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Mortasheen Jump WIP

Jun 8th, 2015
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  1. Jump chain edition
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  3. here we have an impossibly vast and impossibly ancient industrial city of unknown origins, Mortasheen is populated by mad geniuses and otherworldly mutants whose entire lives depend upon the bizarre powers of the bio-engineered monsters they modify and train. It's lawless, polluted and impossibly dangerous, but it's a world that also exists in surprising harmony. Its ghoulish, violent inhabitants aren't "bad guys" - being ghoulish and violent is just their way, and they're happy that way. They may inevitably die in the corrosive jaws of some biological abomination, but until then, every day is a gory, slimy adventure. You now have 1000 CP
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  7. starting area, note, don't use this section yet even which areas, there are going to be our tentative dependent upon which areas . Mister  Wojcik wishes to replace with his ideas, that's right , a the creator of this universe is donating OC to the jump
  8.  
  9. role one D8 or pay 100 CP to choose
  10. 1. The Pumpkin Bog: located just outside the city, this expansive black swamp comes alive in the autumn months with colorful, mutated pumpkins and gourds of every imaginable shape, texture and color, some the size of small buildings. The chemical properties of these strange fruits are similarly diverse, and many flock to the swamps in search of new drugs, spices and poisons. Some pumpkin compounds prove not only unique, but impossible to replicate and priceless to the right buyer. As the gourds begin to die and decompose, the bog becomes a haunting garden of fungi through the winter months and finally a stinking, blackened stew of rot until the next great fruiting.
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  12. 2. Honey Dungeons: likely the result of a long forgotten genetic experiment, the Honey Dungeons are a collection of buildings in Mortasheen city completely overtaken by an ultracolony of unusual honeybees. Fist-sized and telepathic, the bees form a collective intelligence that seems to regard itself as some sort of diety-like entity, though one which cares little for the outside world and obsesses over the production of honey, gathering pollen from symbiotic, subterranean flowers nourished on pre-chewed meat - often that of the hive's own cult followers, addicted to royal jelly and willing to sacrifice themselves for the hive's survival. Larviform queens, the hub of the hive's mental network, are invaluable in psychic research and may even allow a degree of control over portions of the colony.
  13. 3. Gastown: concealed in Mortasheen's densest smog clouds is an unseen collection of dwellings suspended by a vast network of huge, patchwork balloons, utilizing the same toxic vapors to remain afloat. Like a giant Man O' War hydrozoan, Gastown does not actively navigate, but slowly rides the same air currents that keep circulating and concentrating air pollution over the city, using various snare traps to pirate resources when it floats within range of occupied buildings. The inhabitants appear similar to Shades, though some are rumored to be of an unknown, vapor-based race in quasi-humanoid containment suits.
  14. 4. Wormwoods: what appears to be a dense, dark forest of dead, twisting trees in the depths Mortasheen's Garbage Sea is actually a colony of unusual brain-flukes. Each tree is a chitinous, hollow, branching collection of tubes housing red, tentacled worm polyps, "blooming" at night to feed on the unique microorganisms wafting from the surrounding garbage. During their reproductive season, the trees dangle enticingly sweet, egg-filled pods giving off a hypnotic aroma. Organisms consuming these eggs grow at an accelerated rate, consuming meat, garbage and the remains of older, dead worm trees until immovably bloated. Eventually, a new "tree" will burst from the host. As brain-flukes, the trees can communicate freely with monsters of the Wormbrain class, mutually protecting one another from more dangerous intruders. The woods
  15. are rumored to possess a single, sentient core brain possessed of a fantastic store of knowledge.
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  17. 5. The Crud Flats: adjacent a vast snack food processing district, centuries of artificial sweeteners and other runoff have resulted in a sort of "marsh" composed of a purple, candy-like gel, dense enough to walk on with the right gear, and acting as a sort of humongous petri dish. Colorful bacterial colonies form complex shapes, even structures towering several stories high - a great jungle of solid microbial gunk. Fectoids, too, thrive on the jelly, along with slimes, fungoid botanicals and a large population of Formicrawl.
