Dorf_Jumper

Jakes Jump

Apr 20th, 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.  
  15. Aura – You gain the ability to manifest your aura. You can sense emotions, create barriers, and throw aura spheres. Your powers increase with training but cap equivalent to a Lucario.
  16.  
  17. Physical Fitness –You gain a body that is healthy and strong.
  18.  
  19. Mechanic – You become much more adept with a toolbox. You can fix or improve most machines.
  20.  
  21. Technician – You are very handy with most forms of electronics, from the PC to the Pokebal.
  22.  
  23. Combat Training – You gain master of marine hand to hand combat. You can also keep your cool in a fight.
  24.  
  25. Survival Training – You gain innate knowledge of survival skills. You could survive just about anywhere.
  26.  
  27. Rappelling Gear, Rebreather, Welder, Laptop, 50k, Baton, Medkit
  28.  
  29.  
  30. Drawbacks: Marked and Cursed
  31.  
  32.  
  33. Carbink – Diamond (Genderless; Feminine.)
  34. Dodrio – Trey (Female)
  35. Galvantula – Parker (Male)
  36. Greninja – Unamed (Female)
  37. Pyroar – Sister (Female)
  38. Klingklang – Giga (Genderless; Masculine)
  39.  
  40.  
  41. [STORY]
  42.  
  43.  
  44. 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.
  45.  
  46. 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.
  47.  
  48. Then I passed out.
  49. [END]
  50.  
  51.  
  52. Body Mod
  53.  
  54. Light Build, Body Builder
  55. Strength 4 – 3x lift for body weight. Rippling with muscle.
  56. Endurance 4 – Run all day without tiring. Won't be sore the next morning.
  57. Dexterity 2 – Basic Parkour, keep speed while moving over objects.
  58. Senses 4 – Perfect vision, 3x range on senses, can see Heat, Infared, ect
  59. Height – Up to 1ft taller for your age range.
  60.  
  61.  
  62. [Story]
  63.  
  64. A void. Or something like it. Just an empty place. I had amused someone. Something.
  65.  
  66. 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.
  67.  
  68. Apparently that could be fixed for a price.
  69.  
  70. [End]
  71.  
  72.  
  73. Inukami
  74.  
  75. Male, 13
  76.  
  77. Kitsune, Fire/Water/Earth/Air/Energy Manipulation
  78.  
  79. Endurance – More endurance, duh
  80. Strong - Ripped
  81. Tamer – Easier to get Spirits to listen to me and work with me
  82. Talisman Trained & Adept – Capable of using and making Talismans and make them do things like fly.
  83. Mage – Huge mana pool and can cast spells
  84. Elementalism: Wind – I'm an Air Bender
  85. Talented: Cooking – I can cook
  86.  
  87.  
  88. Drawback: Weak
  89.  
  90. [STORY]
  91.  
  92. 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.
  93.  
  94. 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.
  95.  
  96. 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.
  97.  
  98.  
  99. 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.
  100.  
  101.  
  102. 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.
  103.  
  104. 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.
  105.  
  106. The air started ringing and I passed out again. I'm starting to see a pattern here.
  107.  
  108.  
  109. [END]
  110.  
  111.  
  112.  
  113. Platoon
  114. (27 Years rolled)
  115.  
  116. 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.
  117.  
  118. Male, 20
  119.  
  120. Canadian Commandos
  121.  
  122. Nazi Super Science, Super Powered Butterfly, Hated by the War Department
  123.  
  124. Medical Aid = Imported Companions
  125.  
  126. Diehards – Harder to kill
  127. Runners – Run faster and longer
  128. Marksmanship – Better accuracy
  129. Demolitions – Trained in bringing down the house
  130. Concealment Training – Will never see them coming
  131. Assault Training - CQC
  132. Runs on Electricity – My platoon has an easier time accepting the strange and my powers
  133. Unshakeable – What is says on the tin
  134. Academy Training – I gain training in leading men and its easier to trust in me.
  135.  
  136. 31/38 Survived and follow me. We leave behind a hell hole of a world armed with magic, science and power armor.
  137.  
  138. [Story]
  139.  
  140. 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?
  141.  
  142. 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.
  143.  
  144. 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.
  145.  
  146.  
  147. The war dragged on for nearly three decades but we won in the end. I lost 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.
  148.  
  149. 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.
  150.  
  151. Good men.
  152.  
  153. [End]
  154.  
  155.  
  156. Sabaton
  157.  
  158. Male, 28
  159.  
  160. 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.
  161.  
  162. Rise of Evil, Crosses Grow on Anzio, Far from the Flames, We Burn
  163.  
  164. Engineer
  165. 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.
  166.  
  167. 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.
  168.  
  169. 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.
  170.  
  171. 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.
  172.  
  173. 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.
  174.  
  175. Resist And Bite – Your will to decide your own fate is so strong that any attempt to control your mind is literally painful to the person attempting it – about as painful as a bad migrane, to be exact.
  176.  
  177. 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.
  178.  
  179. 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.
  180.  
  181. Money - $10,000 US
  182.  
  183. Metal Crue = 6 Pokemon and Lts
  184.  
  185. Carbink: Drop In – Money x2; The Axe; Metal Ripper; Metalizer; The Gun
  186. Dodrio: Drop In – Money x2; The Axe; Metal Ripper; Metalizer; The Gun
  187. Galvantula: Engineer – Saboteurs; The Toolkit;
  188. Greninja: Rebel - Resist And Bite; Attero Dominatus; The Bomb
  189. Pyroar: Rebel - Resist And Bite; Attero Dominatus; The Bomb
  190. Klingklang: Engineer – Saboteurs; The Toolkit;
  191. Lt Frank Thomas: Soldier - Coat of Arms; Back In Control; The Gun
  192. Lt William Richards: Soldier - Coat of Arms; Back In Control; The Gun
  193.  
  194.  
  195.  
  196. [Story]
  197.  
  198. God damnit, Hitler! We killed you once and we'll do it again.
  199.  
  200. 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.
  201.  
  202. 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.
  203.  
  204. 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.
  205.  
  206. 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.
  207.  
  208. 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.
  209.  
  210. 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.
  211.  
  212.  
  213. 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.
  214.  
  215. 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.
  216.  
  217.  
  218. 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.
  219.  
  220. 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.
  221.  
  222. Several years passed and the air rang again. My group just looked at one another and started reloading their guns when we passed out.
  223.  
  224. [END]
  225.  
  226.  
  227.  
  228. Sengoku BASARA
  229. (15 years rolled)
  230.  
  231. 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.
  232.  
  233.  
  234. Male, 20 Ninja
  235.  
  236. 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!
  237.  
  238. 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.
  239.  
  240. Swiftness [200 CP, discount Ninja] – Horses? Who needs horses? You can run faster than one anyway.
  241.  
  242. Lone Warrior [200 CP, discount Ronin] – Allies? Who needs allies? When fighting on your own, your killing power with the sword doubles for every hundred enemies you are pitted against.
  243.  
  244. 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.
  245.  
  246. 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.
  247.  
  248.  
  249. 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.
  250.  
  251. 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 also be applied to any weapons you already have. One Element per weapon.
  252.  
  253. ---Darkness: The Axe
  254.  
  255.  
  256. Victory Condition [+300 CP] – Depending on your Clan, there is a mission you must fulfill before you
  257. can leave this world – the ten years mean nothing now. If you have your own Clan, your goal is that of
  258. the Clan you begin as a vassal to.
  259. - Shimazu: Destroy or vassalize the Otomo, then conquer the Ryukyu Kingdom.
  260.  
  261.  
  262.  
  263. [Story]
  264. 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 War II. Why here though?
  265. 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.
  266.  
  267. Learned some new tricks here. Got a nifty new ninja costume. Also seems my Axe got a nifty new upgrade. Sucks the life out of people. Weird. Effective cause it heals me but still weird. 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.
