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Youjo_Senki

Youjo Senki WIP

Feb 13th, 2018
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  1. Youjo Senki - Saga of Tanya the Evil
  2.  
  3.  
  4. You stand in a train station. Not having fully left your previous world, nor having fully arrived in this one. Time slows to a halt, before standing still. Two voices echo in the distance, but you can't quite make out what they say. A name reaches your ears.
  5.  
  6. "The Devil, Being X"
  7.  
  8. You don't know what that means. He seems to be getting yelled at though. But, before you can decide on what to do, you catch a glimpse of the two. A man in a suit, suspended in air before a train, and... A statuesque man in a toga? There's also another frozen man, arms outstretched. Was the first man pushed?
  9.  
  10. "So, basically, your lack of faith is because you live in a world where needs are met, science is advanced, you have a strong social position, and you are not in dire straights? If I put you into the "dire straits" you speak of your faith will awaken? Try to live as long as you can. If you die again, there will be no second reincarnation."
  11.  
  12. A voice rings out in respons to the name - no, many voices. An old man, a woman, a child, then many at once, a... Pigeon? A scentence played out in musical chairs, it seems, sometimes as little as a single word before changing voices. There are pauses, as if you can only hear half the conversation. The many pushed man is difficult, almost impossible to hear.
  13.  
  14. As he finished speaking, a burst of white light flares in and out, and the world changes. You're no longer in the train station. It would seem you were caught up in the mans 'test'. This new place... It looks old. Not just in the sense of 'not modern', but also slightly worn down. Hopeless, perhaps? Or merely tired? At the very least, it looks slightly more interesting than the train station. You've been to how many modern worlds after all?
  15.  
  16. A newspaper sits on a nearby table, proudly displaying the headline of "Empire Goes To War!", and a picture of some soldiers with some rather unusual weapons. Is that a floating robot horse? Regardless, the paper reveals the date is 1922, Unified Year, March third. A few pages in, a map reveals something in the shape of Europe, but all the names are wrong.
  17.  
  18. Still unsure, but out of time, you leave the paper behind. You have ten years to figure this out, or you could just let your Origin memories fill tell you in just a few minutes.
  19.  
  20. Well, take this and be on your way.
  21.  
  22. +1000 cp
  23.  
  24.  
  25. Origins
  26. Pick two.
  27.  
  28. Drop In - Free
  29. Literally the only one not guaranteed to join the military, although war may still touch you. A merchant of some sort, perhaps looking to expand?
  30.  
  31. Tactician - Free
  32. Someone who fights smarter, not harder. One of the tacticians in service to the military. Moderately ranked by default, and possibly not actively at war yet.
  33.  
  34. Politician - Free
  35. The greaser of wheels and palms, a silver tounged politician trying to climb the social ladder. Depending on country, possibly minor nobility.
  36.  
  37. Scientist - Free
  38. A madman with a box full of science, and not nearly enough materials to work with. There will be work regardless of your country's state.
  39.  
  40. Mage - Free
  41. Gifted by god or damned by the devil, a person capable of weilding magic. The most desired kind of soldier nowadays.
  42.  
  43. Blessed - 100 cp
  44. A thrice blessed child, with miracles personally bestowed upon you. Very self righteous. Incompatible with Damned.
  45.  
  46. Damned - 100 cp
  47. One who refutes the existece of god, and instead called him the devil. He didn't take it well, and cursed you as a result. Incompatible with Blessed.
  48.  
  49.  
  50.  
  51. Location
  52. Roll a 1d8 or pay 50 cp to choose nationality
  53.  
  54. 1. The Empire (Germany, Austria-Hungary)
  55. A highly militaristic nation, and home of Damned soul Tanya Degurchaff. Their ground army is the best in the world, while their air forces are minimal. Their navy is primarily submaries. Technologically, they are the most advanced nation.
  56.  
  57. 2. Legedonia Federation (Sweden, Norway, Greenland)
  58. One of two nations currently at war with the Empire, they border it to the east. A highly mountanous region. They are responsible for starting the war after a fial attempt at 'reclaiming' the province of Norden.
  59.  
  60. 3. Francois Republic (France)
  61. The second nation currently at war with the empire, they border it to the west. They recently reorganized their entire military to be more efficient after the air forces suffered heavy losses.
  62.  
