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The_Merchant

Percy Jackson even more less rough draft

Jan 7th, 2015
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  1. Percy Jackson jump
  2. [opening blurb here]
  3. Drop-In (free): You wake up in your starting location with your Divine Benefactor (if you have one) nearby. From there they'll give you your items and give you some cryptic advice. In the event you choose to have no benefactor you'll wake up with your items at your side.
  4. Monster (100): You're one of the various species of supernatural being. Your appearance is largely chosen by you within the bounds of being no more than double human height without perks. Your divine benefactor is your choice of being a deity who created you, a parent or just someone you managed to catch the attention of. Technically as a monster you're very hard to put down permanently due to your essence returning to the underworld and slowly reforming if you're defeated but getting vanquished counts as a death so it's not useful until you've finished your chain.
  5. Magician (100): One way or another you've been inducted into the art of Egyptian magic or another similar style of magic. You were likely trained from an early age by at least one of your parents. Unlike most other backgrounds Magicians lack a connection to a divine patron by default. (Really needs more background)
  6. Demigod (300): You are a child of one of the various gods, you grew up with your mortal parent up until either a scout for one of the various factions that know of the gods found you or you wound up having to go on the run to avoid the monsters inevitably drawn to your location. From there you learned to survive and eventually made it to the camp one way or another. Your starting location is likely either wherever you've wound up on your latest adventure.
  7.  
  8.  
  9. Perks:
  10. Old Traditions (100 cp, first free for everyone) You are knowledgeable in the ways of the ancient civilization corresponding to whatever mythology you're most connected with. You can read their languages, know the proper ways to honor the gods, and have a decent grasp of their mythology. Otherwise unassociated Drop-ins may choose any one ancient culture to know of. You may purchase this multiple times, each time gaining insight into a new culture.
  11.  
  12. Monstrous Strength (100, free Monster)
  13. Whether by oddity of birth, ancestry, or mystical experiments you have gained an inhuman form. On the plus side this boosts your physical abilities in proportion to how obviously unnatural your current form is. Generally your form will be some terrifying fusion of various aspects of animals and humans, it is your choice on the particulars though. This boost also applies to other monster discounted perks. Generally you can interact with mortals without their notice so long as you stick to actions that can be reasonably explained by the Mist but even then most of those familiar with the true nature of the world will be able to spot various tells.
  14.  
  15. Mist Manipulation (100, free Drop-in)
  16. The Mist prevents mortals from seeing what's actually occurring in supernatural fights. With this perk you may also call upon it to cause mortals to see other minor illusions or make them more suggestible. More importantly once the jump is finished you may invoke the Mist to make whatever passes for normal people in your current setting view and remember your feats as having occurred through means they consider ordinary and your appearance as something similar in shape to you but largely mundane.
  17.  
  18. Minor Blessing (100 discount demigod)
  19. For one reason or another you've got a god who cares slightly about you and has seen fit to grant you some minor boon within their domains. Choose one god from any pantheon and gain a minor boon from them. The god will care slightly about you but unless you go on to further distinguish yourself it will be more of a minor interest in your affairs than someone they feel the need to help (Boons will be covered in the gods supplement, minor ones are stuff along the lines of breathing water, lucid dreaming, or appropriate vague extra senses, useful but nothing especially major).
  20.  
  21. Legendary Training (200, first discounted for Demigod)
  22. Hero Training
  23. Born into a life of conflict and further trained by other demigods you've gained skill in combat and thinking on your feet. You're largely used to fighting by yourself or with a couple friends though and therefore tend to perform somewhat poorly when trying to fight alongside large groups.
  24. Or
  25. Legion Training
  26. You've been trained in the fighting styles of the Roman Legions, while not as effective as hero training for fighting by yourself, you and anyone else who's received basic training in this style (which you're able to give with a few days work) will be able to work together like a well oiled machine, swiftly reacting to orders and covering eachother's openings so long as they can maintain formation.
  27.  
  28. Magic (200, free Magician) You have been taught the style of magic appropriate to your chosen pantheon. With this alone you are merely a novice but you can recieve further instruction. Generally you have an aptitude for a particular branch of magic appropriate to your patron within which you excel.
  29.  
  30. Unnatural Skill (200, discount Monster)
  31. Whether from your heritage or just being that good you've got one particular mundane skill that your feats with border on supernatural. Whether you're a smith on the level of the Cyclopses, a near prescient tactician or a swordsman who is ny unstoppable with a blade your feats will be legendary.
  32.  
  33. Pull of Fate (200, discount Drop-In) You gain an ability to vaguely sense what prophecies are at work on people and get a general idea of what general role they play within those prophecies. Also you tend to have slightly improved luck. (Trying to expand this one slightly)
  34.  
  35. Legendary Trait (400 discount Monster) Stuff like a hydra’s poison and regeneration (two purchases)
  36.  
  37. Blood of Kings (400, discount Magician) You are descended from some great member of your background. For Magicians you claim descent from the Pharaohs (or other similar Priest kings) and gain greatly improved aptitude and strength of your magic (this jumps' only). Monsters are related to some truly amazing specimen of their kind and are generally stronger as well as getting a major boost to any esoteric abilities stemming from their species (Hydras regenerate faster and are more venomous, Minoutars get burlier and gain a greater talent for navigating architecture, and so on, yes this does stack with Primal Terror). Demigods have a relative a few generations back who was also a demigod with a different divine parent meaning you likely received better care and training in addition to some additional abilities passed on to you in a lessened state. (No clue what to do for Drop-Ins)
  38.  