  268.  
  269. 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.
  270.  
  271.  
  272. 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.
  273. 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 tops 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.
  274.  
  275.  
  276. 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.
  277.  
  278. 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. The skills I gained as an Engineer in the last War became pretty damn useful when it came to fixing things.
  279.  
  280. 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.
  281.  
  282. We all hear the laughter and brace ourselves. We return to the blackness.
  283.  
  284. [End]
  285.  
  286.  
  287.  
  288.  
  289. Dresden Files
  290.  
  291. Male, 21 Talent (Drop In)
  292.  
  293. Baltimore
  294.  
  295.  
  296. Wizards beyond a certain degree of power have some universal traits that set them apart from vanilla humans. They follow:
  297.  
  298. • 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.
  299.  
  300. • 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.
  301.  
  302. • 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.
  303.  
  304. • 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.
  305.  
  306. • 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.
  307.  
  308.  
  309. 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
  310. hurt, some of the darker beings in the world. It can take shape as trust in your friends, yourself, or even
  311. a higher power. Who knows—if the higher-ups are watching, they may even give you a boost.
  312.  
  313. 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
  314. silence. When you focus, you don't merely ignore distractions—you forget they exist.
  315.  
  316. Big Battery (300 CP): Not everyone has the same potential to channel magic. White Council wizards
  317. expect a certain level of quality, but you go above and beyond. Few mortal practitioners could beat you
  318. with brute force.
  319.  
  320. Formidable Mind (300 CP, Discount Half-Turned): You have the willpower, focus, and experience
  321. to stand up to most situations. Any psychic assault on you will be fighting an uphill battle, and you're
  322. much harder to spook. Your feet keep moving even when your friends are on their knees. (Note: This
  323. will not replace Starborn. Without firsthand experience with one, an Outsider is likely to stop you in
  324. your tracks. It will, however, boost the protection it grants.)
  325.  
  326. Force Rings (50 CP): A set of 4 silver rings that store a small percentage of kinetic energy as you
  327. move them. Charge slowly over time, or quickly through vigorous activity. Energy can be released as
  328. pure force one ring at a time, or all at once, and can build up enough charge collectively to flip a car.
  329. Does not require physical contact to discharge.
  330.  
  331. Offensive Focus (50 CP): A staff, wand, ring, or anything held in/worn on the hands, specialized to
  332. release energy (usually of a specific type, i.e. fire, electricity). Allows more powerful and focused
  333. evocation than an all-purpose focus.
  334.  
  335. All-Purpose Focus (100 CP): Any item held in/worn on the hands. It has been physically and
  336. magically customized to help you channel and direct energy. Not only does it increase the amount of
  337. energy you can safely release at once and that energy's accuracy, it allows those unskilled in evocation
  338. to use quick and dirty magic without blowing off their hands. Not as good at specific tasks as a
  339. specialized focus.
  340.  
  341.  
  342. [Story]
  343.  
  344. 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.
  345. I quickly threw up a cloud of smoke, dismissed my companions to where ever they go when I send them away and darted off.
  346.  
  347. 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.
  348.  
  349. 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.
  350. 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.
  351.  
  352.  
  353.  
  354. 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?
  355. 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?
  356.  
  357.  
  358.  
  359. 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, trolls and the works.
  360. 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.
  361. 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.
  362.  
  363. 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.
  364. 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!
  365.  
  366.  
  367. Shits hit the fan. I've been remembering 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.
  368.  
  369. 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.
  370. I've also slowly been restocking our 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.
  371.  
  372. 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.
  373. 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.
  374.  
  375. Really wish we had someplace to store all this stuff. We fade to black again.
  376.  
  377. [End]
  378.  
  379.  
  380.  
  381. Pirates of the Caribbean
  382.  
  383.  
  384.  
  385. Male, 32 Merchant Sailor
  386.  
  387. 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.
  388.  
  389.  
  390. Steady at the Helm: 100 CP, Free Merchant Sailor
  391. 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.
  392.  
  393. Sing Us a Tune: 100 CP
  394. 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
  395. some sort, and a few can even have deeper effects. If nothing else, they’re good to get a crew
  396. working in time.
  397.  
  398. Cuttlefish Style: 100 CP
  399. You are a master of that most noble of pirate traditions. You know how to fight... to run away. The
  400. 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.
  401.  
  402. Master of the Code: 200 CP, Discount Drop-In
  403. 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.
  404.  
  405. Waverider 200 CP, Discount Merchant Sailor
  406. 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.
  407.  
  408. Fancy Footwork: 200 CP
  409. You’re always steady on your feet. Forget balancing on a swaying ship; you can hold your balance
  410. 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.
  411.  
  412. Uniform: 50 CP, free Merchant Sailor
  413. 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.
  414.  
  415. Warrant of Trade: 100 CP, Free Merchant Sailor
  416. 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
  417. even be interpreted to allow you to be a lawful pirate (After all, you’re just transporting goods from their ship to yours!)
  418.  
  419. Bottle of Rum: 100 CP
  420. This bottle of rum is perhaps the greatest miracle known to mankind. It is always full of rum, grog,
  421. or any other alcoholic beverage at least 70 proof. If, for some ungodly reason, you live in a world
  422. without rum, it’ll just remain full of clean and clear water until you leave that hellhole. Don’t let
  423. anyone else know of your treasure, or you’ll have to fight off mobs of sailors from around the world.
  424.  
  425. Siren’s Net: 200 CP, Discount Merchant Sailor
  426. A net woven from the hair of mermaids, this net is attractive to fish. All you have to do is touch a
  427. corner of it to the ocean’s surface, and fish from miles around will appear from nowhere. You can
  428. try to attract a specific type if you want, and actually fishing with the net is sure to make you wealthy
  429. beyond dreams of avarice. Or you can just start a shark feeding frenzy out of nowhere.
  430.  
  431. Magic Compass: 200 CP
  432. This magical compass has been imbued with your soul. Not in a bad way, just enough to create a
  433. link. The needle always points to whatever you most desire, or the means to get to that which you
  434. desire. It can be hard to tell. Anyways, at least you’ll always know where your next step is, so long
  435. as you know what you want. If you don’t know what you really desire, the compass doesn’t either.
  436.  
  437. Ship: 300 CP, Free Merchant Sailor
  438. You have a ship. It’s more than just wood and sails, it’s your opportunity to go wherever you want.
  439. It’s large enough to sail wherever you’d like, with 20 cannon and plenty of room for rum, but you do
  440. need to keep track of a crew; you may be captain, but not everyone will be happy with that. You
  441. 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
  442. have any Companions along, they can be imported to join your crew.
  443.  
  444. Missing Some Bits: +100 CP
  445. You have lost a rather important part somewhere along the line. You may be absent a hand, missing
  446. a leg, or be a one-eyed sailor, or you might have become an eunuch someplace you’re loath to talk
  447. about. While there are prosthesis available (well, for most missing bits)they’re uncomfortable and
  448. made of wood, and you’ll not regain full dexterity.
  449.  
  450. Rhyme of the Ancient Mariner: +100 CP
  451. Your voice is not your own. For the entirety of your time here, you can speak in nothing but nautical
  452. dialect. Anything you try to say comes out in barely comprehensible waves of references, old wives’
  453. tales, and orders to keep things shipshape. If you’re talking to other sailors, you’ll be thought odd
  454. but be understood fine; land-lubbers, though, will have no clue what you’re saying.
  455.  
  456.  
  457.  
  458. [Story]
  459.  
  460. 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 at the sudden changes in their crew mates.
  461. I've also seem to be missing a leg below the knee and stuck talking in a funny rhyming accent or something. Strange.
  462.  
  463. 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 I still can't put my finger on it.
  464.  
  465. 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.
  466.  
  467. 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. Yet. 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.