  63. 4. Allied Kingdom (Britain)
  64. A small nation primarily composed of colonies. It recently agreed to assist the Francoid republic with intel and small amount of manpower. Their ground forces are mostly non-existent, but their navy is top notch. In addition, they posses a sophisticated spy network.
  65.  
  66. 5. Russy Federation (Russia)
  67. Suffering from a recent government change to communism, their armed forces are poorly trained and poorly equiped, but robust in the extreme. Currently neutral to all conflicts, they plan to betray the Empire.
  68.  
  69. 6. Unified States Of America (MURICA!)
  70. A vast nation made of fifty states and a small number of colonies. Their armed forces is an odd contrast between middling technology and highly trained soldiers, with a focus on long range weaponry.
  71.  
  72. 7. Akitsukushima Empire (China/Japan?)
  73. So far uninvolved with the Empires war, this huge nation resideds over most of Asia. A constitutional monarchy directs the nation, but it is governed by a prime minister.
  74.  
  75. 8. Free Pick!
  76. You are free to start anywhere you like, listed location or otherwise. May I suggest Switzerland for their constant neutrality?
  77.  
  78.  
  79. Age/Gender
  80. Roll 2d8+10 for age, and keep the gender of you previous jump. Alternatily, pay 50 cp to freely alter both.
  81.  
  82.  
  83.  
  84. Discounts
  85. 100 cp is free, everything else is 1/2 off.
  86.  
  87.  
  88.  
  89. Perks
  90.  
  91. Drop In
  92. 100 cp - They Call Him Barkeep
  93. A reputation is a powerful thing, for good or ill. Yours is now far easier to spread. Call yourself barkeep, or just give them your name, and do your good works. They'll tell their friends, and both will be grateful. Good service for one person is a good reputation from two or three. And soon you're - well, not legend exactly - will spread across the land.
  94.  
  95. 200 cp - Hard Bargian
  96. Don't you know war raises prices? Of course the price for this went up, the price for everything went up. You are now excellent at getting a better price for something. Even in situations when bargaining is flat out not allowed, you'll still be able to shave bits and pieces off the price. Or back on, as the case may be. Just try not to collapse a nation aiming for money they don't have?
  97.  
  98. 400 cp - Just Business
  99. If you happen to be on the losing side of a war - or even a change in laws, however minor - you might find the new bosses to be less accomodating. You worked for the enemy, can't be trusted, yada yada yada. Not you. Call it proffesional pride, or perhaps courtesy. As long as you stay an upstanding business man and all that - at least publicly - you won't be specifically targeted by any regime change. Keep selling food or weapons to both sides, it's just good business.
  100.  
  101. 600 cp - The Mechanics Of War
  102. An army needs many many things to fight properly, and every last one of them costs money. By providing them with those things, you can become very rich very fast. You now possess intrinsic knowledge of Micro and Macro economics - from how to haggle or upsell a product, all the way up to simply knowing something is worth twice as much the next town over. Be the perfect salesman, or manage a small army of merchants with expert skill. If it involves buying or selling, you're a master at it.
  103.  
  104.  
  105.  
  106. Tactician
  107. 100 cp - Was This Your Plan?
  108. The first thing you need to know in a fight? When you've been played and are about to hit the point of no return. Sometimes the most effective actions are the unexpected ones, the nonsensical ones. However, it will still only take you a few minutes for the consequences to come to mind, and with that, it's possible to reverse engineer the your enemies plan.
  109.  
  110. 200 cp - Stack The Deck
  111. Small actions can have far reaching consequences. A single soldier of enough skill or strength can turn the tide of battle. The outcome between two equally matched forces can be decided by the theoretically inconsequential bystanders. It might be hard to predict the effect of a small gesture of kindness a week ago upon a large scale battle today, but yours tend to come with good results. Perhaps not what you wanted, but still better than nothing.
  112.  
  113. 400 cp - It Seems We Feel The Same
  114. Sometimes, you don't need to debate strategy with the devil's advocate. Your peers, and your subordinates, just /get/ you. For you, miscommunication might as well be impossible. This won't increase their skills at all, but you don't need to fear them wimping out, or doing the wrong thing at the wrong time. Also applies to indirect communication, but not quite as well.
  115.  
  116. 600 cp - Tomorrow War Doctrine
  117. The best blessing a tactician of your caliber could have would be an equal to bounce ideas off of. Now, there isn't an reincarnated salaryman to hold the spot, but I can do you one better. When you need advice or a second opinion, a non-existent entity in the form of a historian, scholar, ameauter tactician, or some such will be summoned. The catch is that they're from the future. You can even have them present their ideas to your peers and no one will question it.