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  19. 6. The Column: named for its resemblance to a spinal column, the origins of this winding structure are unknown, but it runs for miles through the cityof Mortasheen , winding around buildings, weaving above and below the ground, its true beginning and end having never been mapped. Every hundredth segment bears a single, circular entry port, and the interior is a mind-bending, gravity defying maze of strange, deadly puzzles, haunted by psionic monsters just brilliant enough to navigate them uninhibited.
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  22. 7. FUNNY HOUSE 1: named by the Joker-class monsters who presumably created it, "FUNNY HOUSE 1" consists mostly of cobbled-together games, rides and humorous death traps, spiraling underground to uncharted depths. It's entirely possible that the Jokers have never stopped their excavation and construction, and parts of the "house" seem to cross over into an immense Joker hive. When asked the significance of the "1," denizens only laugh or give nonsense answers.
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  24. 8. Lucky you choose one of the above for free
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  29. drop-in -0
  30. well. On the plus side you don't have anything changing you, on the minus side, this could be bad since purestrain unmutated humans are seen as uncontacted natives at best and throwback animals at worst. On the plus side you have no memories influencing your judgment or tying you to this place, on the minus side you have no experience with this world.
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  32. Shade +400cp
  33. despite their vantablack exterior shades aren't made of living darkness or anything time-consuming like him him that, it's merely that they are artificial crystal skeletons veined with wiry substructures that subsist entirely on absorbed light, while shades can be male or female in their own mind this is really just an effort by them to fit in better as they are completely synthetic and lacked any kind of physical gender, indeed, they don't even have much in the way of a sense of touch, and as photovores they lack a sense of taste and suffer blurry vision. Originally created as a way to get around Mortasheen's strict anti-slavery laws Shades have so little in the way of imagination, almost all them simply doing the job they were instructed to do once they were created out of lack of other ideas. The thought of payment simply not occurring to them. Of course, a few of them rise above this and become semi-accomplished mad scientists you will not be one of them However. Fortunately , you have access to the same discounts as near human native.
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  35. Near human native - 50cp
  36. you are one of the near human subspecies found throughout this world, you could be a gill man a race or slippery as servants by the vampires, they are simply humans with a few traits from saltwater fish, such as beaks tentacles or scaly skin, these amphibians do, however , need special aquatic suits or hydro-rebreathers to keep wet--but that's no problem for a mad scientist. Zombies, on the other hand... They don't have to keep wet, or dry, or eat, or sleep, or breathe. The result of an incurable virus spread through the bodily fluids of humans long ago, zombies just kind of...keep going after they bite it (no pun, there); after all, death is no excuse to stop working! Unfortunately, most zombies lose any semblance of sapience after their inevitable transformation. Those that don't often devote their eternal unlives to mad science, mastering the fields of surgery and genetics. They never quite get over a craving for raw brains, but probably somebody somewhere has bred a monster for that. If not—opportunity! Zombies don't always look rotten, and not everyone who's dead is a zombie--mutants of all kinds and most near-humans, in general, are immune to the genetic virus. Proper zombies keep themselves clean and maintained, just like a borg, in order to avoid decay and parasites. Dismemberment and worse are only inconveniences for a zombie, who is even harder to kill than a typical mad scientist, but they do have their pride and appearance counts for a lot, when you're dead.
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  38. Mutants are the closest to regular humans, relatively speaking, of course. They are most often humanoid in shape, but come equipped with extra features including everything from spare eyes to third, fourth, and fifth arms, and more. A lot of geneticists take up tinkering with their own DNA as a hobby, to keep them in practice. Consult the table below and rural on it as normal to determine your formt or pay 100 CP to choose for every option . http://www.bogleech.com/mutants.html
  39. Borg are somewhere in the same arena, constantly tweaking their bodies to make them better. The difference here is, borg have messed their physical forms about so much that nearly all that's left is quite often a brain, a heart, or another vital organ or two, their outer shells replaced with heavy-duty non-corrosive polymers and machinery or attachments. They are the Swiss Army knives of mad science, although they're falling more and more out of fashion these days...
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  41. Sectilians are the results of result of ancient mad scientists using pure human DNA with that of various species of insects, choose anything from me arthropod section of http://bogleech.com/mortasheen.htm as your new body.
