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SixStrings

The Challenge Build

Mar 9th, 2015
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  1. SuicideString’s Macho Jump Challenge
  2. ERIC YORVARSON
  3. The Rules
  4. 1. LoT is your second jump.
  5. 2. Any jump can be your first.
  6. 3. Body Mod is allowed.
  7. 4. Avoid supernatural powers after LoT. Goal is to be a normal human.
  8. 5. All skills must be manually obtained, if at all possible. Improved luck is okay, CQC is not.
  9.  
  10. JUMPS:
  11. Jump 1: Metal Gear Solid
  12. Location: San Heironymo
  13. Age: 26
  14. Origin: Drop In
  15. Perks: Psychic (700), Drones – Moles (300), How Does It Taste? (Free)
  16. Items: Sneaking Suit (100), Active Sonar
  17. Drawbacks: None
  18. Plan: Using knowledge of future events, rig key locations to explode, assassinating Sigint, Para-Medic, and Zero, killing the Patriots before they are created
  19. Phase 1: Steal massive amounts of Russian Explosives [67/70, Pass]
  20. Phase 2: Drive to the US, with explosives hidden in car [Instant Success]
  21. Phase 3: Plant bombs in key locations [Instant Success]
  22. Phase 4: Attempt to ascertain the location of the Philosopher’s Legacy [95/50, Legacy not found]
  23. Phase 5: Join Big Boss in San Heironymo Takeover [Instant Success]
  24. Phase 6: Convince Big Boss to create MSF after assassinating Ocelot, Zero, Sigint, and Para-Medic [86/88, Pass]
  25. Phase 7: Results of CQC Training: [32/100, Advanced at CQC]
  26. Phase 8: Results of Marksmanship Training: [8/100, Rarely Misses, Simple Bullet Ricochet Abilities]
  27. Phase 9: Results of Stealth Training: [56/100, Intermediate at Stealth]
  28.  
  29. Body Mod: 4 in Speed, 4 in Dexterity, 2 in Strength, 2 in Endurance, 1 Rank Flexibility, Metavore
  30.  
  31. Jump 2: Light of Terra, Part 1: Ark of the Forsaken
  32. Companion: Hooligan Tuesday
  33. Tribes: Allied with Kin of Iron, the Void Walkers, and the Aquil Legens. Enemies with the Wargars and the Reedeemers.
  34. Complications: None
  35. Perks: Luck of the Dammed
  36. Plan: Using my luck, skill, and experience, unite the three tribes of my choosing, and defeat the others, while simultaneously repairing the Light of Terra’s engines to working capacity.
  37. Phase 1: Reuniting Tribes [Instant Success]
  38. Phase 2: Using Guerrilla Tactics against Rival Tribes, Spacing Them [30/75, Pass]
  39. Phase 3: Repairing Light of Terra Within Two Weeks [75/40, Fail]
  40. The engines proved even worse off than previously feared, and it was damaged during attempted repairs.
  41. Phase 4: Repairing Light of Terra before Civil Unrest [60/60, Pass]
  42.  
  43. Jump 2: Light of Terra, Part 2: Land of The Sky Father
  44. New Companions: The Boss, The Tuesday Terrors
  45. Armament: Lucius I-XI Pattern Stormlord
  46. Terraformed World: Gaia Class, Barren, Terran, Hostile Natives, Corpsegrinder, Aceria Forest
  47. Skills and Abilities: Aggressive Actions, Defensive Tactics, Catastrophe Recovery, Civilian Infrastructure, Literacy Program, Transport Network, Healthcare, Unwavering Belief
  48. Complication: Orks
  49. Plan: Using my superior military prowess and luck, having The Boss train our troops in basic combat, and the special unit “The Tuesday Terrors”, eliminate the Ork threat from this planet once and for all.
  50. Phase 1: Training the military force to be effective, modern, and elite. [26/100, B+ Pass]
  51. Our military is elite, some of the best that can be found anywhere. They're no Spec Ops though.
  52. Phase 2: Attack the orks using superior tactics, and strategies before they can form a WAAAGH!. [67/80, Pass]
  53. The orks are slain brutally, and while we suffer losses, the threat is contained long before it truly starts.
  54.  
  55. Jump 2: Light of Terra DLC 1: The Heathen’s Trail
  56. The Pre-Emptive Retaliation: Firestorm Class Frigate
  57. Plan 1: Accompanied by the newly trained and combat ready Void Walkers, Hooligan Tuesday and her unit, The Boss, and I will exit the ship, and engage the Hollow Men. By damaging their maneuvering gear, it becomes trivial to use CQC and toss them into the cold abyss of space.