  118.  
  119.  
  120.  
  121. Politican
  122. 100 cp - PersoNoble
  123. The most common characteristic of the upper class. Being a charismatic asshole who lies a lot. Now you to can insult people with perfectly executed backhands, or better yet, convince them that wasn't an insult. Also comes with excellent actual interpersonal skills.
  124.  
  125. 200 cp - Supply And Command
  126. Supply and demand dictate how much you have, how much you need, and where you need it. But of course, thats a bit relative with everybody everywhere being oh so sure they need more, and more than anyone else. Thankfully, you are utterly masterful actually determining whether someone needs it, or is merely blowing hot air. Even better, you know how to take more than you ought, and make it look as though there were always less.
  127.  
  128. 400 cp - Blame Shift
  129. Being one of the richest and well connected individuals in a country is good, but inevitably, something will go wrong. Revolution, invasion, or maybe something as simple as someone who outranks you deciding you aren't good enough. However - there is no rule that you have to suffer for others' stupidity, is there? Merely a tendency. As such, when it comes to who gets fingered, who takes the blame, there is no one better at shifting it than you.
  130.  
  131. 600 cp - The Ears Have It
  132. You, my friend, are startlingly well connected. Is your father a minister of some sort? Is your mother THE charity worker? Or perhaps merely a secretary... to THE most powerful politician of the time? Regardless, you rarely have to look past two degrees of separation to find someone willing to do you a solid, or share something juicy. If you somehow don't have a family, you'll find yourself tripping over opportunities to get into the good graces of these people.
  133.  
  134.  
  135.  
  136. Scientist
  137. 100 cp - An Education
  138. Ah we have a scholar here today. And a scholar needs a good baseline of knowledge to actually qualify, yes? Go ahead and take, hmm, an appreciation for the classics, some trivia about various fields, and of course, damn near cutting edge knowledge in one area. Now sadly, you're not an innovator quite yet, but this should give you almost perfect knowledge of one area... circa the early 1900's. Sorry about that.
  139.  
  140. 200 cp - Eccentric Genius
  141. A high quality scientist ought to be allowed a few peculiarities, shouldn't they? For the outstanding quality of your work, a monologue or two can be tolerated, surely? It's not like your request was unreasonable, it just doesn't make sense to someone who hasn't been with the project the entire way. Well, as long as you succeed in giving what you promised - or perhaps a tad more? - you can ignore a few small rules about things like decorum, the dress code, or the number of casualties.
  142.  
  143. 400 cp - Computation Creator
  144. The operation orb - or computation orb, if you prefer - is a masterwork of science and mathematics. A unique crystalline and clockwork structure allows for mathematical code to be stored - called spells - and channels energy from the user in order to empower them. You now understand not just how they work, but why - and in doing so, can apply the principles to other aims. Magic is currently used solely by the air corps for long range bombardment. Lets fix that, shall we?
  145.  
  146. 600 cp - Dues Vult
  147. The creation of cutting edge technology is an odd process. Normally, it would be long hours of research and testing followed by tiny advances. You on the other hand, by some method, have been inspired. Your specialty lies in completely eschewing the normal methods in order to create prototype technology that far outpaces everything - in exchange for vast amounts of instability. If you manage to reign in your genius, and ego, creating something halfway between genius and the status quo will leave you with something more powerful, but also easier to mass produce.
  148.  
  149.  
  150.  
  151. Mage
  152. 100 cp - Fine Control
  153. Magic here is a rather simple matter. Either you have it or you dont, and however much you have is how much you're stuck with. As a result, it's better to work smarter than harder. It's not much, but you now have a modicum of skill at doing just that - using less power to do the same as someone else, either through self control or modifying your Orb.
  154.  
  155. 200 cp - War In Three Dimensions
  156. Most fights consist only of forwards, back, left and right - two dimensional. But in the sky? Up and down can, and should, possibly even must, be considered. And somehow, people always forget to look up. Simply put, you might as well have been born in the air for all your skill at flight. And even better, your skill at aiming a -comparatively - poorly made gun and shooting someone down mid-dogfight. A completely nonsensical concept, but you could pull a good sniper impersonation.
  157.  