  468.  
  469. 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...
  470.  
  471.  
  472.  
  473. 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 funds and resources into modernizing the Ship. Not much can be accomplished right not but we've been able to do a lot.
  474. 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.
  475. I did take a note from a manga I read ages ago 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.
  476.  
  477.  
  478.  
  479. Guess our 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.
  480.  
  481. We fade to black as we sail towards the sunset.
  482.  
  483. [End]
  484.  
  485.  
  486. Generic Fighting Game
  487. or King of Mortal Street-fighting Kombat
  488.  
  489.  
  490. Male, 25 Ninja
  491.  
  492. Brazil
  493.  
  494. Everybody was Kung fu fighting (Free to Everyone) You have mastered a martial art. Your hands and feet are lethal weapons. You could easily kill a man with your bare hands. You can more than handle yourself in a fight.
  495.  
  496. Ninjutsu (Free: Ninjas) You are a shadowy assassin of legend. You move as if you were one with the shadows. you can become almost invisible when you choose to be. You are an expert at infiltrating heavily armed strongholds undetected and assassinating targets without raising alarm.
  497.  
  498. Taunt (Free) You have the ability to stop during a fight and taunt someone. This does nothing to prevent them from hitting you and leaves you wide open but if successfully do it and win the fight the taunting increases the respect you gain from the victory and increases the shame the opponent would receive.
  499.  
  500. Block (Free) You are able to defend yourself unarmed from attacks that are made by someone on the ground if you do nothing else but defend yourself. Blocking reduces the damage of an attack significantly.
  501.  
  502. Energy Bar (Free) Whenever you enter a fight you gain a bar that only you can see. This bar indicates how much fighting energy you have. It starts out empty in each fight. As you fight and deal or take damage slowly you gain fighting energy and unlock special moves or modes. Using these moves or modes drains your fighting energy leaving them unavailable until you have gained more chi energy
  503.  
  504. Fan Favorite (Cost: 50) Fans love to root for you or against you. Your highly marketable either way. Your popularity as a fighter will increase faster than it would normally. Though this doesn't have any direct benefit in a tournament it may prove helpful during your off time. In later jumps you have an easier time getting your name out there and fans naturally gravitate to liking and rooting for you.
  505.  
  506. Double Jump (Cost: 100) Who needs laws of physics, certainly not you. So what if there isn't any solid ground to jump on. You can jump on air! Show Physics who's boss. At any point before the apex of your jump you may leap again.
  507.  
  508. Open Bar (Cost: 100, Free: Drop in) In your mind you can see health bars that indicates how far someone you are fighting is from being unconscious or dead. You can also see your own health bar.
  509.  
  510. Get over here (Cost: 100, Free Ninja) You have an attack that either immobilizes your opponent where they are standing or freezes them in place for a few seconds allowing you to get a free attack on them
  511.  
  512. Charging (Cost: 200) or I can't believe it's not DBZ. By standing in one place and Grunting loudly for a period of time you can gain fighting energy to allow you to use super moves. You may also use this technique to regain magic or Chi however it is much slower and tiring to do so. Out of universe expect people to look at you funny when you use this.
  513.  
  514. Suplex (Cost: 300, Discount Wrestler) You have the unique ability to lift and slam anything that isn't attached to the ground. Giant robots, trains, elder gods it doesn't matter. Can harm just about anything this way and can suplex trains should the need arise.
  515.  
  516. Teleport (Cost: 300, Discount: Ninja) You can teleport Short distances and attack, usually from behind your opponent. This teleporting is instantaneous but tends to take you a few seconds to do it again
  517.  
  518. Elemental Mastery: Fire (Cost: 600, Discount: Ninja) Choose an element like cold or fire. You become a master of that element. Bending it to your will and freely able to create it. Your no longer able to be harmed by it. If you choose cold you can generate clones of yourself that explode on contact and freeze whoever was touching it. If you choose another element you gain a similar ability. With time and effort your ability with this element will increase.
  519.  
  520. Iconic Outfit (Free all): Maybe it is a Karate gi, a ninja suit or a really slutty looking Konichi you have an outfit that stands out and one that your known for. You gain one of these outfits for free and if it is damaged or lost you gain another one within a day. They just show up in your closet.
  521.  
  522. Passport (free) Being a world warrior involves a lot of travel. You often have to travel from country to country to fight opponents. It's best to have your papers in order to do so.
  523.  
  524. Drawbacks
  525. Joke character (+ 100 CP) for some reason people just have trouble taking you seriously. Everyone looks down upon you. Expect to be the butt of everyone's jokes. No one considers you a worthy opponent unless you do something exceptional to earn their respect or piss them off enough they want to beat you down.
  526.  
  527. Champion of the Universe (+ 300) Well looks like all those crazy rumors were true. Your invited to a quiet tournament in a remote place. It seems simple enough but it turns out that you have been chosen as a champion to take part in Not Mortal Kombat against the forces of Not Outworld. This tournament operates under the same rules as tournaments with the Finish Him! Drawback but you gain no additional points.
  528.  
  529.  
  530. [Story]
  531. Bloody hell! Another world and I'm still a pirate! Whats with this? Also...I seem to be a Ninja? Weird. Well I still have my ship, a nifty new costume and some amazing abilities. The mind merge wasn't so bad this time around. Seems this worlds 'Captain Jacob' spent most of his time fighting and drinking. He may in fact have brain damage. I'm not sure.
  532.  
  533. To top off everything, I seem to be stuck in Mortal Kombat this time around. Well this jaunt through reincarnation seemed fairly short.
  534. After joining a tournament where no one believed I was a threat, I cut, gunned and bullshit my way through the whole thing. It wasn't until the last couple rungs of the ladder did people start taking me seriously. The whole Ninja Pirate theme I had going seemed to throw them all off. No one expected when I started throwing around energy blasts and breathing fire. Ha! Shows them! You really think I'd play all my cards in the first couple fights? It was a ruse, you idiots!
  535.  
  536. The tournament wasn't exactly as hard as I thought it would be. I'm not sure if my biggest advantage was the magic I brought with me or my equipment. Most of my opponents went down like chumps in the fist couple matches but the later ones really dragged on for awhile.
  537. I distinctly remember bursting into flames at one point and choking someone. Gods above, I hate this version of me. Its hard to think straight when I'm drunk almost twenty-four seven.
  538.  
  539. Luckily Diamond has been by my side the whole time. Well sidelines for the most part and then there to scrap me up off the battlefield towards the end of the later fights. Its damn near impossible for me to talk to her but the mental bond I had with her from the beginning seems to be coming in handy.
  540.  
  541. The tournament is over for now. I vaguely recall punting some sort of demi-god into a swirling vortex after kicking him in the sac and then unloading with a pistol into his face. The next couple years ended up with me sailing around the world, drinking from port to port and stocking up on random stuff money could buy. My Platoon helped keep me out of trouble for the most part when not getting into trouble themselves.
  542. I should of never bought that endless bottle of booze.
  543.  
  544. The world fades to black. Que Ninja Pirate guitar solo!
  545.  
  546. [End]
  547.  
  548.  
  549. Generic Medical Drama
  550.  
  551. Male, 29
  552. Eastman Medical Center, Los Angeles
  553.  
  554. Janitor
  555.  
  556. Someone needs to keep this place actually running. You keep the place clean, the linens neat, and secretly? You rule this place.
  557.  
  558. 0cp - Interesting...
  559. Blood, guts, mutation, necrosis­ where once you might have recoiled in disgust in horror at biology,
  560. you can now push those reactions aside with ease in favor of a clinical examination. Basically? You’re not squeamish.
  561.  
  562. 100cp - Medical Doctorate (One Purchase Free to Everyone)
  563. At the very least, you have all the training you’ll need to work as an Attending or Surgeon­ choose one. You could easily work at a clinic or as a family doctor, or do general surgery. Comes with a common specialty, like internal medicine or transplant surgery. Janitors get all the skills, but none of the pretty pieces of paper to show it. Interns will get the pretty paper soon.
