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Dorf_Jumper

The Jump Chain

Mar 9th, 2015
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  1. The Jump Chain of Jake
  2.  
  3.  
  4.  
  5. New Beginnings: Pokemon
  6.  
  7.  
  8. Male, 13
  9. Location: Hoenn
  10.  
  11. Carbink + Mental Bond : 200 + 150 = 350
  12.  
  13. Smalltown
  14. Aura
  15. Physical Fitness
  16. Mechanic
  17. Technician
  18. Combat Training
  19. Survival Training
  20.  
  21. Rappelling Gear, Rebreather, Welder, Laptop, 50k, Baton, Medkit
  22.  
  23.  
  24. Drawbacks: Marked and Cursed
  25.  
  26.  
  27. Carbink
  28. Dodrio
  29. Galvantula
  30. Greninja
  31. Emboar
  32. Klingklang
  33.  
  34.  
  35. [STORY]
  36.  
  37. Its been a year since I woke up in this world. I'm fourteen now. Its weird. Being fourteen again that is.
  38.  
  39. Then again being in the Pokemon world is also a bit strange but only to the old me. The other me. The real me? I'm not sure any more. I've got two sets of memories in my head. Two different Jakes who lived similar lives except one was my world and the other is this world. I don't know how to explain it any better.
  40.  
  41. Guess it doesn't really matter. Everything changed for me when I woke up over a year ago. The Jake of this world wasn't all to different then the other me but it was enough of a shock that I lost it for a bit. I knew things, could feel things and see things I couldn't before. Everything around me had a strange glow and I freaked our mom our pretty bad.
  42.  
  43. She rushed me to the city and I spent a week in the hospital. My panic attack and babbling was waved off as a bad fever and fever dreams. They gave me some pills and a few shots. Made me stop caring. Made it easier to sort things out. Ended up having a long talk with myself. It was weird. Everyone gave me pitied looks and muttered things about me from the corridor. I hated it.
  44.  
  45. My friends came to visit me. It was nice for a short while but it got annoying having to listen to a bunch of thirteen-year olds talk on and on about crap I didn't care about any more. Someone brought me my only Pokemon---Carbink.
  46.  
  47. I named it Diamond apparently. Shortened it to Dia. Kid me thought it was neat. All I could hear was Die. Still, Dia was the only one who didn't judge me here. Diamond could understand me and I could understand Dia. It was weird but I was getting used to weird really quick. After a week passed, I was released and Mom took me home. It was a quiet couple weeks after that. All I did was sit in my room and hold Carbink.
  48.  
  49. Apparently Mom had enough and tried to get me to hang out with my friends again. I didn't want to. She forced me out. I humored her and spent the week playing with them. It was more fun then I anticipated. I got to travel about town, got into trouble and played with Pokemon.
  50.  
  51. Thats when it hit me. This wasn't a dream. This wasn't weird. This was my second chance. It was time for my chance to have an actual Pokemon Adventure and what better time then now? I had a Pokemon, I had companions and I had the memories of being an adult in another world combined with all the memories of this world. I was more then ready.
  52.  
  53. It took little effort to convince Mom. She helped me pack, handed me some money she'd been saving for me for when I finally decided to try something like this and sent me on my way.
  54.  
  55.  
  56.  
  57. A lot happened in that first year. I traveled about with my friends, we caught Pokemon and we ended up getting into a whole lot of trouble. Nothing serious really. Stuff like getting chased by Pokemon, upsetting random trainers who came to strange conclusions about us and junk you would see in the show. We went home several months later and everyone was happy to see their families. I wasn't sure what I felt. I just knew that I was feeling restless and wanted to head back out.
  58.  
  59. I spent a while in town collecting and making gear for a proper journey. Not this walk to one town and then back again non-sense. One morning I woke up and crept out of town. One of my friends apparently saw me leaving and demanded she go along. I told her I was heading to the next towns mart and would be back later. She accepted my answer and went back to home. I wouldn't see her for a couple years or anyone else from town really. Not except for a few messages I would leave Mom to tell her I was alright.
  60.  
  61.  
  62.  
  63. Turns out most of my knowledge of the Pokemon world is complete crap. Stuff like elemental weaknesses remained true but everything else was different. This world reacted like a natural world instead of the friendship and rainbows I learned in the show. I was stung, burned, and bruised almost all the time. Over the course of a few years I manged to even break a few bones and almost lost an eye.
  64.  
  65. Not to mention this weird gang I kept running into. I'm not sure what their deal was but my wanderings always seemed to some how coincide with their plans. They weren't the teams I remember. Team Rocket. Magma. So on. It was weird. I didn't really care about a lot of their plans. Most of the time I found something and just called the authorities. No need to hurl myself into danger more then I was.
  66.  
  67.  
  68. By my eighth year here I had already traveled across several regions. Most of my traveling was done on the back of a Dodrio. I tried riding a bike and motor cycle for awhile but constant maintenance and threat of theft had me ditch them for cash. Relying on Dodrio was much easier since it could act as a guard dog, a companion, a mount and was easy to maintain. Had a bit of an attitude but all my Pokemon seemed that way.
  69.  
  70. I'm not sure if its just me but all my Pokemon seemed to end up just as quiet and resourceful as me. I wonder if its just the way I raised them? I couldn't talk to Pokemon like some people seemed to do but I did learn early on that I could do strange things. I had a power along with the knowledge I gained of this world. Something I used often but in subtle ways. I learned with a lot of effort I could hurl a ball of energy at things but it always left me feeling like crap after wards. I stopped doing that pretty quick and instead used it as a 6th sense. Seems I could extend it around me to feel the presence of living things. After a couple years I could even use it to feel the world around me in almost complete darkness. Still stubbed my toes a lot and took tumbles over more then a few ledges but I had gotten used to that kind of thing.