  158. 400 cp - Von Twelve
  159. The school of war in the Empire offers the titile 'Von' to it's twelve most accomplished students each year. You are one of those students, having acquired and displayed a stunning talent in pracitally ever aspect of war, from artillery to supply management, from basic infantry combat to the management of these actions. It's by no means a measure of raw power, but instead a ludicrous level of competence in these things, and a few related ones as well. Additionally, that 'Von' title represents you ascencion to the lowest rank of nobility, someting you will keep in future jumps.
  160.  
  161. 600 cp - Growing Up
  162. Magical Reserves do not grow, but that doesn't mean they can't be increased. Granted, that's something... Rare, at best. But, your magic now grows on it's own, albeit at a slow rate. And at a consistent one, sadly. While not a unnoticable amount, the rate will never increase, leaving you with a constant 'point' of growth every month or two, instead of something resembling compound interest. But, even if you do nothing, it will slowly increase.
  163.  
  164.  
  165.  
  166. Blessed
  167. 200 cp - Child Of Light
  168. You're no prodigy or even overly intelligent, but you have heart. And looks, to a certain point. When you wish to do so, there is a certain air of earnestness and truth that you may add to yourself. Combined with natural cuteness and you'll probably be adorable, right up until you hit drop dead sexy.
  169.  
  170. 400 cp - What You Could Be
  171. Maybe it's simple revenge, maybe it's gods righteous justice. Nonetheless, someone has decided - perhaps you, perhaps god, perhaps someone else entirely - that this vengeance will fall upon your shoulders. The more you hate, the more powerful you become. Your berserk fury would leave you powerful enough to cross blades with the ace of aces and to hold your ground.
  172.  
  173. 600 cp - Jeanne D Archetype
  174. Congratulations, you're a saint. Or you will be, probably. People seem to think the best of you, even if they've never met you, or are supposed to be your enemy. Bad public image is a thing of the past, and your actual allies will trip over themselves to ensure your happiness. And don't even get me started on public speaking, and your effect on moral. Someone clearly blessed like you would be the biggest boost they could possibly have.
  175.  
  176.  
  177.  
  178. Damnned
  179. 200 cp - Every Complex Known To Man
  180. There is something wrong with you - many somethings in fact. Inferiority, superiority, pacifism, bloodlust, so many conflicting diseases in your mind. While these won't seriously damage your mind, they will leave pretty much everyone with not a single clue how your mind works. Expect people to call you genius, insane, or both.
  181.  
  182. 400 cp - Scraps Of Hope Left To Me
  183. In a world where god hates you, you must cling to every weapon, every potential gain, every scrap of hope you have left. It might be a game you can't possibly win, but surrender isn't an option. The more you hate, the faster you learn. Killing god might not be possible, but you can come closer than any before.
  184.  
  185. 600 cp - When Will You Believe?
  186. But of course, dying might not be allowed. In order to suffer, you must live. And if you live, your redemption is still possible. Others might call it luck, coincidence, or a miracle, but the more suffering your own survival would cause you, the more likely you are to do so. And with god personally trying to torture you, that's quite a bit of suffering.
  187.  
  188.  
  189.  
  190. General
  191. 100 cp - Color Coded
  192. The color of the eye is capable of being changed while channeling magic. Normal magic creates a sky blue color, levels dangerous to the user causes blood red, and the influence of being X leaves a shining gold. You can go beyond this, tying your various powers to any number of eye colors, or patterns if you feel like it. This obviously won't actually net you any powers, but you could fake having a certain ninja eyeball if you wanted.
  193.  
  194. 300 cp - Plaything
  195. Being X has his fingers in far too many pies for your liking, eh? A scientist here, a soldier there, a politician somewhere, and an angel stalking a little girl. However, you are protected from this. Not completely, but for the most part their plans seem to veer off course when you come near them. Small cascading gestures pitter out before reaching the intended target, the divinely empowered find their magics failing, and if Being X were to appear before you... Well, a bullet to the face wouldn't kill him, but the fact that you managed to do so, and it HURT, would make you a friend for life in Tanya.
  196.  
  197. 400/500 cp - Miracle
  198. Miracle - a surprising and welcome event that is not explicable by natural or scientific laws and is therefore considered to be the work of a divine agency. Congratulations, because thats you now. You can draw power from faith, the people's belief in you. Somewhat limited in what kind of faith is placed in you - a war god would grow in strength, whereas a god of innovation would be smarter. Nevertheless, the more faith you receive, the more impossible you become. And the more miracles you provide, the more faith you'll receive. For an additional 100 cp you can bestow miracles instead of performing them yourself.