  564.  
  565. 100cp - Skeleton Key
  566. You can lock and unlock any physical lock with a touch. Also works on knots.
  567.  
  568. 300cp - Neat and Tidy
  569. By standing in a room and willing it clean and orderly, it will be so­ dirt and odor banished, items sorted, beds made, etc. Will not move items between rooms. Touching an item allows you to medically sterilize it with a thought, and touching a person will impart a full body cleansing. May also be applied to gardens and yards.
  570.  
  571. 600cp - Dirt
  572. Support staff hears a lot of things they probably shouldn’t. And you? You hear all of it. While on a piece of property, you may freely draw upon the collective incidental knowledge of the support staff with regards to the property or organization­ like the building layout, where something is stored, employee schedules, and a whole world of gossip.
  573.  
  574. 100cp - Bedside Manner
  575. You know how to give people bad or unpleasant news in such a way that they have no ill will for you,
  576. and process the information in a healthy and prompt manner. Also useful for telling someone that they do, in fact, look fat in those pants.
  577.  
  578. 100cp - Steady Hands
  579. You gain microscopic precision in your movement. You can hold yourself or objects perfectly still, and draw perfectly straight lines or flawless circles freehand. Your fine control makes you more graceful as well. Does not grant the senses to make this kind of precision truly useful.
  580.  
  581. 600cp - Do No Harm
  582. Surgery is hard. You need to know how the human body works­ and doesn’t work­ you need to be precise, but more than anything else, you need to be fast. It turns out living creatures don’t do well cut open, drugged to unconsciousness, and suffering from trauma. With this perk you may place a single target in your immediate presence­ touch range, even if not actually touching­ in a tightly controlled variable stasis, freezing them in time­ except for the parts that you need to work on at the moment. Even those can be slowed to a crawl to give you all the time you could possibly need to perform anything from a biopsy to a full brain transplant (if you had the mad science to pull it off, that is).
  583.  
  584. This may be applied to anything with ‘guts’. Animals are valid, as are electronics such as bombs. By putting a patient in stasis, you can perform a complete surgery on them without them noticing, their brains and nervous system frozen in time.
  585.  
  586. Things frozen in time are immutable in shape, form, etc. They may be moved in space though.
  587.  
  588. 50cp - Persistent Stain
  589. This stain is a peculiar thing. You can make it appear at will on nearly any surface with variable size.
  590. It’s nearly impossible to actually clean up­ it requires that you mentally banish it back to wherever it goes, and then it’ll vanish with a quick swipe.
  591.  
  592. 100cp - Cleaning Cart
  593. This trolley will serve all your janitorial needs! It’s got room for anything and everything you might
  594. want to carry with you on the job, and an absurd ability to balance awkward and weighty loads, to say
  595. nothing of the nigh unlimited, extra-dimensional space that is the lower shelf. It’ll only ever weigh as much as the cart itself, and it’ll come in handy when you’re reorganizing the Warehouse.
  596.  
  597. There’s one caveat­ left unattended, its powers wane. If you should do so for an hour (and this timer ignores the time freeze on the Warehouse), once you finally return you’ll be witness to the aftermath of a junk explosion as it was forced to expel its extra cargo.
  598.  
  599. 100cp - Clipboard
  600. Forms and papers, when placed upon this snazzy clipboard, will fill themselves out automatically
  601. using your subconscious for direction. The patient’s name will appear once you hear it dictated, their
  602. symptoms as you identify them, etc. If you’re still studying, you can use this for taking notes in lecture or when reading, your own mental summary of the material appearing.
  603.  
  604. +200cp Clinic Hours
  605. Somehow you’ve been roped into spending an inordinate amount of time volunteering at a drop­in clinic. It will be underfunded and understaffed, but overstuffed with hypochondriacs, people who can’t afford and don’t have medical insurance, and people who view you as a pill dispenser, not a person.
  606.  
  607. +200cp Smell Like A Father Figure
  608. An intern has decided that you’re his/her mentor. While technically skilled and competent, they’re a
  609. hotbed of emotional issues that end up becoming your issues. If they become unable to pursue your guidance, you will hallucinate them instead.
  610.  
  611.  
  612.  
  613. [Story]
  614. This...was a strange ten years.
  615.  
  616. Ten years of cleaning up messes, which wasn't all that hard when no one was around since I could do it instantly with a thought, and I was no longer squeamish about stuff. How about that? I'm really starting to enjoy some of the new skills and abilities I pick up from world to world.
  617. The whole mind meld thing this time around wasn't so bad either. Apparently being a janitor wasn't exactly what this worlds Jacob intended and they wished they could go on adventures with super powers and what not. Seems any world where I don't have any real powers is extremely similar to my original world.
  618.  
  619. My time here was unusual as I remembered all the years leading up to getting a job at a hospital after unsuccessfully going through college. No money, a small room on site with a cot and free cafeteria food was all this worlds Jake had to look towards.
  620. I've spent nights before just staring at the ceiling, wondering if taking over these lives was a good thing. The whole drastic change in life style and all that. This reincarnation really helped though since I'm making this guys like so much better.
  621.  
  622. One huge improvement is all the friends and allies I brought with me. Seems I didn't keep a whole lot of friends through school here and my only real social group were the people in the hospital when I wasn't rushing around cleaning up vomit and blood.
  623. I even had a younger guy who looked up to me for advice. He seemed to latch on to how much older I was or something. Always took my advice to heart too. Nice kid. I see him going places some day.
  624.  
  625. Ten years passed and I learned I REALLY don't like cleaning. Most of the time I couldn't even use my powers to clean unless I put up a whole bunch of signs and it was the middle of the night or something. Even then, people liked to walk in while I was cleaning.
  626. What helped keep me sane was a couple gardens I planted around the hospital. I even had a vegetable garden growing up on the roof. No one actually went up there. I think I'm the only one with keys. It was nice.
  627. Fun fact? My cleaning power apparently cleans someone inside and out. Know what that means? I no longer have to poop. Neat, huh? Means I no longer have to shower either. Ha!
  628.  
  629. Time passed, my boys kicked back on the coast with beer and fishing poles, and I saved up money to buy more fun stuff for them.
  630. Everything faded to black as someone laughed in the background.
  631. [End]
  632.  
  633.  
  634. Musician Jump
  635.  
  636.  
  637. Male, 26
  638.  
  639. Rock
  640.  
  641. Backstage Catering – 50cp
  642. Can request weird things and generally get it. ((Filler for now until update))
  643.  
  644. Rebel Yell- 100cp (Rock Free, Drop-In Discount)
  645. You thrive off of riling up your fan-base, sometimes over nothing in particular. The less mature of your audience will do crazy things and some shootings may be attributed to your music but you'll grow a culture all your own out of your music.
  646.  
  647. Splicer- 100cp (Electronic Free, Drop-In Discount)
  648. You find it easy to convert sounds from different genres and tweak them into your own thing. This makes collaborations with other artists lucrative though later in your career, having another name next to your own may be more harmful than helpful.
  649.  
  650. Travelin' Band- 200cp (Discount Rock and Country/Folk)
  651. When you're in transit (Riding along, not driving or running) you can play a solo for traveling music that inexplicably cuts the travel time in half. Might be weird playing on an Airplane but your van or a train are good places to jam a few hours off of time.
  652.  
  653. B Flat- 300cp (Discount Jazz and Rock)
  654. With your instrument of choice, you can summon concussive waves or sharp blades of sonic force. This requires some concentration and a good posture to perform so in combat, make sure to keep a distance. As another use, this allows you to make your audience really feel your music like it's coming through a big amp, even when it's unplugged.
  655.  