  71.  
  72.  
  73.  
  74. I did a lot of travelling and gained many Pokemon companions during my time here. It came as a surprise to me when roughly ten years after I woke up here that I heard something like laughter ring through the air.
  75.  
  76. Several of my Pokemon and I were in the middle of hollowing out a log canoe when the air started to ring and something like a voice spoke to me. I can't remember exactly what it said but I do remember it being amused.
  77.  
  78. Then I passed out.
  79. [END]
  80.  
  81.  
  82. Body Mod
  83.  
  84. Light Build, Body Builder
  85. Strength 4 – 3x lift for body weight
  86. Endurance 4 – Run all day without tiring
  87. Senses 4 – Perfect vision, 3x range on senses, can see Heat, Infared, ect
  88. Everclean – No more body odor, dirt slides off
  89.  
  90.  
  91. [Story]
  92.  
  93. A void. Or something like it. Just an empty place. I had amused someone. Something.
  94.  
  95. I was being given a chance to change myself. I don't remember everything that happened but I remember wanting to be stronger and not having to wear glasses any more. That was the gist of it. I also hated how dirty I always seemed to get when traveling with my Pokemon.
  96.  
  97. Apparently that could be fixed for a price.
  98.  
  99. [End]
  100.  
  101.  
  102. Inukami
  103.  
  104. Male, 13
  105.  
  106. Kitsune, Fire/Water/Earth/Air/Energy Manipulation
  107.  
  108. Endurance – More endurance, duh
  109. Strong - Ripped
  110. Tamer – Easier to get Spirits to listen to me and work with me
  111. Talisman Trained & Adept – Capable of using and making Talismans and make them do things like fly.
  112. Mage – Huge mana pool and can cast spells
  113. Elementalism: Fire – I'm a fire Bender
  114. Talented: Cooking – I can cook
  115.  
  116.  
  117. Drawback: Weak
  118.  
  119. [STORY]
  120.  
  121. It happened again. I woke up and freaked out. I wasn't Jake here. I didn't have a name yet. No one had given me one. I didn't have a Master to give me one. The voices and memories of the other me seemed to argue for a bit and we decided to call ourselves Jake for sake of ease. I'm not sure I'm allowed to name myself but I guess it would do for now.
  122.  
  123. The new senses are also something we'd have to get used to. We thought it was all Kitsune's but they thought we brought them. It was an annoying first couple weeks as we had amazing hearing and no way to turn it off initially. We went through a lot of ear plugs here. Just looking around made us nauseous too. It would take us nearly the whole duration of our stay here before we really got a good handle on the fact we could see across several different spectrum of light.
  124.  
  125. Seems I was back on Earth again but in Japan this time. Weird. I knew Japanese. This worlds me at least. It took another week to get our heads straight but we pieced things together pretty quick. We were a Fox spirit so that was neat. Could make fire, cast spells and a bunch of other neat things. Seems I was pretty weak though physically which was disappointing considering wanting to be stronger.
  126.  
  127.  
  128. I spent several years traveling Japan and getting used to being a Kitsune. I wasn't always a Fox though. Seems I could turn back to being me just by wanting to be Human again. Guess we couldn't do that before coming here. I mean, it wasn't something Fox us could do.
  129.  
  130.  
  131. Japan turned out to be pretty crazy. Since I still had my stuff from the Pokemon World, which mostly amounted to camping gear and my Pokemon it seemed. Just six of them though. Diamond was here along with a few others. I'm glad Dodrio was amongst the six since she helped ease my travels significantly. Wandering Japan got annoying after awhile with people wanting to capture me and others wanting to pull me into some weird plans.
  132.  
  133. Ended up crashing at various houses and shrines while touring Japan but for the most part just traveled around on foot or the back of Dodrio when continent. After my seventh year here I decided to ditch Japan and travel to America. That in itself turned into a fairly tedious task as I travel across China then Europe and boat hopped to New York. I only got to spend several months traveling America while heading towards California to see if my family was there before I heard the laughter again.
  134.  
  135. The air started ringing and I passed out again. I'm starting to see a pattern here.
  136.  
  137.  
  138. [END]
  139.  
  140.  
  141.  
  142. Platoon
  143. (27 Years rolled)
  144.  
  145. Canadian: Your newly-minted platoon is currently on a ship in Convoy HX-1 on its way to reinforce the British, on September 16, 1940. The Dieppe Raid and the invasion of Sicily will probably be your first taste of battle.
  146.  
  147. Male, 20
  148.  
  149. Canadian Commandos
  150.  
  151. Nazi Super Science, Super Powered Butterfly, Hated by the War Department
  152.  
  153. Medical Aid = Imported Companions
  154.  
  155. Diehards – Harder to kill
  156. Runners – Run faster and longer
  157. Marksmanship – Better accuracy
  158. Demolitions – Trained in bringing down the house
  159. Concealment Training – Will never see them coming
  160. Assault Training - CQC
  161. Runs on Electricity – My platoon has an easier time accepting the strange and my powers
  162. Unshakeable – What is says on the tin
  163. Academy Training – I gain training in leading men and its easier to trust in me.
  164.  
  165. 31/38 Survived and follow me. We leave behind a hell hole of a world armed with magic, science and power armor.
  166.  
  167. [Story]
  168.  