  199.  
  200.  
  201.  
  202. Items
  203. General
  204. 50 cp - Traditional German Cooking
  205. A near infinite amount of up to twelve meals, four appatizers, six deserts, and three drinks. The exact details are up to you, but for your first purchase please go with food native to your chosen loaction. If you want more, or from somewhere else, feel free to buy it again.
  206.  
  207.  
  208.  
  209. Drop In
  210. 100 cp - Roadside Inn
  211. A simple inn near the edge of your nation's capital city. Nothing really fancy or above average, but solidly mediocre. And while it's not particularly great, not even war seems to be capable of making it take a hit in quality. Free room and board for you, the owner, and a small income to spend on whatever. You probably won't find much in the way of interesting conversation from the customers though, this isn't that kind of inn.
  212.  
  213. 200 cp - Charity Case
  214. Did you know that sometimes the government won't tax you so much if you donate to charity? Well, congrats, because you found a way to cheat the system. Sort of. You now own a charity case of some sort - most people would just find one and donate, you went full throtle and built your own. And so long as the money you dump here is more than you would normally pay, you are functionally immune to taxes and ceasure of property. Just in case the government thinks they need your anything more than you do. Also, the warm fuzzy feeling of being nice for no real reason! ...Right?
  215.  
  216. 400 cp - Trade Goods
  217. How about an investment to kickstart your buisness? You now own a handful of warehouses full to the brim with coal, iron, lumber, cloth, and various other materials. While not immediately useful, the local government will really need these if they end up going to war. Alternately, use it yourself for something. Refills at the end of each week.
  218.  
  219. 600 cp - Old Fashioned Magic
  220. A collection of magical immplements from before the days of industrialzation. In other words, mystical books full of strange rituals, handcrafter wands and staves, strange reagents, and heavy robes and wizard hats. Unlikely to ever match an Orb for raw power or speed. However, they come with an interesting inversion. Over the years of being used, ambient magic has seeped into them. Even someone with no magical potential could make use of the things found here.
  221.  
  222.  
  223.  
  224. Tactician
  225. 100 cp - War Room
  226. A single room in your current abode - and this will follow you, even if your next one is a farmhouse - will automatically redecorate itself with a rather large number of maps, including one or two very large maps. These also automatically update, showing the placement of your (nations) forces, as well as the known placements of enemy soldiers. Does not require you to know, just an allied force. They clearly sent you a memo.
  227.  
  228. 200 cp - Luxurious Arangements
  229. A tactician cannot go to far from the battlefield, even if they never enter it themselves. And as the frontline changes, they need to move with them. Sometimes into the city you just blew up. Thankfully, you always seem to find the best locations to stay at. Whats more, they seem to have mysteriously been repaired, even if they weren't damaged. A hovel is still a hovel, but a rundown apartment would be surprisingly comfy. I wonder what this would do to an actual 5 star hotel?
  230.  
  231. 400 cp - Parables From Another War
  232. A single tome, heavily bound and musty with age. The contents of this book change every time you read it, changing to an account of the actions of the military and politicians of various fictional and not so fictional (if... odd) lands. The accounts in question are related to whatever major conflict may be going on. However, the majority of the stories lack an ending, the outcome of the choices they made. Those will not be available until the conflict ends. You may reread old stories at any time.
  233.  
  234. 600 cp - Armed Forces
  235. Tactics are well and good, but they all fall short without one thing. A willing soul to march to your beat. Also without weapons with which to arms said souls. Sadly, I can't provide you with bodies, but I can provide you with everything else. A few boats of varying classes, rows upon rows of artillery canons, tanks, cars, a plethora of guns, and even 50 or so operation orbs. Everything you might need to wage war. Except actual soldiers.
  236.  
  237.  
  238.  
  239. Politician
  240. 100 cp - Silver Tray
  241. A slightly elaborate silver tray, with which one might serve tea or coffee upon. Upon picking it up, it will actively change into something more suited to those being served, but it does require a bit of downtime - no more than a few hours - before another round can be served. Hold enough for six at any one time, and is also capable of hot chocolate.
  242.  
  243. 200 cp - Propaganda Machine
  244. Whats a noble without a bit of scandal? Whats a politician without the ability to smile whilst lying? Or just bribe someone else to do it for you. You now 'own' - the actual owner is either absurdly loyal, or buried under blackmail - your very own newspaper. By default, it resides in your local area, spreading lies and truth as you will it. Never underestimate a patriotic or misinformed idiot after all.