  58. Phase 1: Defeat Void Walkers [100/90, Instant Success]
  59. Due to my inexperience in Void Combat, I am personally wounded in the fighting. I lose my right arm entirely.
  60. Companions Gained: Choir of Righteous Fury
  61. Location: Court of the Heathen Star
  62. Complications: Kheradruakh, the Decapitator
  63. Ship Upgrades: Stealth Field Generator, Fleshmetal, Advanced Targeting System
  64. Plan 2: Find, and kill the Decapitator by marking, spacing, then shooting him into a fine red mist.
  65. Phase 1: Find the Decapitator [Instant Success, 2/3] Tuesday is the one attacked first.
  66. Phase 2: Mark him with paint, ribbon, anything possible for visual. [10/75, Extreme Success]
  67. Tuesday found a large canister of acid that both glows and corrodes.
  68. Phase 3: Space and shoot him. [68/75, Success]
  69. Zed’s dead, baby. Zed’s dead.
  70.  
  71. Jump 2: Light of Terra DLC 2: A Day at the Races
  72. Da Krew: Dust Rats – Imperial Remnant Racing Team
  73. Gubbinz’ an Dakka:
  74. The Essentials (-300 Teef)
  75. Armored Fuel Tank x2 (-200)
  76. Bigga Fuel Tank x2 (-150)
  77. Big Sails (-50)
  78. Big Fat Tires (-50)
  79. Propuh Suspenshun (-100)
  80. Heavy Bolter (-200)
  81. Lascannon (-200)
  82. Dokkin’ Bitz (-100)
  83.  
  84. Dust Rat (-150)
  85. Multi-Laser (-200)
  86.  
  87. Light Recce Vehicle (-250)
  88. Tellypota Blasta (-400)
  89. Multi-Laser (-200)
  90. Lascannon (-200)
  91. Heavy Bolter (-200)
  92. Weirdboy Tower (-350)
  93.  
  94. Plan 1: Sell bombs painted red, claim they make cars go faster. Make them explode at the starting line. Win race using car built for both endurance and speed.
  95. Phase 1: Selling bombs. [10/90, Critical Success]
  96. The bombs work flawlessly, and several non ork competitors buy them.
  97. Phase 2: Win the race. [81/85, Close Call]
  98. Well, it was a neck and neck race, but somehow, we pulled through. Huzzah!
  99. Reward: Gitfinda
  100.  
  101. Jump 2: Light of Terra, Part 3: Processional of the Damned
  102. Light of Terra Upgrades: Basilisk Magna, Hydra Rex, Graviton Pulsar
  103. Light of Terra Armaments:
  104. Nova Cannon: Jovian Pattern Nova Cannon (-1000)
  105. Macrocannon Batteries: Standard
  106. Torpedo Launcher: Vortex Torpedoes (-400), Standard
  107. Lance Batteries: Godsbane Lance x3 (-600), Standard
  108. Void Shield: Gryphonne IV Pattern Void Shield - Hull (300), Standard
  109. Warp Drive: Sulik Warp Engine
  110. Route: The Furious Abyss
  111.  
  112. Plan 1: Using our Hydra Rex as mobile distractions, force the enemy into a singular location, then fire with everything we’ve got.
  113. Phase 1: The Hydra Rex pilots, led by Tuesday and her Terrors, will force the Furious Abyss into one location. [17/60, Pass]
  114. Phase 2: Fire everything. Basilisk Magna, Graviton Pulsar, Jovian Cannon, Vortex Torpedoes, all of it. [92/75, Failure]
  115. The Abyss dodged every shot and is now charging, the Basilisk needs reloading, and we’re fucked.
  116. Phase 3: Reload and fire real fucking fast, cause shit son, this is bad. [1/50, Flawless Victory]
  117. With balls of steel, we reloaded the Jovian Cannon, rammed it straight down that eagle’s beak, and fired. HOLY SHIT.
  118. Power Taken: None.
  119.  
  120. Jump 3: Borderlands
  121. Location: Tartarus Station
  122. Age: 24
  123. Origin: Vault Hunter
  124. Perks: Fight For Your Life, Don’t Do It For Free
  125. Items: The Basics, Bill-Paying Materials (850), Caught A Ride (450), Unique Drop (50)
  126. Plan: Use my large amount of cash, shield that gives me more cash, and cool car, and go have an adventure with the Vault Hunters, both old and new. Practice and perfect CQC with The Boss, attempt to learn how to be more charismatic from Mad Moxxi.