  656. Sweet, Sweet Love- 600cp (Discount Jazz)
  657. You'll never sleep alone, so long as you perform in front of an audience the day prior. You can love 'em and leave 'em more easily than most other musicians, at the height of your career you rival Hugh Hefner in terms of the bitches who will flock to your castle.
  658. Also, you invent a special sound that can make drawers drop and people orgasm on the spot.
  659.  
  660. Pick of Destiny- 600cp (Discount Rock)
  661. You're charged by sin. The more deranged and horrible of a person you are, the more powerful your music is. Splitting heads open on stage or sniffing the coke flakes out of an Taiwanese hooker's hair while she blows you will increase the sheer awesome of your sound. However this runs the risk of killing you should you go to far or causing you to fry your circuits and fall out of the music industry. In combat, you can focus your sound on your enemy and blow their mind if they don't have some sort of sonic protection.
  662.  
  663. The Art- 1000cp
  664. You gain the highest skill in music and you needn't stay relevant in the music industry for ten years to pass this jump. You can now merely wander the world and take a vacation of sorts. Your music taps into the ebb and flow of the human condition, the harmony of expression to it's absolute zenith. As long as you do not use actual lyrics, you are able to convey the raw, complex emotion within your being to things that normally wouldn't understand. You can make gods feel mortal, aliens feel human and machines feel love.
  665.  
  666. Just like Orpheus you can calm the most dangerous beasts and bring the coldest, deadest eyes to tears. Sadly, your music cannot be recorded, played through an amp or written down. Using this power with the intent of gain in mind yields nothing, you need pure emotion and the need to express it.
  667.  
  668. Sex, Drugs and Rock and Roll+600cp
  669. You're a junkie for just about anything that will give you a high. If you go twelve hours without indulging in some illegal substance or sexual deviancy against God and human decency then you will go into shivering withdrawals that will leave you incapacitated.
  670.  
  671. Battle of The Bands+800cp
  672. A long, dead musician in your genre will rise from the grave with supernatural prowess. Your goal is to git gud enuff in your ten years to do battle with them and see who truly rules the stage.
  673.  
  674.  
  675. [Story]
  676. I don't want to talk about what happened here. About who I became for a decade.
  677.  
  678. We partied hard, then harder and harder. The boat traveled along the coast and we played gigs on the docks from cobbled together equipment and my Axe. We were good. Real good. We got better when we weren't drunk or in a stupor.
  679.  
  680. We, mostly I, did things I didn't think I would do. Could do. I like getting new powers, skills and abilities but sometimes I wonder about the stuff I get.
  681.  
  682. I'm amazing at music now. I'm really, really good at playing Rock and Metal. Have been for awhile but this time its different. I can play whatever comes to mind and it just flows.
  683. And sometimes? When I get into the zone and just let loose? When I play out my soul and frustrations through my strings, I think the world just stops to listen to me. The skies rain down when I end or sometimes thunder along with my beats, people go crazy over my jams and approach me with offers to do stuff for me. Not like work. Like...Its weird. A hundred year old virgin and as soon as I pick up a guitar, suddenly I've got ladies and even guys crawling all over me.
  684.  
  685. A couple years pass and I've slowly started to find my own kind of music. A kind of dramatic Metal and Rock with bits of everything else thrown in so I can tell stories. I retell the journeys I've undertaken, people I've met and lost, and just whatever comes to mind.
  686. I've also learned I can do interesting things with a musical instrument. Just a few notes and panties drop. In a very literal sense. Its something I've shamelessly used early on as I grew more confident in myself but I always feel bad afterwards. The others. The ones in my head? I can hear them. The kid is confused and hasn't talked much. He hasn't said a lot for a long time really. Sometimes I forget he is even in here with me. The others just try and give me some privacy.
  687.  
  688. I've also taken to using drugs. Something I sworn I would never do. I've abused alcohol but its been getting worse. I use people to get a fix. Even my friends and companions. I lose myself sometimes and wake up later with more regrets. The girls don't talk to me much anymore. I think I've hurt them and I think they don't like what I'm doing. The guys mostly have my back but even they want me to quit.
  689. God, I've tried. I have. I went cold turkey for a week and it nearly killed me. I could feel myself dying. I hate it. Only once I had the bottle back in my hand did I feel fine again. Only after I held someone in my arms did I feel human. Ashamed but human.
  690.  
  691. Nothing prepared me for the end of my stay here. We heard the laughing and I had thought my suffering over. Then a stage appeared and someone showed up. A venerable God of Rock. Its all a haze really.
  692. A challenge was issued and I had to win a Rock Off. A contest of skill.
  693. I panicked and I know I shouldn't have. I hit the bottle again hard. I had only minutes to spare and all I knew was that the more I drank, the better I played or at least it felt like I did.
  694.  
  695. The contest felt like it went on for days. One by one my companions fell to fatigue. I rotated them out when I could but only a few were musically trained and could keep up with me.
  696. The finale ended with just my Pyroar Sister belting out back-up lyrics while we learned on each other for support and Diamond continued to shred her bass till her fingers bled and the strings snapped before just moving to help support me and Sister while joining with her own voice.
  697.  
  698. We won the contest and were beyond exhausted. I know I can go several days without sleeping but I felt drained. I was seriously impressed with my girls for hanging in as long as they did.
  699.  
  700. A slow clap started and soon engulfed as all as we faded to black. I remember my hand gripping my Axe while I sank to the deck of the ship we rocked out on. I still remember the last words on my lips as we transitioned to the next world.
  701.  
  702. “Fuck you.”
  703.  
  704. [End]
  705.  
  706.  
  707. -=-=-=-=-=-=-=
  708.  
  709. 108 Years old Now. 2Nd Tail Earned for Kitsune
  710.  
  711. -=-=-=-=-=-=-=
  712.  
  713.  
  714. The Warehouse
  715.  
  716. 30cp Free Space -- 80,000 Sq Ft
  717. 30cp Portal – 80ft diameter portal on any surface
  718. 30cp Link – Can open 2 portals at once
  719. 20cp Force Wall – Impenetrable barrier that only lets me pass through
  720. 10cp Plumbing – Running water and sewage
  721. 10cp Electricity – Adds electrical outlets and lightswitches along with power.
  722. 10cp Terminal – Tracks and records all items that come into the Warehouse.
  723. 10cp Gravity Link – Lower or turn off Gravity in the Warehouse.
  724.  
  725. [Story]
  726. Well seems like I got one of my wishes. Ended up in a Warehouse this time for all of like a day.
  727.  
  728. Found a note explaining I've been such a swell chap that I get to play with this place for as long as I like. Its huge, plumbing, electrical, shelving and so on. I can also call everyone out in here which was nice.
  729. We didn't trust it though since we never seem to get much of a break. We divy upped the gear and waited till the next transition came a few minutes later.
  730.  
  731. [End]
  732.  
  733.  
  734. Skullgirls
  735.  
  736. Location: Glass Canopy
  737.  
  738. Male, 28
  739.  
  740. 300 CP: Anti Skullgirl Labs -Faction of scientists
  741.  
  742. 400 CP: Brain Thane -- In addition to having a huge boost to your brainpower, you can now float with telekinesis, glide around, throw objects (or people) around like ragdolls with telekinetic force, and shoot mind-lasers out of your forehead. Your powers are so potent that with enough practice, you could even mind-control people or alter their memories.
  743.  