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  43. Emancipated monster – 50cp
  44. choose an average or lower-level monster from the below list That is not a vampire, since ages and lifecycle cycles vary you will begin at around early adulthood. Note that the neurobiology and memories of your monster form does affect your thought patterns and thusly , you will tend to lean towards whatever dispositions or quirks, monster form generally has.
  45. http://bogleech.com/mortasheen.htm
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  48. Vampire noble – 600cp
  49. you are a vampire noble , born to rule, and with the predatory cunning and power to back it up. You might find yourself floundering in dryland given how aquatic vampire nobility usually is, of course, there is also the fact that you're in direct competition against other vampire lords, as much as natural selection applies on land. It is far more brutal , though often more subtle in the darkness of the ocean. your age is 3D8X100 +2 D8 X5 +1 D8
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  51. Mad scientist - 100cp
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  55. Step 4: Choose Your Perks!# A 100, 200, 400, 800 for each background #
  56. General Rules:
  57. As usual, Perks from your selected Origin are 50%, and the 100 point perkis free for your background. Drop in jumpers must pay for the 100 point perk.
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  59. Free for everyone
  60. the fittest
  61. this is a brutal world where the law of the jungle , evolution and biological super weapons have run amok for untold millions of years. Thus everything that lives is equivalent to the best it's old gene stock could produce, all your physical and mental abilities could be considered the relative equivalent of “peak human”
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  63. no discounts
  64. branching out -200, not available to Shade
  65. not everyone is limited by the circumstances of their birth,you may purchase a second origin and gain its free perk and discounts. A
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  67. it's alive! -600.
  68. Every decent, intelligent person knows that electricity is what makes things alive, even if they aren't students of electricity or Necromization. And so with sufficient voltage and wattage you can raise the dead, just don't expect them to be quite as quick mentally or physically, unless they have some really good regeneration.
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  70. Drop In!
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  72. Near human native
  73. 100 CP
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  75. A master at work 200, CP
  76. you are an expert at some mundane skill, tailoring sandwich making,
  77. or the ever important, if often neglected biohazard cleanup
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  79. 400, CP
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  81. just lucky I guess 600 CP
  82. fortune is certainly on your side, you'll find that random circumstances mitigate if not outright prevent a good deal of what could go wrong for you, now this won't help as much as you actively push your luck relying on it for protection, and you may not win every lottery you enter. But you're certainly going to be better off than nearly everyone in similar situations.
  83. my family has lived here since forever 800 CP
  84. it takes a lot to survive in this world , and you have it. You find that you have the right combination of survival skills, proper paranoia, acclimatization and out and out acquired immunities to survive most anywhere, multicellular life reasonably can In this world, of course, this will not save you from the more flesh devouring of bacteria or unreasonable places for life, such as lava, the great garbage sea or outer space but normal viruses are less harmful to you and you've got a higher radiation tolerance than most, so you have a much wider range of places you can explore than most .
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  87. Emancipated monster
  88. 100, CP
  89. 200, CP
  90. scrappy, no not in that way. 400 CP
  91. you have a great deal of natural fighting ability and control over your body, all of your natural violent tendencies and skills are heightened to the very limits of what your species is capable of.
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  93. I've got the power! 600 CP
  94. your innate offensive and defensive abilities are heightened , a chainsaw kid might be able to grind through the strongest armor, a baboil's discharge might be favorably compared to lava.
  95. king of beasts -800/3200 CP.
  96. In this world, everything has a place in food chain and you are near the top, you aren't quite the apex so nothing like a Oovule or one of the ultimates, however something like a Mephilas or a Bezulga would be all right. Alternately, for the full 2000 CP you can become any monster whatsoever. Yes, the discount applies to both versions.
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  98. Vampire noble
  99. vampire Lord. -100, required for vampire noble, not available to emancipated monster.
  100. You are a vampire, one of the most ruthless ,powerful and dangerous creatures ever to swim the seas or the skies of this planet. Choose a vampire type monster, such as a HEARTLICKER or NOCTURTLE as your form.
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  102. minions attack!-200 CP
  103. you are a true master at command, able to inspire,, whip,manipulate and lead even the most Renfieldish of servants into useful and obedient if not especially competent servants.