  127. Phase 1: CQC Training [70/32, Fail]
  128. No improvement at CQC.
  129. Phase 2: Learn the art of seduction from Moxxi, using dosh. [96/100, Little Learned]
  130. As much as she wanted to, I seemed to lack the breasts needed for her school of seduction. Aw well.
  131. Phase 3: Follow the Vault Hunters, assist them. [7/95, Success]
  132. I didn't die doing this, and may have made some friends. Hurray.
  133. Jump 4: Wuxia
  134. Setting: Hero
  135. Age: 24
  136. Origin: Warrior (950)
  137. Perks: Basic Martial Arts – Staff, Kyukoshinryu
  138. Items: Book of Secret Techniques – The Art of Yun-Woo (650), Basic Weapon, Beautiful Clothes (600)
  139. Companions:
  140. The Boss – Noble, Trained in Aromatherapy
  141. Master – Trained in Kong-San Style, Pressure Points, Weapon Master, Drunken Fist
  142. Plan 1: Live in the outskirts of Qin, and prevent Snow from killing Sky, learn martial arts from my two masters.
  143. Phase 1: CQC Training [32/32, Pass]
  144. I have mastered CQC. There is nothing left to learn.
  145. Phase 2: Prevent the deaths of Snow and Sky by disarming, and intervening. [36/70, Success]
  146. Snow and Sky are saved, and survive.
  147. Phase 3: Have my Master, Snow, and Sky teach The Boss and I martial arts.
  148. Drunken Fist Training [51/100, I am alright at Drunken Fist, equal to a brown belt]
  149. Kong-San Training [36/100, I mastered most parts. Still can’t do ladders, sadly]
  150. Pressure Points Training [10/100, I have most major points memorized]
  151. Calligraphy Training [82/100, I suck still]
  152. Phase 4: Learn The Art of Yun-Woo [Instant Success]
  153.  
  154. Jump 5: Sekirei
  155. Location: South Shin Tokyo
  156. Age: 23
  157. Origin: Drop In
  158. Perks: Bro-Tier
  159. Items: Bar Tab (950), Kama Sutra, Eyes and Ears (900)
  160. Drawbacks: None
  161. Plan 1: Chill out with Minato, and if the plot gets too extreme, move the fuck outta Tokyo.
  162. Phase 1: Survival Roll [11/100, Success]
  163. I survived without incident.
  164.  
  165. Jump 6: Pirates of the Caribbean
  166. Background: Merchant Sailor
  167. Location: London
  168. Age: 28
  169. Perks: Steady at the Helm
  170. Items: Uniform, Warrant of Trade, Ship
  171. Plan: To start a successful career in pirating, gain my sea legs, and generally have a good time, we’re going to need some gear. Out in Port Royal are some pirates who would be glad to volunteer some.
  172. Phase 1: Sail to Port Royal [67/75, Pass]
  173. Phase 2: Train for a year in unmastered skills.
  174. Drunken Fist [1/52, Critical Success]
  175. I am a master, flawless at this style. There is no one better at it than me.
  176. Kong-San [88/36, Critical Failure] I hurt myself doing it, and my master decided we should relearn the basics. For the rest of the year.
  177. Phase 3: Rake in the largest haul possible, by stealing from other pirates. [22/60, Pass]
  178. We did well. Better than the rest of the pirates, for some reason.
  179.  
  180. Jump 6: Castlevania
  181. Starting Era: 1684: Accursed Night
  182. Origin: Vampire Killer (900)
  183. Perks: Weapon Master – Fists
  184. Plan: Get my gear blessed, join Simon, kick some unholy ass.
  185. Phase 1: Get gear blessed [Instant Success]
  186. Phase 2: Save Simon from being wounded by finishing off Dracula [36/90]
  187. As it would turn out, Tuesday and Choir of Righteous Fury does not care for the idea of
  188. “sporting chances” like I do, and several hundred rounds later, Dracula was dead.
  189. This will require a team meeting to talk about.
  190. Phase 3: Train with Simon
  191.  
  192. Jump 7: Generic Virtual World
  193. Location: Merchopolis
  194. Origin: Drop In
  195. Perks: None
  196. Programs: Icecube, Purge, Swordfish
  197. Companions: Friends on the Outside – Master (Similar Subsystems, Knowledge is Numbers), The Boss (Hacker)
  198. Plan: Chill, learn to code from my master, be embarrassed that an eighty something year old man can use computers better than I can.