  744. 200 CP: Parasite – Treant: This parasite replaces both of your legs. Your legs will now seem to be made of living plants, your feet replaced by roots. He also manifests you a ropey, bark-like tail, which tends to wrap around your waist like a belt, and manifests a large wooden belt-buckle with a face on it he uses to talk to you. Treant can draw nutrition from the soil, and has a form of tremorsense - Treant can detect anyone stepping on the ground within 50 feet. Treant can extend or compress himself and turn himself into any mode of transportation you can think of - Animal legs, insect legs, wheels, tank treads, anything. With enough biomass, he could even make you into a centaur or a drider (albiet a very leafy one). He can even tunnel you through the ground at a fairly good clip (about 30 km/h), though anything tougher than dirt tends to give him trouble. Treant doesn't mind pants but will complain if you wear shoes or socks. His abilities do have a habit of destroying pants, though, so wearing a kilt or a skirt might be advisable. Treant is quiet and docile, but tends to be a bit passive-agressive and difficult when annoyed.
  745.  
  746. 100 CP: Infinite Blade Works – Somehow, you have a just-about endless supply of knives, swords, and other such sharp things that you can pull from any pocket or likewise hidden area on your body. These blades are of high quality and are always sharp, but they're nothing special. They seem to disappear mysteriously once you're done using them.
  747.  
  748. 100 CP: Armory – You have access to a large armory full of enough modern firearms to supply a small army. No matter how much ammunition you take, you always seem to have just enough for your next soiree the next time you visit the Armory. The armory appears in a secret room in your hideout, and after this jump can be transferred to your Cosmic Warehouse.
  749.  
  750. 200 CP: Living Weapon – Set: A Living Weapon that seems to be a cloak as red as the sands of a burning desert. Upon the clasp of the cloak is Set's eye, and around the shoulders of the cloak is a series of 10 rectangular, metallic xylophone bars that he calls his teeth. Set can extend and contract his teeth as he wills, and even shoot them out with enough force to embed them in solid stone. The true strength of Set's teeth, though, is their ability to amplify sound. Set particularily likes amplifying music into a destructive force, though any sonic attacks are further amplified by Set's teeth to terrifyingly lethal effect- even just a normal person's yell can be amplified to 125 decibels. However, Set's Teeth must be retreived manually once shot, so missing is not advised.
  751.  
  752. 000 CP: Ahad Anatomy - exception- As awoman, you'll receive an hourglass figure with hips that could kill a man, and if you're a dude you'll be built like a brick wall made of muscle. If you already looked like that, then your body somehow becomes even more amazing than it was before.
  753.  
  754. 000 CP: Cyborg Body – Your unique physiology gives you incredible resistance to attacks meant to cripple ordinary human beings (you have no organs, so you can't be punched in the kidneys). You have a plethora of hidden weaponry in your body, everything from laser beams to machineguns to chainsaws. However, this body requires constant maintenance, and it's not exactly pleasant to look at.
  755.  
  756. 000 CP: Refuel Station – A repair station at the Anti-Skull Girl Labs to keep my cyborg body going.
  757.  
  758. 300 CP: Small Army – This team of a hundred soldiers follow you as a leader. Collectively, they count as a single companion, but among them is an Elite soldier who acts as your second-in-command. If imported to Companion roles where they receive perks, the entire army will receive the perk at approximately 10% of the perk's original power, whereas the Elite soldier will receive the perk at 50% power. They work best in groups, and have exceptional teamwork. They will follow the theme of the Background you took, or if you took Drop-in, they will be themed after yourself.
  759.  
  760. Marked (+200 cp): Pissed off the Medici Mafia. Don't know what the hell you did, but they won't stop sending assassin after assassin at you until they've reduced you to paste. Don't think they'll be easy pickings, either -Most of them have Parasites, Living Weapons, or just plain weird fighting styles, and they just won't stop coming unless you dismantle the entire Mafia one person at a time.
  761.  
  762. Action (+100):Seems like you can't take a step out your front door without some random guy crashing into you and challenging you to a fight. It's a constant thing- No matter where you go, you're constantly plagued by challengers.
  763.  
  764. Wanted (+200 cp): You did something heinous enough to warrant a warrant for your arrest, dead or alive. Actually, scratch the alive part. Which is why they've sent the goddamn army after you. Even Princess Parasoul's private guard, the Black Egrets, are after your skin, and they won't let up until you're dead. The rank and file members are a buncha mooks, of course, but they've got huge numbers on top of some nasty characters on their team.
  765.  
  766. Purrfect (+100): You can't speak a single sentence without some kind of pun slipping out. You also have a habit of calling out the names of your attacks.
  767.  
  768.  
  769. [Story]
  770.  
  771. Ten years of floating around as a Brain in a Jar surrounded by a protective layer of slime or something.
  772.  
  773. Ten years of never being able to get anything done cause I have to fight for every minute of the day. Finally just have my Repair Station broken down and steal a bunch of stuff to throw into the Warehouse where my Small Army of engineers, scientists and assistants get everything running.
  774.  
  775. Go on a small crime spree stealing all I need to survive cause fuck this town. Everyone wants to kill me and I can't do shit to say otherwise. I slowly amass a huge pile of loot and scavenged weapons and tech.
  776.  
  777. Played a lot of music to kill people through the combination of HAIL, exploding heads and various sonic based attacks channeled through The Axe and Living Weapon Set.
  778.  
  779. [End]
  780.  
  781.  
  782.  
  783.  
  784.  
  785.  
  786. InFamous
  787.  
  788.  
  789. Male, 23 Soldier
  790.  
  791. Location: Pheonix
  792.  
  793. Conduit: Smoke
  794.  
  795. Durability – You can take a bullet. Or ten. You still heal slowly, and enough damage will still kill you.
  796. Stamina – Start running, keep on running. You can start moving and keep moving for most of the day.
  797. Regen – Healing Factor! You can heal most non-lethal wounds in seconds.
  798. Transfer – Grant Allies your basic ranged power. Allies cannot recharge, you give them your power.
  799. Energy Form – Assume a form based on your conduit type. Powerful but drains power quickly.
  800.  
  801. Bioconverter – By leaving this in the sun for the day, you can refill half your power pool.
  802.  
  803. Greenlight – The local gang is after you for perceived wrong doings.
  804. Disliked – People don't like me initially. Making friends is much harder.
  805.  
  806.  
  807. [Story]
  808.  
  809. This one was weird. Dropped into a life where my parents never broke up, shit got bad and I left home to join the Army. Shit was weird for awhile but this worlds me adapted real quick. Something about already having powers...as a human....Which is sort of a first so far. Generally when I wake up in a new head, I'm the one giving them powers or something.
  810.  
  811. Well most of my powers I ended up keeping on the down low for a long time. They all came in handy in my new line of work which was protecting a city from Super Powered Idiots and Gang Members.
  812.  
  813. Seems here, I had the ability to control Smoke and even turn into Smoke for awhile. Like some sort of D&D Smoke Elemental...his words. Not mine. Though I did laugh cause I got the reference. Man, I havn't played D&D in decades. First thing I did when I got here was make a few runs to the pawn shops, sold a bunch of stuff and bought beer for my whole team in the Warehouse where they were making themselves comfortable. Its hard to feed them all so most of the time they are put away where ever they go when I unsummon them.
  814.  
  815. Most of my powers I was able to seamlessly blend into with my new Conduit Powers as they are called. Something about channeling the elements which is something I'm familiar with. Being immune to fire, able to absorb smoke, able to manipulate fire and suppress it made me very popular amongst the Firefighters, owners of burning property and the like. Strange upside to my powers seems to be I recharge from absorbing smoke so now I don't feel so back about smoking cigarettes---weird.
  816.  
  817. I also really enjoyed my ability to be able to give my allies the ability to launch Fire Balls. It was tiring but worth it when we needed to bring out some of the big guns. I can't do it for long but combined with my ability to inhale the smoke caused by self-ignited objects, a nifty device called the Bioconverter which helps replenish my energy and that nifty Charging skill I got way back when during my stint as a Pirate Ninja in that Mortal Combat world, I had this thing down pat after a few months.
  818.  