  169. I don't really want to talk about what happened here. It was hell. It was easy in video games and watching it in movies or on the TV. Being in WWII personally though? Leading men to their deaths?
  170.  
  171. To make it worse, nothing I remember about WWII seemed to really apply here as the Nazi army seemed to be using super soldiers and zombies. At the least my men were willing to put up with my strangeness. When I woke up here, I woke up in the middle of the night screaming at the voices in my head. Everyone was cool with me having nightmares. Seems a lot of guys got them. Didn't take nearly as long to get my head straight this time. By now myself and the Trainer were getting used to it and Kitsune found it humorous. Lt Jake didn't find it as humorous but after showing...no...after helping him remember how to use our abilities, he gladly accepted what we had to offer and went with it.
  172.  
  173. Things got easier for awhile. With my ability to perceive others with my Aura powers, the Kitsune Magic, and the strength, endurance and senses enhancements, we quickly lead our men from victory to victory. Being able to see in the dark had its advantages and so did having stealth magic. It wasn't very strong but a couple dozen talismans to provide protection, increase their speed and stealth along with my Pokemon being able to switch from Human to Beast meant we had an advantage in this war. An advantage we squeezed for every ounce we could until the enemy started fighting magic with magic.
  174.  
  175.  
  176. The war dragged on for nearly three decades but we won in the end. I lot some good men during that time and lost even more friends. By the end of our adventure here, we were some of the toughest, meanest sons of bitches on the battlefield.
  177.  
  178. When the last fight was over and the last city fell to our forces, I heard the ringing again and I turned to my men. I told them I was leaving now and it was an honor serving with them. They just laughed, reloaded their guns, flexed their power armor and said I wasn't going anywhere alone.
  179.  
  180. Good men.
  181.  
  182. [End]
  183.  
  184.  
  185. Sabaton
  186.  
  187. Male, 28
  188.  
  189. 40:1 – You find yourself on the Polish/German border on September 1st, 1939. Your journey will end in 1945, but along the way, you will make your way through Poland, Belgium, Denmark, and Norway.
  190.  
  191. Rise of Evil, Crosses Grow on Anzio, Far from the Flames, We Burn
  192.  
  193. Engineer
  194. Metal Ripper - If you were not before, you are now capable of singing with enough skill and power to lead a metal band. What is more, by throwing up a fist and shouting “HAIL!”, you may project a shockwave that travels for some ten meters in front of you and deals damage equivalent to that of musket fire to anything it hits.
  195.  
  196. Saboteur – You are skilled at detecting attempts to sabotage your works or those of your allies. Even if you don't act on it, said attempts are now twice as likely to fail as they were before.
  197.  
  198. Panzerkampf – When it comes to building war machines, yours are top-notch! A gun made by your own hand will never jam, and a tank built by you will never bog down in mud or take damage from an IED. If they want to destroy what you've built, they'd best bring their A-game.
  199.  
  200. Firestorm– When someone absolutely, positively needs artillery good enough to reduce the greatest castle to rubble, they come to you and accept no substitutes. You can throw a cannon together from scraps and it will still outperform the best mortars of the age. Moreover, in other worlds, if you can understand the weapon, you can produce something 1.1 times as strong with the items you would find in a rubbish heap, provided they're of equal size to the device they're replicating.
  201.  
  202. Back in Control – When fighting to reclaim something that has been taken from you by force, you are twice as fast, twice as strong, twice as durable, have twice as much stamina, and can see twice as far.
  203.  
  204. The Gun – This gun is something special. It takes half as long to reload as any other of its kind, is of the most advanced type in your time and place, and will never, ever jam. In addition, it will never reject any modification you make to it.
  205.  
  206. The Axe – This guitar is legendary. It never falls out of tune, never breaks or scratches, and makes the power of metal half again as strong for its holder.
  207.  
  208. The Toolkit – When wielding this toolkit, you can repair devices most would think broken beyond salvation. You could find two twisted armor plates and a couple of treads and before you know it, you have a tank that's as good as new.
  209.  
  210. Money - $10,000 US
  211.  
  212. Metal Crue = 6 Pokemon and Lts
  213.  
  214. Carbink: Drop In – Money x2; The Axe; Metal Ripper; Metalizer; The Gun
  215. Dodrio: Drop In – Money x2; The Axe; Metal Ripper; Metalizer; The Gun
  216. Galvantula: Engineer – Saboteurs; The Toolkit;
  217. Greninja: Rebel - Resist And Bite; Attero Dominatus; The Bomb
  218. Emboar: Soldier - Coat of Arms; Back In Control; The Gun
  219. Klingklang: Engineer – Saboteurs; The Toolkit;
  220. Lt Frank Thomas: Soldier - Coat of Arms; Back In Control; The Gun
  221. Lt William Richards: Soldier - Coat of Arms; Back In Control; The Gun
  222.  
  223.  
  224.  
  225. [Story]
  226.  
  227. God damnit, Hitler! We killed you once and we'll do it again.
  228.  
  229. This time the memories weren't so bad. We seemed to jump into the head of some engineer named Jacobi. Go figure. I have a feeling I may be reincarnating into the bodies of alternate reality versions of myself. Can't really prove it but I've stopped trying to make sense of anything any more. Right now I had a war to win and an advantage to press.
  230.  
  231. It only took a couple days to get my head straight and my men helped protect me while I got things sorted out. For some reason I could only keep eight people with me at any time be they Pokemon or part of my Platoon that followed me. Its strange but the limitation is something we worked with pretty quickly. Seems I could dismiss them and bring them back just by wanting them with me. This had potential to abuse and abuse it I would.