  39. Divine Child (400, free Demigod) You are the direct child of a god of your associated pantheon and gain various benefits from this. You gain lesser manifestations of your parent's domains as well as generally being better than an ordinary mortal. For no further cost you may choose a minor god as your parent, for 200 more cp you may take most any god as your parent but to take one of the heads of a pantheon as a parent you must take the "Fate finds you interesting" drawback receiving no points for it. Alternatively you may take the prerequisites for a higher tier of deity than your chosen parent and boost their abilities to be competitive with those of a demigod of the appropriate tier, you'll still be more specialized than most of that tier but your power within your domain will likely be somewhat more than standard thanks to the focus.
  40.  
  41. Clear Sight (400, discount Drop-in) Whereas most supernatural beings can see partially through the Mist that conceals the mythological from mortals they still can be fooled by illusions and tend to have trouble seeing things that fall under the purview of other pantheons. You however are near impossible to deceive with such tricks, seeing the true form of beings regardless of their wishes (does not lead to turning to ash when looking at gods unless they fully unveil themselves anyway). Combined with Pull of Fate you have sufficient ability to become an Oracle, note that while this will give you extra insight into your prophecies you cannot affect the content itself.
  42.  
  43. Primal Terror (400, Monster only) Instead of being some relatively normal specimen of your species of monster you’re an exemplar of their kind. You are the measuring stick by which all others of your kind are compared and inevitably fall short. For example instead of being a hydra with quick regeneration and deadly venom you are The Hydra with near instant regeneration and your mere breath being capable of killing all that surrounds you if you will it. Your sheer might rivals that of the lesser gods and you can exceed the standard limit on size for your monstrous form. In addition you may create lesser monsters of your kind via a method of your choice, be this ritually converting appropriate mortals, budding them, or the usual way of making children. You do tend to regularly get various heroes and Demigods trying to kill you for reputation or as part of their quests every few weeks though, it’s largely more of an annoyance than a risk most of the time.
  44.  
  45. Fate’s Chosen (800, discounted Drop-in) Whereas the other origins will generally have a great and terrible Fate ahead of them (in varying degrees of both) you will generally come off fairly decently in matters of Fate, and your interpretations of prophecies and other Fates tends to be the correct one, with you able to shift around some details if you feel necessary and have your changes turn out to have been the correct interpretation of the prophecy. More than that you may occasionally see what Fate has in store for you or a friend and actively defy it and succeed, don’t try this too often as Fate still doesn’t take kindly to such things and you tend to have a notable drop in your fortune for awhile after you do this with multiple attempts stacking.
  46.  
  47. God Slayer (800, discount Magician incompatible with the Path of the Gods), You've been trained by the House of Life or some similar group in the art of fighting and sealing gods and their kin. You learn many spells or tricks very effective against those of divine blood. Keep in mind that while some monsters have divine heritage or empowerment, many don't and you won't be much more effective against those without it than somebody without your training.
  48.  
  49. The Path of the Gods (800, discount Magician incompatible with God Slayer) You may choose one god that you're housing a fragment of the power of. You may channel this power for many great feats within the portfolio of that god, however the fragment has a consciousness of its own and you must be largely in tune with its personality to draw upon its full might. If you manage to truly offend the fragment then it can cut off your access to any of its abilities until you make amends. On the other hand truly acting as one alongside the fragment can temporarily make you into a force of nature with your powers and the fragment's truly merging and getting exponentially more powerful. This is however quite hard to accomplish and is taxing to maintain. Being the host to a god warps your magic further towards that falling within the domain of your patron, however you will find it far harder to cast any magic diametrically opposed to that of your patron. The host of Ra for example may find magic having to do with light, order and fire far easier but would have trouble trying to perform spells of darkness, chaos, and water.
  50.  
  51. Items
  52.  
  53. Legendary Implement (200, one free Demigod and Magician) Appropriate weapons, relics and similar. (more to come, importing weapons to get the various benefits possible although undecided if it should cost more).
  54.  
  55. Companions
  56.  
  57. Import (100, 2 free) You may import or create a companion with 500 cp, if they take the same origin as you they get the origin for free. You may further supplement any companions with your points at a 1:1 ratio. As Fate likes its threes the first two companions are free.
  58.  
  59. Drawbacks
  60.  
  61. A minor Mist-ake (+200): Well congrats the Mist took one look at you and decided that the only coverup appropriate to your power level was to make it so that you appeared to be a massive storm when going anywhere near mortals. On the downside you're kinda incapable of interacting with anyone on the more human side of things, on the plus side the police won't bother to try to arrest a hurricane.
  62.  
  63. Fate Finds You Fun (+300) Expect frequent prophecies and monster encounters. Expect to have to fight at least one major Titan in your time here. You will live in interesting times.
  64.  
  65. The Gates of Tartarus are Open (+300) Normally a few years from now Gaia will seize control of the Gates of Tartarus and force them open freeing many horrible monsters and wraiths and allowing monsters to reform in days instead of years until they were eventually closed again. Sadly this time they appear to just be stuck open for the entirety of your stay. Good luck dealing with the Titans, if they manage to conquer Olympus they're likely to try to start going after your pantheon as their next conquest if you're not Greek. Similarly a few years in Gaia and her giants will try and pull the same stuff.
  66.  
  67. [End Text here]
  68.  
  69. Ascension to full godhood counts as choosing to stay.
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