  819. Not really much to say about my stay here. Got to suplex a bus load of terrorists once. That was cool. Wasn't even sure I could do it until I tried. Ended up moving a bunch of my stuff to the Warehouse and using it for quick traveling around town too. Never showed it to anyone outside my fellow Reincarnators but I did use it a few times to save a few downed soldiers and cops.
  820.  
  821. Ended up blowing a lot of money here and stocked up on a lot of things I hadn't deemed important until I didn't have them. Lots of books, DVDs, TVs, other home appliances and so on. I won't lie, I also ended up having some horribly sticky fingers in this world too. Its so easy for me. Just open a small portal and drop something through then close it. Nothing obvious of course. Never robbed a bank or anything. Just things like dropped weapons, ammo, furniture and stuff.
  822.  
  823. I'm finding I'm really, really tough now. Guns were really common in this world and I found I could shrug off most small caliber rounds without anything more then a scratch. Most of the time if I got injured I could just turn into a Smoke Elemental and reappear minus a whole lot of damage. Still not sure how that works and I don't do it long since its so tiring but its a real life saver. I've been working on trying to transform as quickly as possible while dashing about and it helps greatly with my mobility since I can slip under doors, phase through fences and so on.
  824.  
  825. [End]
  826.  
  827.  
  828. Soul Eater
  829.  
  830. Male, 14 Student Meister
  831.  
  832.  
  833. Location Start: Witch Realm
  834.  
  835. Free Perk: The Face -You can now make a face of absolute disgust on a whim. This face just "projects" how much disgust or annoyance you feel in that moment in time, so much so that others can sense it. Indeed, this face perfectly transmits your feelings of absolute annoyance and/or disgust to everyone who sees it, or has it directed at them. Even if they're blind or can't see for some reason, they can fucking feel it.
  836.  
  837. Free Perk (Meister Only): Weapon Partner Proficiency - As a Meister in the EAT Division, you and
  838. your partner have had years of experience fighting together. This experience allows you to wield your
  839. partner like a seasoned swordsman would wield a normal weapon to say the least. Even an unorthodox
  840. or normally unwieldy partner (like a lantern or mirror) absolutely shines in your hands.
  841.  
  842. Your partner might as well feel like an extension of your body, to the point that you could wield
  843. them in odd ways (like holding a gun upside down and firing with your pinky, or smacking people with
  844. the flat side of a sword) to hold back or mock enemies while still remaining incredibly effective.
  845.  
  846. 100CP (Free for Student Meister): Wavelength Communication - This ability allows for
  847. communication with your Demon Weapon partner or partners on a spiritual level. This also opens a
  848. bridge between souls allowing for the (usually) safe transfer of energy between Meister and Weapon.
  849.  
  850. This perk also works with any other type of weapon bearing a soul. Others people besides Meisters who buy this perk become capable of wielding a Demon Weapon Partner, but will have to actively look for one that matches them.
  851.  
  852. 100CP (Free for Witches): Portal Manifestation - You can now conjure portals too and from the
  853. Witch Realm through a. . .special motion of the body. Because the Witch Realm doesn't exist in other
  854. worlds, you may use this same "motion" to open up a temporary portal to somewhere else within a mile
  855. of your current location in other Jumps. These portals are about the side of a standard door and last for
  856. around a minute.
  857.  
  858. This "motion" is actually a relatively quick, short "dance", one where you draw the shape of a
  859. specific Hiragana with your ass. Nothing can with the shape either, so you'll have to move any jackets,
  860. robes, baggy clothing, skirts or dresses out of the way first. Tights and underwear seem to be fine. Must
  861. possess a human shaped butt to use this ability.
  862.  
  863. 200CP (Discount for Student Meister): Soul Perception - With a bit of concentration, you may now
  864. perceive the Souls of the living. While normally a common ability of Meisters, your Soul Perception is a more powerful than most others.
  865. Using this ability you can detect hiding or invisible enemies, identify the type of soul and what
  866. race/species it belongs too, the power of a being based on the size of the soul and even identify mental
  867. health. With much time and training you will be able to activate this ability at will, identify a familiar
  868. person based only on sensing their soul and or even passively leave the ability on if you so wish.
  869.  
  870.  
  871. 400CP (Discount for Student Meister): Utility Meister - You now gain the curious ability of being able
  872. to alter your own Soul's Wavelength in order to resonate with many different weapons just as well as
  873. you can with your own partner. This gives you a lot of flexibility in combat with your ability to wield
  874. different partners and earns you higher consideration for a variety of missions.
  875.  
  876. Without this you would be restricted to only being able to wield your partner Demon Weapon, and a
  877. few others with a compatible Wavelength. Attempting to wield a Demon Weapon you aren't compatible
  878. with is like someone besides Thor trying to pick up his hammer, it just doesn't work.
  879.  
  880. 800CP (Discount for Student Meister/Restricted to Witches): Anti-Demon Wavelength - Your soul
  881. gains a new unique property. This Wavelength acts as a powerful barrier against insanity and darkness.
  882.  
  883. The properties of this Wavelength are also carried over to your attacks, which serve to be very effective
  884. against Witches or any individual harboring madness or dark powers. By making physical contact with a person, or resonating with their soul via Utility Meister, the possessor of this ability is even able to pull someone away from the edge of madness and back into sanity.
  885.  
  886. Free (Exclusive to Meister): Demon Weapon Partner - If you selected the Meister Origin, you gain a
  887. free Demon Weapon companion. This companion will have a highly complementary personality and soul wavelength to your own, allowing you to easily wield them and making them lovely to be with.
  888.  
  889. They are given 600CP for you to spend on them exclusively in the Weapon Form Customization section, to customize them to your liking and gain all the perks of being a Demon Weapon, such as all
  890. free perks and the discount on one option of their choice.
  891.  
  892. Specifics like gender, age (7-17), life experiences and such are up to you. Alternatively, you may
  893. import an existing companion into this role for free, giving them a human body if they didn't already
  894. have one, a history in this world and a Demon Weapon form. Their Soul Wavelength will become
  895. complimentary to your own so you may wield them and they gain the same amount of points for the
  896. same amount of customization.
  897.  
  898. 300CP: Companion Team Import - By purchasing this you may import as many companions as you
  899. want into the roles of Meisters or Demon Weapons (who being what is up to you) with the same
  900. benefits as if you had used the Companion Import option.
  901.  
  902. [Importing ALL Pokemon and Small Army]
  903.  
  904. Carbink: Soul Resonance Finisher, Element – Light, Stylized – Crystal Long Sword
  905.  
  906. Dodrio: Soul Resonance Finisher, Element – Metal, Stylized – Trident
  907.  
  908. Galvantula: Soul Resonance Finisher, Element – Plant, Unorthodox – Net
  909.  
  910. Greninja: Multiple Weapon Transformation, Element – Smoke, Stylized – Needle, Kunai, Ninjato, Kurigama, Tetsubo
  911.  
  912. Pyroar: Soul Resonance Finisher, Element – Explosion, Stylized – War Hammer
  913.  
  914. Klingklang: Soul Resonance Finisher, Mechanical – Chainsaw
  915.  
  916. Small Army: Bonus CP +100, Mechanical, Unorthodox, Autonomous – 100 Various Power Tools
  917.  
  918.  
  919. 50CP (Free for Meisters & Death Weapons): Stylish Outfit - A stylish outfit, pretty simple stuff. This is different from a normal outfit though. This outfit is tailor made to be a perfect fit, made of durable
  920. and flexible materials suited for combat and stylized to match your tastes in a subtle yet pleasing way.
  921. This outfit seems to grow with you and repair damage as well, though "very" slowly.
  922.  
  923. 100CP (Free for Weapon and Meister): Death's List - A constantly updating list that marks everyone
  924. Death judges as "evil". Everyone listed on Death's List has committed a number of inhumane crimes and possesses an evil soul. The list has a short summary including a name, a general area and list of crimes committed.
  925.  