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  105. 400 CP,
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  107. I am the master here! 600 CP ,discounted for vampire noble
  108. the minds of the ancient vampire lords are as powerful as they are unknowable, whenever someone attempts to pry into or alter your thoughts they will certainly fail. With this you are immune to nearly every kind of mental control, except of course that of older and more powerful entities.
  109. ancient and unknowable 800 CP , discounted for vampire noble
  110. >The mind of master vampires is vast and unknowable, similar in nature to the great eldritch beings of the beyond. Lesser beings that come into contact with these minds cannot help but be corrupted by them. Those who come into contact with your mind will be left shaken, and any who do so often and repeatedly will find their thoughts bending to your own. If you were to focus your attentions on someone, you could even enslave those weaker then you, taking just a few hours at most to break all but the hardiest of wills. Beings that are stronger then you will find it far easier to resist this, so try not to test your luck.
  111. Mad scientist
  112. diploma 100CP, each additional purchase is X3 The last one, the one free purchase, counts as 100 CP for purposes of additional purchases.
  113. you have a diploma from a subspecialty of one of the great fields.
  114. Choose a degree in Surgery,Genetics,Electricity,Engineering, Management,Psionics,,Alchemy or Necromization.
  115. 200, CP
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  117. 400 CP
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  119. Secrets mortals were not meant to know?! Poppycock! 600 CP
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  122. Science!!! with a capital S and three exclamation points -800
  123. you are one of the greatest mad scientists in your field, When working in your chosen specialty You can accomplish feats of science that can rival the Deans themselves!
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  126. gear and supplies
  127. scanalyzeer -100 CP , free for mad scientist #awaiting feedback from creator#
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  131. Command device. Free for mad scientist -100 #awaiting feedback from creator#
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  133. semi-organic computer mainframe -200
  134. what has more processing power per inch than a living brain? Answer, nothing which is why this computer is composed of a half foot of living vat grown brain tissue kept on life support inside a 2 foot rectangular box, has all the standard ports and interfaces you'd expect on a computer , it simply works better because brains work better than most silicon stuff , of course you are going to want to keep it away from heat sources and make sure the nutrient slurry tank stays full.
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  137. YGORE (Your Go-to Option Regarding Enemies) -400 CP, discount for mad scientist
  138. a lot of mad scientists find it convenient to have a meaning deal with any form of combat. You have such a minion in the form of a semi-loyal slightly more than midrange combat oriented monster, such as a Tetroxic,Polyfrog, chainsaw kid, or Troglodile,
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  141. The tools to do so -300 , discount for mad scientist
  142. mad science isn't easy , but thankfully you have the tools to help. Whatever your field of study is you have the appropriate accoutrements. Doctors of engineering get things like a bench lathe and some empty circuit boards and a soldering iron, or at least their much more advanced local equivalent, doctors of Psionics get things like sensory deprivation tanks and straitjackets to help them focus on their nonphysical senses, whatever your area of expertise is this has everything you need to outfit your lab.
  143. Mobile Manson -400, discount for mad scientist.
  144. A fairly expensive and advanced dirigible lair, includes room to house your monsters, splice them, breed them, transport them, store them, feed them... And of course, you've got the bedroom, the kitchenette and the big holoscreen, not to mention the mineral bath. It has Significant defensive and offense of capabilities, but it's certainly not a war machine by this universe is standards.
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  146. Think tank -300 CP. Discount for mad scientist
  147. you may either bring eight of your friends into this world or gain eight new ones, they all gain a free background of cost equivalent to yours or less and 400 CP, yes, they will of course gain the free perk for their background and any applicable discounts.
  148. Drawbacks
  149. you may take up to 600 points worth of drawbacks
  150.  
  151. come on and pukkerup! +100 CP
  152. something about you attracts a swarm of pukkerup, no matter where you go. At least once a week they will find you Eventually and start covering you with their filthy kisses, if you kill them more will come. And their numbers scale to just beyond your strength to resist.
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  156. Notes
  157. this a creator approved jump, having been designed with aid and approval from the creator of Mortasheen. Jonathan Wojcik.
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