  232.  
  233. After taking control of a small town we quickly dug in and took a couple days to figure everything out. Seems we had a couple new guns, some nifty new powers and equipment. After that we gathered our resources and started a war path across Germany.
  234.  
  235. We quickly discovered this WWII wasn't like the one we came from. No zombies, no lasers, no mind control devices and no magic. These were the things we feared in the last war and now it seemed we had nothing to fear except tanks. Even then, with our scavenged power armor from the previous war and the little magic I taught my platoon and Pokemon it seemed nothing could hold us back.
  236.  
  237. A path of fire marked our path through Germany and each victory made us stronger. We recovered weapons and vehicles which we cannibalized for parts. Several of us, myself included, were Engineers and could do amazing things with little more then scrap now. The power armor we brought was still crude and in the prototype phase so it had problems and those were fixed with time.
  238.  
  239. I lost a few good men again. It pains me but its a part of war. We used the pain and hate to fuel our revenge. We gave no mercy and expected none. Neither side seemed to understand what was going on and we couldn't expect any sort of reinforcement. When someone fell, they seemed to disappear along with their gear. Our only guess was they went home. We had no idea of knowing the truth. Each loss was devastating for us though. The loss of special abilities only held by a few of us. The loss of equipment. The loss of a friend.
  240.  
  241.  
  242. We pressed on and Germany burned behind us. One of the new things I seemed to be able to do was sing which was neat. Several of us could. In tribute to our fallen comrades and those that followed us, we sang and fought our way from battle to battle. With The Gun mounted to my armor and The Axe in my hands we took territory, lost territory, recaptured it again and pressed ever onwards.
  243.  
  244. The journey came to a head when we manage to track Hitler to his head-quarters. This was it and we knew it. We broke into two man teams and assaulted the city from several directions. It was the job of three of our teams to cause enough of a distraction for the stealth team to get close enough for the kill.
  245.  
  246.  
  247. Over the course of several weeks we dragged a bloody razor across the city and caused enough destruction to last several life times. The streets practically ran red and eventually Greninja and Galvantula were able to get close enough to use The Bomb. Took out an entire room of top brass. Sadly not Hitler. This entire time we'd been fighting and he'd escaped several days ago. The Germans were shaken though and we dealt a fatal blow.
  248.  
  249. All that was left was to track down Hitler or so we thought. Word spread he was found dead in a bunker somewhere by the Allies. Self inflicted gunshot wound. Should of done us a favor and clocked out weeks ago. It was our win though and we went back to work clearing out the rest of the resistance.
  250.  
  251. Several years passed and the air rang again. My group just looked at one another and started reloading their guns when we passed out.
  252.  
  253. [END]
  254.  
  255.  
  256.  
  257. Sengoku BASARA
  258. (15 years rolled)
  259.  
  260. Shimazu : Based in Satsuma on the island of Kyushu, the Shimazu are an old clan who hold loyalty in the highest regard, but are eager to embrace new ideas, as is the case in their foot soldiers' use of the Tanegashima-pattern arquebuses. Led by Shimazu Yoshihiro, they are noted rivals of the Otomo.
  261.  
  262.  
  263. Male, 20 Ninja
  264.  
  265. Hot Blood [Rated Free: For Everyone] – You can look past the chaos of the battlefield to find the art, the sport, the glory in war! Every battle is a party, and every worthy rival your guest! You ride out there with your guns and your clan's name on your lips, because the time has come to decide it all!
  266.  
  267. Stealth [100 CP, free Ninja] – You can move about the battlefield and the more peaceful spots alike without much notice. Rank-and-file ashigaru just won't spot you often, and you're at least twice as good at moving silently as before.
  268.  
  269. Horsemanship [100 CP, free Warlord] – You seem to be able to ride a horse... just about anywhere in Japan. Jumping gorges, scaling walls, riding at full gallop for days on end without either you or the horse resting a wink... all of this can be done.
  270.  
  271. Swiftness [200 CP, discount Ninja] – Horses? Who needs horses? You can run faster than one anyway.
  272.  
  273. Monkey Jump [400 CP, discount Ninja] – You can leap over the walls of a highland castle from the foot of the hill it's on, then land safely.
  274.  
  275. Charge! [400 CP, discount Warlord] – If you make a melee attack while running, not only do you have the coordination to hit a moving target, but it also does half again as much damage as it normally would and panics nearby enemies.
  276.  
  277.  
  278. Cool Outfit [Free] – Whether a camo-themed ninja outfit, a catsuit, a variant of samurai armor, or some other period-appropriate clothing, you have a really cool outfit that resists damage and dirt. Seriously, this thing is awesome.
  279.  
  280. Elemental Weapon [200 CP, discount Warlord] – Much like Yuumei Buki, but with a key difference – the weapon is imbued with one of the elements – Fire, Ice, Lightning, Wind, Light, or Darkness. Fire burns the enemy, dealing extra damage for a few moments. Ice temporarily freezes the enemy. Lightning hits nearby enemies with each strike, whereas Light breaks guards. Wind draws enemies towards the user, and Darkness saps life for the user from any foe slain with it. The Element chosen can
  281. also be applied to any weapons you already have. One Element per weapon.
  282.  
  283. -The Gun: Darkness
  284. -Collapsible Baton: Lightning
  285.  
  286. Victory Condition [+300 CP] – Depending on your Clan, there is a mission you must fulfill before you
  287. can leave this world – the ten years mean nothing now. If you have your own Clan, your goal is that of
  288. the Clan you begin as a vassal to.