  245.  
  246. 400 cp - Transfer Orders
  247. What highborn member of society wants to spend their days in the trenches? Not you, certainly. However, thanks to these blank papers, oh so helpfully provided by someone even better connected than you, you can arrange for you to not be there. Merely sign the papers with your prefered location, and off you go. You have five sets, and each one buys you at least a year at your new location before someone tries to reassign you somewhere more 'useful'.
  248.  
  249. 600 cp - A Small Favor
  250. Small things can have big effects, given the right circumstances. Something that passed unnoticed would piter out, but given attention, could blossom. Now, are we talking about plants, or political scandal? As a far harsher counterpart to your well connected family, you now posses a small black book, holding secrets on everyone of note. Everyone. From the mailman and milkman, to the queen or furher themselves. It has it's own risks of course, but you have the hit squad on your list as well.
  251.  
  252.  
  253.  
  254. Scientist
  255. 100 cp - Magic Measuring Equipment
  256. A number of low-tech (or cutting edge, depending on your point of view) computers hooked up to a helmet like device. This device, as the name says, measures ones magical capacity, and applies a number to it based on the range of influence generated. Ie how many objects did you make float. Low tech, but effective. In future jumps it will update slightly to include modes capable of measuring other systems of magic.
  257.  
  258. 200 cp - Orb Operating Manual
  259. Strictly speaking, this goes to the type 97, except for the fact that said manual doesn't exist. In actuality, this book records any magic you lay eyes on, and translates it as a mathematical equation, which you can then insert into an Operation Orb. Well, in theory anyways. Orbs only have so much space, and you only have so much power. You might want to consider modifying, both to be more energy efficient, and smaller if possible.
  260.  
  261. 400 cp - Theoretical Research Budget
  262. So here's a downright unusual proposition. Your government, whoever they may be, has commissioned you to build them a superweapon that doesnt work. The point of this being to decide what direction to aim the research that's actually likely to work. And for you, this means that you now receive a yearly budget of half a million dollars to SCIENCE with. Or not, it's not like your superiors actually expect real results from you. Additionally, you might want to calculate inflation - it counts.
  263.  
  264. 600 cp - Research and Development
  265. Strategists and tacticians deal in the art of war - so welcome to the Science of war. You now run - or work on, if you prefer for some reason - a mid sized military base wholly devoted to things blowing up. I mean, building next generation gear for your country's armies. Actually being present would be helpful, but is not necessary for scientific progress. Feel free to set them to task and wander off.
  266.  
  267.  
  268.  
  269. Mage
  270. 100 cp - Mark Thirteen
  271. The standard operation orb used by mages the world round. It comes in many shapes and sizes, or rather, the flight apparatus does. The Orb itself appears as a pendant to be worn at the base of the throat, in various shapes and sizes. The fligt aspect comes in even more variation, a pair of skis, an overly large boot, a witches broom, or even a horse. You may import non-magical jewlery as the Orb itself, or any high tech/magical item as the flight part.
  272.  
  273. 200 cp - Magic Detector
  274. One might assume that these were radar stations at first glance, but in actuality they are powered by magic, and in turn detect it. They aren't exactly high tech, but they can detect mgic across a good portion of a countryside, and store information on each individual signature for later matching. Doesn't translate the height part of the distance between you and them very well though.
  275.  
  276. 400 cp - Type 97
  277. A far more advanced orb that the mark thirteen, this is a dual core orb created from studying the type 95. While not as powerful as it's blessed counterpart, it's still twice as powerful as anything else available to the military. in part due to the empire being on the cutting edge of that particular field. Normally this would be a Empire-only item, but your country either stole a copy or maybe just the designs, and provided the only working model to you.
  278.  
  279. 600 cp - Holy Shells
  280. Normally there isn't much difference in ammunition, no matter where you go. Everybody uses the same thing. Mages, however, have figured out how to use the bullets as a carrier for there most destructive spells, turning small hunks of metal into the equivilent of multiple artilery barrages. These shells take that one step farther. Blessed by Anton Sue - or rather, by Being X - they possess minor miracles in each shot. An impossible shot for a sniper, breaking though a high powered sheild in one blow, or simply destructive firepower beyond ordinary mages.
  281.  
  282.  
  283.  