  199. Phase 1: Learn to code, hack, and program. [96/65, Critical Failure]
  200. My lack in skill encourages my master to increase our daily exercises, thinking it would improve my determination to learn. Or something.
  201.  
  202. Jump 8: Yu-Gi-Oh
  203. Location: Duel Academy
  204. Age: 17
  205. Origin: Drop In
  206. Deck: Winning Oriented- Pugilist 9 (850)
  207. Perks: Card Trick
  208. Items: The Card – Cheat Commissioner (750), Attire (700)
  209. Drawbacks: Rival
  210. Plan: Win against Lyman Banner so I can keep my room. Chill, keep my head down, get good at Yu Gi Oh.
  211. Phase 1: Defeat Lyman Banner. [39/45, Success]
  212. I love Luck of the Damned. It’s so damn useful.
  213. Phase 2: Get gud at collectable card games. [13/85, Critical Success]
  214. I am a GOD at YuGiOh. And other collectable card games. It’s a talent.
  215.  
  216. Jump 9: 80’s Action Hero
  217. Age: 23
  218. Background: Schwarzenegger (900)
  219. Perks: One Liner, Bulging Muscles, Commando, Goddamed Sexual Tyrannosaurus (300)
  220. Items: Arms Cache (100), Cool Shades
  221. Plan: Enjoy the life of an 80’s Action Movie, where the universe conspires secretly to not have me get shot. Huzzah!
  222.  
  223. Jump 10: Modern Action Movie
  224. Age: 30
  225. Origin: The Nobody
  226. Perks: None
  227. Plan: Don’t die? Really, just do the same shit from the 80’s, I’ll be fine.
  228.  
  229. Jump 11: Babylon 5 (Needs Goal)
  230. Age: 19
  231. Origin: Earthforce Kid (900)
  232. Perks: Marksmanship, Conspiracy of Light (650)
  233. Items: PPG
  234. Plan: Join the Conspiracy of Light, and help out in any way possible.
  235.  
  236. Jump 12: Grand Theft Auto
  237. Age: 23
  238. Origin: Good Guy (900)
  239. Location: Blane County
  240. Perks: Fight Smarter, Style
  241. Items: Piece, Home, Cars – Emergency, Off Road (775)
  242. Companions: The Boss – Fight Smarter
  243. Plan: Time for assassinations. I’ve got a hit list a mile wide, and it’s time to cash in. Today’s targets are:
  244. “Gay” Tony Prince
  245. Luis Fernando Lopez
  246. Carl Johnson
  247. Toni Cipriani
  248. Victor Vance
  249. Huang Lee
  250. Trevor Phillips
  251. Tommy Vercetti
  252. Franklin Clinton
  253. Michael De Santa
  254.  
  255. Jump 13: Mount & Blade
  256. Age: 21
  257. Origin: Student
  258. Location: Sargoth, Kingdom of Nords
  259. Skills: Riding, Trade
  260. Items: Champion Charger (900), Lordly Plate Armor (800), Masterwork Weapon (700)
  261. Companions: The Boss: Power Draw, Master (100): Strength
  262. Plan: Conquer Calradia by using espionage, political manipulation, and Emperor’s Mercy Bars.
  263. Phase 1: Rob the personal treasuries of all kings except for King Ragnar, thus implicating him in the thefts. [26/85, Critical Success]
  264. We took everything that wasn’t too heavy to lift. The amount of shared wealth stolen could fund an army here for ages. But did they take the bait? [38/66, Pass]
  265. Played like a violin.
  266. Phase 2: Now that alliances of five kingdoms are picking on poor Ragnar, the team needs to split into two. I will be traveling around, making friends and winning tournaments for acclaim, while The Boss and Master shall recruit mercenaries and train them in our headquarters, a former bandit’s den.
  267. Right to Rule: [45/99]
  268. The populace is split. A very controversial issue.
  269. Renown: [638/1200]
  270. Then again, half of the populace doesn’t know of me. An interesting conundrum.
  271. Phase 3: The five on one free for all has undoubtedly ended. While Master trains our ever growing number of soldiers, I change my game plan to earn affection with the honorable nobles and peasantry, while The Boss tries to trick the five nations into war as they squabble over their newly won land.
  272. Future Vassals Gained: [35/50]
  273. Some haven’t lost faith in their kings as of yet, but the honorable men from the Nords are willing to join me, and a few others would pledge their allegiance if I ask for it.