  289. - Shimazu: Destroy or vassalize the Otomo, then conquer the Ryukyu Kingdom.
  290.  
  291.  
  292.  
  293. [Story]
  294. Seems I've been dropped into another war. Ancient Japan this time. This is the second time I've been dropped into Japan. I wonder why? And this time it seems familiar? Like I know Pokemon and I sort of got the Weird World II. Why here though?
  295. Didn't really matter. Ended up freaking out again. Can't really blame the me of this world. Ninja one day and waking up the next with a bunch of weird memories and powers. He seemed to adjust the quickest though. He also seemed to be working alone for the most part so no one was suspicious when we disappeared for a few days.
  296.  
  297. Learned some new tricks here. Got a nifty new ninja comstume. Also seems a pair of my weapons got upgrades. The Gun is now a power rifle which sucks since it used to be a Thompson machine gun but its now capable of draining the life out of people? Seems weird but whatever. The baton from my Trainer days also got a neat upgrade. Can shock the living hell out of people. Perfect for when I need to Ninja my way to victory. Greninja and I now seemed to have more in common which is nice. She still doesn't say much but I can appreciate her skills even more.
  298.  
  299. Speaking of companions, I got mine back! The guys? The ones I thought dead? They remember dying but they're here again! No one can explain it but I'm under the assumption they might be getting new lives each time I reincarnate...though I seem to be the only one doing that aside from the time my Pokemon became human. So many questions but they can be answered later.
  300.  
  301.  
  302. It took a couple years but I manged to give my Clan here enough of an upper hand in technology that its making a real difference in the world. Simple stuff like medical knowledge and advance gun crafting. Inventing the bullet was fun but wasn't as easy as I hoped since making good gun powder takes forever right now. I'm having to just deal with single shots for my rifle and making them count.
  303. Everyone here also seems to hotblooded about everything. No one really appreciates all my efforts and the efforts of my team when we storm castles and kill the lords. We've already beheaded the top of several clans and totally disrupted the power balance in this world. Amazing what a few suits of power armor and magic can do in a world like this.
  304.  
  305.  
  306. It took more then a decade but we finally won whatever goal it was for this world. The air has started ringing again and we're all hoping to go somewhere nice for a change. All of us are expecting another war though. I'm certain we would of won this damn war a whole lot sooner but we ran out of bullets pretty quick. The Bomb seemed to reappear once a week and the powers of my Pokemon came in really handy but most of them are too flashy.
  307.  
  308. Some times I regret forcing my Pokemon to kill people but they seem to be doing it willing to protect me. I seem to have a lot of regrets these days. I didn't lose anyone in battle this time around so I have that going for me. Sadly we lost a couple suits of power armor. Some of the warriors here are damn tough and were even capable of keeping up with us. Had to scrap the suits for spare parts to fix the others. Also had to make due with sub par replacement parts some times which affected the output.
  309.  
  310. Guess none of that matters now. We all got used to using melee weapons and sub par guns. Also got into the spirit of things around here by decorating our armor to fit in. Even had enough time to cycle out the guys and let them have some fun which was nice.
  311.  
  312. We all hear the laughter and brace ourselves. We return to the blackness.
  313.  
  314. [End]
  315.  
  316.  
  317.  
  318.  
  319. Dresden Files
  320.  
  321. Male, 21 Talent (Drop In)
  322.  
  323. Baltimore
  324.  
  325.  
  326. Wizards beyond a certain degree of power have some universal traits that set them apart from vanilla humans. They follow:
  327.  
  328. • Extended Lifespan: Practitioners with a truly useful amount of power typically live centuries. A wizard reaching 400 is typical, and surpassing it is fairly common.
  329.  
  330. • Wizard Senses: Magical ability equips wizards with a number of new senses. The simplest is the ability to detect the presence, flow, and intent of magic—this is omnipresent, and needs not be consciously exercised. The Sight is more complicated. Though named for the legendary third eye, the true nature of things can be perceived in many ways, through any combination of senses (though vision is most common). This can be turned on or off through focus, and extended use of the sight tends to drive people insane. Anything the sight reveals to you will always be as fresh in your mind as the moment you saw it. A more refined usage is the soulgaze: prolonged eye contact with any mortal (or White Court vampire) initiates a one-time look at their true nature. When you open the gate, though, they look into you, too—and neither of you ever forgets.
  331.  
  332. • Death Curse: Using all of your remaining energy, you can cast a potent curse, nigh-inescapable for anything short of a Queen of Faerie in terms of power. Free of the safety measures a healthy wizard must take, a death curse takes motion from pure intent at the source; it can vary from something that follows a person their entire life to something that ends it, and can act in very specific or very vague ways. Casting one WILL end you, however, and it can't cross between the Nevernever and Earth—make sure your target is around.
  333.  
  334. • Bane of Machines: Wizards have always exuded a certain air of chaos. In Europe's dark ages, it tended to cause warts, sour milk, and cause roosters to lay eggs. In the modern world, it fouls complex machinery. The more advanced the technology is, the more susceptible it is to a wizard's emissions. Generally, anything produced post-WWII should be treated with care.
  335.  
  336. • Dark Addiction: Despite what the White Council would have you believe, the Seven Laws of Magic don't detail magic that is inherently evil—they're there to keep the supernatural community a secret. True black magic occurs when negative emotions not only fuel your works, but direct them. The more you allow this to occur, the more tempting it will be, literally driving you mad.
  337.  
  338.  