  284. Blessed/Damned
  285. 100 cp - Nutcracker
  286. Well, not exactly. A toy, a doll, perhaps a small paining? Anything will do really. This is your contact to Being X, to god. Perhaps he will mock you through it, perhaps he will offer actually useful advice. Gods are whimsical. Regardless, if you find yourself needing to speak to a patron deity, this will help.
  287.  
  288. 200 cp - Specialized Weaponry
  289. Standardized military gear is all well and good, but it isn't designed to last very long, not when it could be cheap and easily replaceable. This weapon, on the other hand, is vastly superior. A gift from family perhaps, or something you looted from a corpse? Regardless, it's a bit better all around, but there's one are where it simply exceeds. Perhaps the amount of magic that it can hold? Or maybe the piercing power, to go through shields?
  290.  
  291. 400 cp - The 203rd
  292. Or the 609, the 721, or whatever number you want. What's more important is this. In your crusade, either for or against 'god', you have men at your back. 48 soldiers of your choosing, more than willing to walk into hell with you. While they won't retain modifications in future jumps, they will retain training, and their 'natural' powers as mages of decently high quality.
  293.  
  294. 600 cp - Elinium 95
  295. The single most advanced operation orb in the world, or at least a copy of one. Whereas most posses only one core - the production model, the 97, has two - this one has four, allowing for flight up to 18000 feet and four spells at one time. One could say it was a miracle. However, with four cores comes four times the power requirements, and a ludicrous instability. Normally it would blow up in your face without a second miracle, but this one is stable. If not a member of the Empire, being X probably gave it to you in order to fuck with Tanya.
  296.  
  297.  
  298.  
  299.  
  300. Companions
  301.  
  302. Standard Import
  303. War may be hell, but who said you had to suffer alone? Bring the gang with you, misery loves company after all. For 100 cp, two companions. For 200 cp, four. And for 300 cp, a full complement of eight. Each of them recieves 600 cp, but only one origin.
  304.  
  305. Canon Companion
  306. Or hey, maybe you want to save some lost soul from this hellish war? For 100 cp, I can let you have damn near anyone in the series. Not Tanya or Mary though, they have super special powers and cost 200 cp accordingly. ...Why the hell would you want Being X? No.
  307.  
  308.  
  309.  
  310. Drawbacks
  311.  
  312. +100 cp - Empty Stomach
  313. War is a massive drain on resources of all kinds. Raw materials, finished goods, and everything in between. From raw metals to reclaiming already created things for more materials. But most importantly? Food. The more soldiers get drafted, the less farmers there are to provide. Your presence has made this a bit worse. Food is, perhaps not scarcer than it ought to be, but simply diverted away from you. Go to a new town, and their supply shipments become smaller. Go to a farm, some of their crops rot. You will be going without a full meal more often than not.
  314.  
  315. +100 cp - Anti Beauty Art
  316. In a vain attempt to prevent Tanya from ever finding romance, Being Y coughtheauthorcough decided that she be ugly. Well, for a certain value of ugly. While you might be 'cute' or approach beauty after a decent amount of work, you probably wont ever find the time to do so. Your appearance resists attempts to beautify it beyond bare basics, and your actuall beauty has dropped significantly.
  317.  
  318. +100 cp - Secondhand Smoke
  319. Aint cancer wonderful? Cigars and cigarettes are now, while not more common, seem to flock towards you, and into the hands of people who will smoke them. There will be no escape from this artifical smog. On the other hand, while it's irritating as hell, you won't actually get cancer. (or if you do, not that anyone has the cpacity to detect it, you won't die from it)
  320.  
  321. +100 cp - War Of Women And Children
  322. The government must be truely desperate to claim a woman or child for the military. Or perhaps you're a mage? Regardless, you are now far younger than you ought, in the range of 10 to 12, and optionally female. A minor incovinience, but this isn't a very high cost drawback.
  323.  
  324. +100 cp - What You Start With
  325. Magic here does not grow, with very few and very minor exceptions. Mostly involving actual miracles. However, you've been hardlocked into your current level of power. As with the local magicians, you may become more skilled or more efficient, but the raw power available to you will not increase a single drop. Not even through artificial means.
  326.  
  327. +100 cp - War Is Hell, Welcome To Hell
  328. Maybe you have magical potential, maybe you got drawn from a loterry, maybe you broke a minor law and got shanghied into the military. Either way, you joined up, and for whatever reason, are simply not allowed to quit for the duration of the jump. If you're lucky you'll end up with a support role, but I wouldn't count on it.
