home armies. Upgraded to A Rank.
  • Noble Phantasm – Familiar Faces, Anti-Sanity E- [25/900/3000]: Summons small furry animals. They run around and act confusing. Familiars do not disappear after being summoned. They litter the battlefield. Upgraded to A Rank.
  • Noble Phantasm – Palace of Mirrors, Barrier EX [500/425/3000]: (discounted) Reflects Attacks many times over. (125 for A + 175 for EX 3RD EX+200). As the spirit of Wisdom, Sophia is everywhere and nowhere at the same time. This effect is more effective the less enlightened the attacker is. A perfectly enlightened and self-aware enemy cannot be damaged by their own reflected attack.
  • Noble Phantasm – Mask of Baphomet, Anti-Evil A+++ [400/25/3000] (Rank C Free, Boost to rank A +100, +++ = +300): Forces those who are Evil to see themselves and their past actions objectively, without biases and to judge themselves. Additionally, transforms Sophia into Sophia Preconis when used, a quasi-demonic goat entity. Use of this also transforms Divine Ranks into Demon Ranks until the mask is removed.
  • Master Import – Carwyn [Free]
    • Drop-In [Free]: This isn’t your first life, though not in the way you’re used to. You, or the body you now inhabit, died years ago. But that was not the end. Some way or somehow, your mind awoke within the Moon Cell, alive even though your body lies dead, leaving you as a being akin to an NPC but still self aware. The Moon Cell has noticed your presence and granted you a potential place within the Grail War.
    • Command Seals [Free / Temporary]: This set of 3 sigils on your hand will be how you force your will upon the Servant. They mark your connection with them and the bond that lays between the two of you. They can be used to enforce an absolute order upon your Servant. The more general this order, the less effective it will be. Telling them to obey your every command might only make them a little more agreeable. But were you to order them to come to you, space time itself would twist to allow them to appear. Once this seal disappears, your Servant leaves with it, so take care to keep it safe.
    • So Long as I Still Stand [n/a]: Where there’s a will there’s a way. You’ve got a hardy will that won’t be broken easily, be it by trauma, madness or the barbed words of your enemies. You may have a will of iron, but everyone has a limit.
    • Punishment Time [n/a]: You’ve a gift with words and a vicious one at that. You’ve always got a good idea of how to get your digs in, your insults seeming to hit just the right point to anger your opponent or to break their spirit. Curiously, with some practise, you might even be able to help people overcome their issues by forcing them to face the truth.
    • Mental Defence [n/a]: You cannot attack that which was never there can you? Those that try to attack or influence your mind will themselves limp and ineffectual as it slips out of their grasp again and again. Given a lot of time to prepare, they might be able to affect you, but you’ll mentally slide by anything less than a prolonged session with a mind reader. There are some beings that simply cannot be avoided, but these beings are incredibly rare.
    • Extra Attack [n/a]: Set them up and knock them down. Any time you complete a combo or series of hits, you’ll be able to deliver on final hit, as strong as all the previous attacks combined. This can apply to nearly any series of attacks, if you empty a machine-gun into someone, that last bullet is REALLY going to hurt. These attacks are needed to be personal, so that starship main cannon probably won’t work. If you have some way of picking that main cannon yourself and firing it rapidly though…
  • Ahab’s Auto-Import [X]: Servant – Kipling (Archer)
    • Master Companion: Anupam “Kim” Sarita
    • Archer Class [200/1400/1600]: Second of the Knight classes, the Archer class includes all Heroic Spirits who became known for or utilise some form of projectile or ranged weapon. They gain C Ranks in Strength, Endurance and Agility. They gain discounts on Endurance and Agility. They gain Independent Action and Magic Resistance as Class Skills.
    • Class Skill – Independent Action Rank E [Free]
    • Class Skill – Magic Resistance Rank A [100/1300/1600]
    • Personal Skill – Human Observation EX [450/850/1600] (C to A = 100, First EX = 350)
    • Personal Skill – Presence Concealment C [150/600/1600]
    • Personal Skill – Hero Creation D [100/500/1600]
    • Noble Phantasm – Sargent What’s His Name, Anti-Unit Rank A [250/250/1600]: Summons a hyper compentent soldier to fight at Kipling’s Side
    • Noble Phantasm – Screw Guns, Anti-Army Rank A [250/0/1600]: Summons an entire rank of howitzers to shoot the enemy.
    • No Natural Mana Replenishment [+100/1100]
    • Does Not Feel Like Using this Skill – Hero Creation [+100/1200]
    • Does Not Feel Like Using this Skill – Independant Action [+100/1300]
    • Powerless Shell A+ [+150/1450]
    • Migraine A+ [+150/1600]
  • Joy’s Auto-Import [X]: Servant – Cinderella (Lancer)
    • Master: Santiago “Santa” Corazon (Sub-Persona of Planet-Joy)
    • Lancer Class [300/1300/1600]: Third of the Knight classes, the Lancer class involves any Servant who uses melee weapons with a long reach, such as spears or other polearms, and they are often very fast. They gain B Rank in Strength, C rank in Endurance, A Rank in Agility and D Rank in Mana. They gain a discount on Strength and Agility. They gain Battle Continuation and Magic Resistance as Class Skills.
    • Class Skill – Battle Continuation, Rank A++ [200/1100/1600]
    • Class Skill – Magic Resistance, Rank A+ [150/950/1600]
    • Personal Skill – Familiars, Rank C [150/800/1600]
    • Personal Skill – Grace of God, Rank A [100/700/1600]
    • Noble Phantasm – Cinderella Story, Anti-Individual EX [450/250/1600]: (C to A 100, First EX 350) When used, the less likely Cinderella is to win a competition, the more luck will swing in her favor.
    • Noble Phantasm – Cinders and Glass, Anti-Unit A [250/0/1600]: Summons superheated shards of glass in the shape of birds to attack her foes.
    • No Natural Mana Replenishment [+100/1100]
    • Does Not Feel Like Using this Skill – Familiars [+100/1200
    • Does Not Feel Like Using this Skill – Magic Resistance [+100/1300
    • Mana Muncher [+100/1400]
    • Weak Constitution A+ [+150/1550]
    • Migraine D [+50/1600]

Jump #75 – Magical Girl Lyrical Nanoha

  • Name: ?
  • Location: ?
  • Age: ?
  • Total Runtime: 10.1 Months + 14,149.6 Years = 14,159.7 Years
  • Gender: ?
  • Log: ?
  • World #: 68
  • Unfinished Business?: ?
  • Document or Redux
  • [Image]
  • [PERKS]
  • Ahab’s Auto-Import [X]: ?
  • Joy’s Auto-Import [X]: ?

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Jump Stuff: #01-05, #06-10, #11-15, #16-20, #21-25, #26-30, #31-35, #36-40, #41-45, #46-50, #51-55, #56-60, #61-65, #66-70, #71-75, #76-80, #81-85, #86-90, #91-95, #96-100, #101-105Developed

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