  339. Unshakeable Faith (100 CP, Free Wizard): It doesn't matter what you believe in—you believe it with everything you have. Faith has a power completely distinct from magic, and tends to frighten, or even
  340. hurt, some of the darker beings in the world. It can take shape as trust in your friends, yourself, or even
  341. a higher power. Who knows—if the higher-ups are watching, they may even give you a boost.
  342.  
  343. Monastic Lifestyle (100 CP, Free Half-Turned): Restraint is an everyday exercise for you. You can survive on bread and water without complaint, sleep easily on hard ground, and endure agony in
  344. silence. When you focus, you don't merely ignore distractions—you forget they exist.
  345.  
  346. Big Battery (300 CP): Not everyone has the same potential to channel magic. White Council wizards
  347. expect a certain level of quality, but you go above and beyond. Few mortal practitioners could beat you
  348. with brute force.
  349.  
  350. Formidable Mind (300 CP, Discount Half-Turned): You have the willpower, focus, and experience
  351. to stand up to most situations. Any psychic assault on you will be fighting an uphill battle, and you're
  352. much harder to spook. Your feet keep moving even when your friends are on their knees. (Note: This
  353. will not replace Starborn. Without firsthand experience with one, an Outsider is likely to stop you in
  354. your tracks. It will, however, boost the protection it grants.)
  355.  
  356. Force Rings (50 CP): A set of 4 silver rings that store a small percentage of kinetic energy as you
  357. move them. Charge slowly over time, or quickly through vigorous activity. Energy can be released as
  358. pure force one ring at a time, or all at once, and can build up enough charge collectively to flip a car.
  359. Does not require physical contact to discharge.
  360.  
  361. Offensive Focus (50 CP): A staff, wand, ring, or anything held in/worn on the hands, specialized to
  362. release energy (usually of a specific type, i.e. fire, electricity). Allows more powerful and focused
  363. evocation than an all-purpose focus.
  364.  
  365. All-Purpose Focus (100 CP): Any item held in/worn on the hands. It has been physically and
  366. magically customized to help you channel and direct energy. Not only does it increase the amount of
  367. energy you can safely release at once and that energy's accuracy, it allows those unskilled in evocation
  368. to use quick and dirty magic without blowing off their hands. Not as good at specific tasks as a
  369. specialized focus.
  370.  
  371.  
  372. [Story]
  373.  
  374. We dropped into an alley way somewhere. Couldn't tell immediately. What we could tell was I wasn't having an identity crisis which was new but we did realize we stuck out like sour thumbs. Several people took notice of several suits of power armor armed to the teeth and several people pulled out cell phones.
  375. I quickly threw up a cloud of smoke, dismissed my companions to where ever they go when I send them away and darted away.
  376.  
  377. Using my stealth skills and a little magic, I took a day examining the world around me. It seemed to be modern times. Roughly the time I left my world. I wondered it it was my world but I quickly realized it wasn't. I was slowly remembering things about this world. Not like a new set of memories like it had been the last several reincarnations. Just the slow creep of abilities and things I seemed I should know.
  378.  
  379. I collected discarded newspapers, magazines, and pocketed a few smart phones before finding an abandoned apartment building to hold up in for the night. I summoned my main eight, the Pokemon and the Lts, to go over what I knew. We all read through the newspapers and magazines while I fiddled with the phones. Most of them didn't get internet but a few did and I used them to familiarize myself with the world. They all seemed to crap out real quick which was weird. I quickly gathered money from the others and went pick-pocketing again.
  380. I didn't take any money. Just compared it to what I had. Seems the currency I had was a bit old but it was still good. I dropped the phones and wallets off anonymously at a police station and then visited a collectors shop to trade in some of my 'old' WWII bills for more cash.
  381.  
  382.  
  383.  
  384. Its been several months now and the gang and I have started to settle in. Seems this isn't my world. Similar but not mine. Its one with wizards and magic. Stuff I've slowly remembered over time. Still finding that weird. Whats different this time?
  385. We've also noticed all of as are fairly young again. Its easily been a couple decades now since the Platoon followed me to war and we should all be old men and women. Yet we're just as good as kids again. All in our twenties. Its strange. Maybe we all get to reincarnate into new, young bodies?
  386.  
  387.  
  388.  
  389. I know this world! Its been decades for me but I finally figured out this world! Several years have passed since we landed here but we've all pulled together and been keeping on the move. We sell old bills as needed and have been using out skills to help knock down the local gangs a peg. Thats when we started running into the weird stuff. Vampires, werewolves and the works.
  390. Ended up meeting this tall, scraggly looking gent in an old duster. Carried some rings and a staff similar to my own. He was working a case for the police and tracking down a pack of werewolves in the city. This is when I figured out what world I'm in.
  391. Its the Dresden Files! I just met Harry Dresden! He wasn't sure what to make of me but he appreciated my help and we left on good terms. I told him I was a fan of his work and gave him the number to my disposable cellphone-- I go through a lot of them. Told him if he ever needed a hand to give me a call.
  392.  
  393. It was several months but I finally got the call I was waiting for. Harry was in trouble and needed a lot of muscle real quick. I rolled into the scene, kicked ass and took names. I wish I could help him more like tell him what he needed to do but its been so long since I read the books that its all just a blur.
  394. On the upside, Harry is thankful for my assistance and willing to help me out. I explained my circumstances in a very round about way and he got us a place to stay at for awhile while working side jobs. We've started staying at this church that works on cutting down the darkness in the city or something. Doesn't really matter to me. We gladly help out in exchange for letting us stay. I got to show off my cooking skills and we even started planting a garden!
  395.  
  396.  