  329.  
  330. +200 cp - Walking Disaster
  331. Perhaps you're clumsy with technology? Or maybe just cursed. Either way, any technology you go near will be suffering from breakdowns and other malfunctions. An ordinary operation orb is fine, as would be a car or boat, but don't expect the radio to work in said car. Or the sonar on the boat, etc etc.
  332.  
  333. +200 cp - I Came Here To Mock You
  334. For some reason, people just ove to make themselves feel better by rubbing all your failures in. Be it getting a mere 99 on a test, or tripping and getting a face full of mud, there will always be this one asshole there to mock you. If you're utterly alone, no one to see, no one to hear, or maybe you just finished killing everyone? You get Being X instead.
  335.  
  336. +200 cp - It's Not Mandatory
  337. For a reincarnating superwizard, religion isn't particularly important. Unfortunately, Being X seems to have taken offence to your casual dismisal of his status as, not only a god, but GOD. As a result, any magical powers you use will be forcibly precceded by some form of prayer - to him, preferably, but other religions will do in a pinch. Things like Ki and Chakra also count.
  338.  
  339. +200 cp - Anti Beauty Failure
  340. Noooot too sure how to tell you this, but that one drawback that lowers your appearance apparently wasn't good enough. Or it backfired horribly, because there's this one person - not in your country, thankfully - who thinks you're the goddamn perfect wiafu/husbando, and will stop at nothing to get you. Try not to get captured as PoW. Or go anywhere near them, or someone they have blackmail on. Trust me, their fetishes are disgusting.
  341.  
  342. +200 cp - A Girl Named Sue
  343. Gods chosen soldier, Mary Sue, has decided that you're partially to blame for her father's death. In other words, she'll go into a berserker fury every time she lays eyes on you, and will try to kill you. Simpler than tanya, relying on brute force over skill, but on a hair trigger temper. And 100% willing to break ranks and chase you to the ends of the earth.
  344.  
  345. +300 cp - Devil Of The Rhine
  346. Tanya wants you dead, and will use any excuse to utterly ruin your career and life. It might actually be better to be her enemy in that case, as she probably isn't allowed to chase after you if you run the fuck away. Unfortunately, she's convinced that killing you will somehow make Being X surrender the game, so if she is anywhere near you... Well, she's called the ace of aces for a reason.
  347.  
  348. +300 cp - Saint Alliance (requires Devil Of The Rhine + A Girl Named Sue)
  349. Tanya and her hatred for Being X, Mary Sue and her hatred for Tanya, for them to simply abandon it - truly, this must be a miracle. Mary Sue has wholy shifted the blame unto you, and Tanya... Perhaps Being X offered her peace? Nonetheless, the two most powerful mages in the world are now focused on you, and have gone rogue from their respective nations to do so. Don't bother running, they're probably faster than you.
  350.  
  351. +300 cp - You Must Undergo Hardship
  352. And again, Being X takes offence. Did you take 'It's Not Mandatory' with plans to science it up? Well, he's put a stop to that. Him and his godly council of vaugeness have temporarily severed you from all your powers and items from previous jumps. Your companions are also affected, if you choose to bring any into this world.
  353.  
  354. +300 cp - Magic What Magic?
  355. Regular old ww1, no magitech, no magical girl hilter.
  356.  
  357.  
  358.  
  359. END
  360. Congratulations, you made it to the end of your ten years. And managed not to die pointlessly in a war! But, did you manage to make Being X throw his hands up in despair?
  361.  
  362.  
  363.  
  364. Leave - Move on to greener pastures. Preferably somewhere not at war.
  365.  
  366. Stay - It's grown on you, I take it? Well, have fun with that.
  367.  
  368. Go Home - Or perhaps it's ruined everything forever. Go home and mope about it.
  369.  
  370.  
  371.  
  372.  
  373.  
  374.  
  375.  
  376.  
  377.  
  378.  
  379.  
  380.  
  381. $500,000 accounting for inflation (1914 - 2010) is $20,000,000
  382.  
  383. You can choose to keep your faith from 'its not mandatory' if you want. With 1000+ jumps I'm sure theres some way for it too be useful.
  384.  
  385. Being X is supposedly the god of Christianity. If you actually are a practitioner of another religion (or a demigod/monster/god, since we have options for that), you can choose to have a different god be your designated mocker.
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