  274. Chances of War: [42/85, Success]
  275. The hatred among these kingdoms runs deep. Pushing them into a fight was all too easy.
  276. Right to Rule: [84/99]
  277. The peasants love me. Turns out, many of the illnesses that run in their communities is due to a lack of essential nutrients and Emperor’s Mercy Bars fill all dietary needs, despite their disgusting taste. We passed it off as medicine, gave it out for free, and now I’m loved.
  278. Phase 4: Now that the remaining kingdoms are weakened, time to spark insurrection. While The Boss continues her espionage work, this time falsifying war reports to keep the kingdoms off me as I claim the land of the Nords for myself. [22/70, Success]
  279. I’ve got to admit, I’m surprised my luck’s holding out. Anyway, I’ve got an army, vassals, and loyal peasants. All that’s left is the rest of Calradia.
  280. Phase 5: Conquer the rest of Calradia, while The Boss continues to manipulate and exploit the individual kings’ weaknesses to keep them divided until it is all too late. [20/55, Success]
  281. Well, two things are official now. I am one lucky bastard, and the land of Calradia is united once more, under one banner. Mine.
  282.  
  283. Jump 14: Persona
  284. Town: Inaba (900)
  285. Age: 16
  286. Persona: Justice
  287. Origin: Rural Townsfolk
  288. Perks: Understanding, All Together (700)
  289. Drawbacks: I’ll Face Myself
  290. Plan: Work with the Persona 4 crew, have some fun on this journey of self-discovery.
  291.  
  292. Jump 15: Firefly
  293. Origin: Drop In
  294. Age: 22
  295. Perks: Leaf On the Wind, Never Call Me That Again (600)
  296. Items: Browncoat (550), Body Armor (450), Goodnight Kiss (350), Encyclopedia (-250), Mighty Fine Hat (-350)
  297. Drawbacks: “Mercy is the Mark of a Great Man” (-150), You Never Leave (0)
  298. Plan: Use my fancy coat to earn a place on the Serenity, use my skills to keep as many people alive as possible. Defeat a fully “awakened” River Tam in a fist fight. And after my jumping’s done, use the aftermath of the Serenity Incident to spark another Independent rebellion. Win.
  299.  
  300. Jump 16: Gears of War
  301. Location: The Nexus
  302. Age: 28
  303. Origin: Drop In
  304. Perks: Action Reload, Form Up Team!,
  305. Items: COG Armor, Combat Boots, COG Tags, PDA (900), JACK Robot Unit (800), Hammer of Dawn (400), Assault Derrick (0)
  306. Companions: Boss: Statuesque Slayer, Master: Seran Biologist, Tuesday: Bouncy Bullet Ball
  307. Plan: While the Boss, The Choir of Righteous Mercy and I fight and drive our way through the Nexus towards Queen Myrrah, Master and Hooligan Tuesday take the now upgraded Off Roader from GTA, and heads to Azura to lend Adam Fenix a hand with the Imulsion Countermeasure Weapon. Either way, Myrrah dies.
  308. Phase 1: Survive the Nexus while Master makes it to Azura. [26/50]
  309. Our sheer firepower, skill, and weaponry allow us to survive in these tunnels.
  310. Phase 2: Fight our way to Myrrah while Master tries his luck at biology.
  311. Master’s Progress: [45/100] The device will take just under two years to develop. It’s faster than normal, but still not fast enough.
  312. Fighting to the Front: [36/40] We’ve made it there in record time, using expert skills and no small amount of luck.
  313. Phase 3: Perform some reconnaissance to see what we’ll be dealing with.
  314. Her Entourage: [3/8] This day, it consists of her, her guard, and High Priest Skorge. Shouldn’t be too hard.
  315. Phase 4: Kill them all. [7/65]
  316. A walk in the park. As it turns out, we’re very good at killing.
  317. From here on out, simply assist the COG in mopping up the survivors until the Imulsion Countermeasure Weapon is ready.
  318.  
  319. Jump 17: Dead or Alive
  320. Age: 18
  321. Location: Australia
  322. Origin: New Challenger (950)
  323. Perks: Fighting Style (Silat), Jiggle Physics (900), Chumps Need Not Apply
  324. Items: Outrageously Iconic Outfit, Training Course (800), Smoke Bombs (700)
  325. Companions: Camera and Crew (600)
  326. Plan: Walk up, represent the glory of CQC, and kick endless amounts of ass. This one’s for you, Boss.
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