  397. Shits hit the fan. I've been remember more about this place but only after something awful happens. Harry is reluctant to keep calling on me for assistance but I assured him that I owed him a debt for giving us new lives. With my help and the others, we started to really make a change in the city. I've been mass producing talismans and helping Harry with other side projects. Him and his wizarding buddies are amazed with how much magic I can pump out.
  398.  
  399. In other news, we're really got a chance to relax here. I've been cycling the platoon out when I can. They are having a bit of trouble getting used to the times but they easily got used to a routine of drinking beer, watching baseball and then going out to patrol the city for things that go bump in the night.
  400. I've also slowly been restocking out ammo supplies. We've had to put the power armor and some of the more fun toys into storage since the magic in this world seems to react badly with technology. Helps explain why I can't seem to keep a working phone and always get static.
  401.  
  402. Ten years passed and the air began to ring. The platoon and I heard the laughter but seemed to be the only ones. We knew what was coming and quickly broke out the caches we'd stock piled. Since it wasn't a good idea to keep a lot of our stuff stashed somewhere, I'd taken to summoning platoon members and loading them to the brim with gear before dismissing them. It was annoying but we all realized after the last couple jumps to knew worlds that not having ammo and stuff on hand was a real pain in the ass. We knew it was a necessity so it just became routine that when cycling out the men that they loaded themselves up and the new guy got to unequip.
  403. Also learned that when dismissed that no time seems to pass for them. They remember being here and even after month passes it only seems like a second. Its something we've used on several occasions to sneak an eight man kill team into enemy lines to devastating effect.
  404.  
  405. Really wish we had someplace to store all this stuff. We fade to black again.
  406.  
  407. [End]
  408.  
  409.  
  410.  
  411. Pirates of the Caribbean
  412.  
  413.  
  414.  
  415. Male, 32 Merchant Sailor
  416.  
  417. The Isla De Muerta: This cursed island is rumored to be home to a great treasure. No living man has ever found it, though, and the island is surrounded by the wrecks of thousands of seekers, which make lovely homes for sharks. If you don’t escape the island soon, it will sink into the waves forever.
  418.  
  419.  
  420. Steady at the Helm: 100 CP, Free Merchant Sailor
  421. The sea is your home. You’ve got your sea-legs for sure, and are more than competent at any position on a ship. You’re a competent helmsman, can plot routes, can clean, load and fire a cannon, and perhaps most importantly, you know what all the nautical terms people spout ACTUALLY mean.
  422.  
  423. Sing Us a Tune: 100 CP
  424. All the sea shanties of the world are known to you. You can sing (mostly on key) hundreds of sea shanties in dozens of tongues, and can inspire others to join in. Most of them carry a message of
  425. some sort, and a few can even have deeper effects. If nothing else, they’re good to get a crew
  426. working in time.
  427.  
  428. Cuttlefish Style: 100 CP
  429. You are a master of that most noble of pirate traditions. You know how to fight... to run away. The
  430. instant you create a distraction, you’re 40 feet away and moving fast. You are a master escape artist, and can use distractions in combat to escape even situations that appear inextricable. Any ship or other vehicle you captain also... somehow... has its speed increased when you’re trying to escape a fight.
  431.  
  432. Master of the Code: 200 CP, Discount Drop-In
  433. You know the Code of the Pirates, laid down by Morgan and Bartholomew. You know how to properly ask for a parlay, and the proper voting procedure for the Pirate King, and have a good idea of which parts are rules and which are more like guidelines. You also have a generally instinctual grasp of the unwritten code of any social interaction, whatever the place or participants.
  434.  
  435. Waverider 200 CP, Discount Merchant Sailor
  436. Your knowledge of tides, currents, and all things that flow is incredible. Your course is never off, and the wind is always at your back. Your aim is never spoiled by the rocking of your ship, and even more esoteric currents are simple to understand. Further, your intuitive sense of the ebb and flow of all things grants you an understanding of markets and public opinion.
  437.  
  438. Fancy Footwork: 200 CP
  439. You’re always steady on your feet. Forget balancing on a swaying ship; you can hold your balance
  440. while sword-fighting on the yardarm of a ship surfing the crest of a tidal wave. While it’s snowing. Also, you’ve good enough with trajectories to swing dramatically anywhere you want on the ropes that are always scattered around a ship.
  441.  
  442. Uniform: 50 CP, free Merchant Sailor
  443. This fanciful outfit looks very nice, though it’s missing a hat. Probably includes multiple layers such as jackets, undershirts, and sashes for men, and petticoats and shifts for women (If there were ever any women aboard a ship). However, it somehow doesn’t impede your acrobatics or fighting in the slightest. Though it can get torn and damaged, any patches somehow just make it seem daring, not ratty.
  444.  
  445. Warrant of Trade: 100 CP, Free Merchant Sailor
  446. This Warrant is a very fancy bit of paper that is presented by the East India Company or the King. Or someone else important. It gives you the right to transport goods, even those normally considered illegal in your area (NO MATTER where that area may be). If you’ve got some legal skills, it could
  447. even be interpreted to allow you to be a lawful pirate (After all, you’re just transporting goods from their ship to yours!)
  448.  
  449. Bottle of Rum: 100 CP
  450. This bottle of rum is perhaps the greatest miracle known to mankind. It is always full of rum, grog,
  451. or any other alcoholic beverage at least 70 proof. If, for some ungodly reason, you live in a world
  452. without rum, it’ll just remain full of clean and clear water until you leave that hellhole. Don’t let
  453. anyone else know of your treasure, or you’ll have to fight off mobs of sailors from around the world.
  454.  
  455. Siren’s Net: 200 CP, Discount Merchant Sailor
  456. A net woven from the hair of mermaids, this net is attractive to fish. All you have to do is touch a
  457. corner of it to the ocean’s surface, and fish from miles around will appear from nowhere. You can
  458. try to attract a specific type if you want, and actually fishing with the net is sure to make you wealthy
  459. beyond dreams of avarice. Or you can just start a shark feeding frenzy out of nowhere.
  460.  
  461. Magic Compass: 200 CP
  462. This magical compass has been imbued with your soul. Not in a bad way, just enough to create a
  463. link. The needle always points to whatever you most desire, or the means to get to that which you
  464. desire. It can be hard to tell. Anyways, at least you’ll always know where your next step is, so long
  465. as you know what you want. If you don’t know what you really desire, the compass doesn’t either.
  466.  
  467. Ship: 300 CP, Free Merchant Sailor
  468. You have a ship. It’s more than just wood and sails, it’s your opportunity to go wherever you want.
  469. It’s large enough to sail wherever you’d like, with 20 cannon and plenty of room for rum, but you do
  470. need to keep track of a crew; you may be captain, but not everyone will be happy with that. You
  471. need at least 50 men to sail it, though if you’re not a Drop-In you start with them as well. And if you
  472. have any Companions along, they can be imported to join your crew.
  473.  
  474. Missing Some Bits: +100 CP
  475. You have lost a rather important part somewhere along the line. You may be absent a hand, missing
  476. a leg, or be a one-eyed sailor, or you might have become an eunuch someplace you’re loath to talk
  477. about. While there are prosthesis available (well, for most missing bits)they’re uncomfortable and
  478. made of wood, and you’ll not regain full dexterity.
  479.  
  480. Rhyme of the Ancient Mariner: +100 CP
  481. Your voice is not your own. For the entirety of your time here, you can speak in nothing but nautical
  482. dialect. Anything you try to say comes out in barely comprehensible waves of references, old wives’
  483. tales, and orders to keep things shipshape. If you’re talking to other sailors, you’ll be thought odd
  484. but be understood fine; land-lubbers, though, will have no clue what you’re saying.
  485.  
  486.  
  487.  
  488. [Story]
  489.  
  490. Well this is a fine mess we've gotten ourselves into this time. After the initial and familiar memory shock, we quickly take stock of the situation while our companions fan out and take up a defensive position. Oh! Hey, everyone is here! The whole platoon and my six Pokemon...and a couple other guys who are freaking out add the sudden changes in their crew mates.
  491.  
  492. After passing around a seemingly bottomless bottle of rum, we figure out we're all crew members of a merchant ship and now semi-stranded on some sort of magical island where we got all this neat stuff. Said mentioned bottomless bottle of booze, a magical net that always fills with fish and a compass. The compass seems familiar. This all does but you still can't put your finger on it.
  493.  
  494. Anyways, it seems we have a damaged ship and a short time to get off this island before it sinks into the ocean. The normal crew gets to watch over the ship while the Platoon and Pokemon break into parties to salvage as much as we can. The merchant in me wants to plunder as much as possible and the rest of us are alright with that. The engineer side of me also agrees with salvaging but mostly so we can repair the ship and leave.
  495.  
  496. In a matter of hours we've already raided most of the ships in the vicinity. Hundreds of ships lie here and most are worthless except for firewood. I sadly don't have any magic to fix this problem. We still manage to recover plenty of treasure, materials and more. With the aid of the power armor and Pokemon along with The Toolkits we picked up over a decade ago, we patch the ship and even make a few improvements before spending a few more hours diving for more treasure.
  497.  
  498. Night begins to set and we decide its no longer safe to stay here so I take a moment to gather my magic before changing into my Kitsune form and summoning a great gust of wind to push us away from the island and back to sea. Where to next though? The compass begins to spin...
  499.  
  500.  
  501.  
  502. Several years pass and I've figured out where I am. Pirates of the Caribbean. That is a whole mess of trouble I want no part in so instead I've been focusing on practicing magic as a Kitsune while on the long voyages between trade destinations. My constant use of magic and making wind has been a great boon with letting us arrive in weeks rather then months. I've also been pouring fund and resources into modernizing the Ship. Not much can be accomplished right not but we've been able to do a lot.
  503. I've got a steam engine installed and we've been working out the kinks. We look like one of those old river boats but its better then nothing. Most of the time its me powering the engine with fire magic which is something else I've been getting good at. My cooking skills have also come in handy since all we seem to eat is a lot of fish.
  504. I did take a note from a manga I read ages ago it seems and ended up expanding the top of the deck to plant a small orchard and garden. We've been keeping chickens and bees too! Its taken a lot of work but the ship is coming along nicely. It gets a lot of strange looks but we've got a distillery, a water purifier, an amazing kitchen and more. Not exactly the lap of luxury but its damn near close.
  505.  
  506.  
  507.  
  508. Guess out time is up here. The air is ringing and the laughter is back. We've dealt with sea gods, zombie pirates and armies of navy ships. Time to move on we guess. It hasn't been easy but were all ready to leave this world behind. Well the platoon and Pokemon are. The rest of the crew we've had bailed years ago. They couldn't deal with the weirdness. One even stole the Bottomless Bottle! That was an adventure in itself to chase him down since we discovered that while we can have the whole team out, only eight can get any significant distance from the ship before they can't go any further.
  509.  
  510. We fade to black as we sail towards the sunset.
  511.  
  512. [End]
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