  926. This is useful for hunting down evil souls on your own instead of waiting on the information being
  927. supplied by the academy in the form of a mission. Doesn't say where Witches are, not much use after
  928. you (if a Demon Weapon) or your partner (if a Demon Weapon) becomes a Death Scythe.
  929.  
  930. 200CP (Discount for Meisters): Death Mirror - Contrary to the name, this large mirror with a black metal frame and permanently burning candles sticking from the top does not dispense death. Instead,
  931. by focusing, you may use it as a sort of looking glass to monitor your surroundings up to a ten mile
  932. range. It also works like an exceptional phone or video phone, having a world-wide range allowing the
  933. owner to call anyone as long the owner knows their number.
  934.  
  935. The owner makes calls by writing the designated number on the mirror. They may also "be" called
  936. in a similar fashion, by someone writing their number on a mirror or otherwise reflective surface. This
  937. number is of your choice and can be any 2/2/3 number pattern like 00-00-000.
  938.  
  939. +100CP: Think of the Children - You've gained an incredible hesitance to harm children, anything
  940. with a child's mind or anything with the body of a child. You don't want to hurt them in any way, mental or physical. In addition to that, if it even looks like a child might get hurt or be in danger you'll go out of your way to see them safe.
  941.  
  942.  
  943. +100CP: Slapstick - Taking this drawback causes those around you to smack you around in a
  944. comedic, though often painful, manner. They will do this all the time too. Also no, no one sees why this
  945. would be wrong and people will just go on like normal as you suffer abuse. In addition to that, you seem to get a bit of bad luck as well. Nothing serious that would hinder you in a fight, there just seems to be more banana peels in your path than usual and things of that nature. . .
  946.  
  947. +200CP: Obsession - You are now completely obsessed with something. That something is your
  948. choice. This obsession is now your primary priority, nothing else is more important now. You will think
  949. about this thing or concept during every second you're alive in this jump, even in your dreams.
  950.  
  951. The lengths you'll go for this obsession would be like flying halfway back around the world while on
  952. an important mission to make sure that painting back home is properly aligned if you were obsessed
  953. with "Symmetry" as an example. It should go without saying, but this can be dangerous for your mental
  954. health if left unchecked. You “could” force yourself to ignore it for a short time as well, but it’ll hurt
  955. greatly on an emotional level.
  956.  
  957.  
  958. [Story]
  959.  
  960.  
  961.  
  962. [End]
  963.  
  964.  
  965.  
  966. Harry Potter
  967.  
  968. Muggle Born, Age 11 Male Gryffindor Poor
  969.  
  970. Prisoner of Azkaban: Sometime within 3 years a very resourceful and intelligent prisoner will try to kill you.
  971. Pig Tails : You have pig tails. They don't look good.
  972. Sonnet of Sorcerers: Stuck singing and rhyming for your stay.
  973.  
  974. Nullification – You can make someones spells fail and cause enchantments to faulter for a while. Have to be able to see them.
  975.  
  976. Natural Potioneer – Natural knack for making potions. Comes extremely easy to you. Not likely to get any potion wrong regardless of difficulty and likely to come up with innovative, better ways to brew potions.
  977.  
  978. Potion Regents – Common grade ingredients that refill every two weeks. Nothing rare.
  979.  
  980. Technomage – Natural knack for merging Magic and Technology. Can jury-rig stuff to work at Hogwarts.
  981.  
  982. Non-Verbal – Can just as easily cast spells silently as one could verbally
  983.  
  984. Dedicated – Can study without getting bored for long periods and retain more.
  985.  
  986. Occlemency – Mental defenses that make it difficult to possess or penetrate your mind. You have no tells, it is impossible for others to know if you are lying to them without evidence.
  987.  
  988.  
  989. Companion Import:
  990. Diamond (Carbink): Half-Blood, Age 11 Female Gryffindor Wealthy
  991. Occlumency, Owl, Nimbus 2000, Dragon Hide Jacket
  992. Small Army: Pure Bloods, Ages 11 Male/Female Gryffindor Poor
  993. Clean Blooded
  994.  
  995.  
  996. [Story]
  997. I spent 10 years with my nose to the grind stone and polishing my skills while running my 101+ Classmates through various magical and non-magical drills and study groups. If any of them started to fail, I take it as a personal slight. Non-Companions were free to join us but I think we may have intimidated Teachers and students.
  998. [End]
  999.  
  1000.  
  1001. Castelvania
  1002.  
  1003. 1992: The perfect opportunity to kill Dracula forever is coming up.
  1004. Vagabond (Free)
  1005.  
  1006. Arcane Secrets (100 CP) Shamanism - You have learned the basic of one of four forms of magic: Thaumaturgy, which allows you to focus your spiritual energy through magical words and gestures to
  1007. perform miracles; Arcana, which infuses it into a set of magical cards to invoke an array of effects;
  1008. Runecraft, which charges it into magical glyphs to hone it into specific forms; or Shamanism, which
  1009. allows you to give power to spirits of nature. Though you only know a few techniques, your power and
  1010. knowledge will only grow with time.
  1011.  
  1012. Inhuman Power (100 CP) - free Cursed - Your body is no longer bound by the limits of flesh and blood.
  1013. Regardless of your current appearance, you are as strong, tough, and quick as any human could ever hope to be. With time and training, your power will only continue to grow, to the point where you can fight hand to hand with the greatest monsters of the night.
  1014.  
  1015. Infiltrator (600 CP) - discount Vagabond - When you set yourself on a goal, no obstacle may dare stand in your way. You can run across water, climb smooth and slick walls and ceilings like ladders, and leap
  1016. across chasms with practiced ease. Your stealth skills are similarly inhuman - you could sneak up on a
  1017. werewolf, or hide in the shadows from a vampire.
  1018.  
  1019. Power of Dominance (800 CP) - Somehow, you have gained a measure of the Dark Lord's own power.
  1020. Any time you slay an inhuman creature, you may attempt to gain mastery over its soul. The weaker the
  1021. creature is, the more easily it will yield - the strongest may hurt or even kill you unless you relinquish
  1022. your claim. With this power comes an additional boon - you gain absolute dominion over your own
  1023. soul, and none may attempt to harm or claim it without your consent.
  1024.  
  1025. Cube of Zoe (200 CP) - Ornate golden cube which draws latent spiritual energy into objects, causing
  1026. them to drop trinkets when destroyed. While usually this takes the form of wisps of spiritual energy to
  1027. recharge a flagging warrior's dwindling supply, more unique items may sometimes appear, including gold, weaponry, or even cooked meat.
  1028.  
  1029. Bloody Tears (+200 CP) - Dracula's coming rebirth has galvanized the forces of darkness, and they are
  1030. unusually active. His creatures are constantly active, even during the day, seeking to prey upon the
  1031. living. Expect little respite, and be prepared to protect everything you hold dear.
  1032.  
  1033. Order of the Demon (+300 CP) - The darkness has grown far, far stronger than anyone had anticipated.
  1034. While monsters are no more active than they were before, they are much stronger, and extremely
  1035. clever. Even the stupidest of monsters now works with others around it with tactical knowledge; the
  1036. most intelligent will be utterly ruthless in their attempts to slay humanity.
  1037.  
  1038. [Story]
  1039. Oh sit, what the hell is going on? Vampires? Werewolves? The hell is this? Fuck it, time to save some Towns Folk. Everyone grab a gun! Its hunting time!
  1040.  
  1041. For the next couple years I lead a rag tag bang of 100+ Hunters on a killing spree of monsters. They are extremely tough and coordinated but so are we! I've had more then a decade to work with these guys and plenty of time to get good with my Demon Weapons! Over-lapping lanes of fire, defenses trenches and walls, and a endless supply of guns and ammo means I'm going to make the Forces of Darkness work for every last inch of fucking dirt they want to take from us!
  1042.  
  1043. To top it all off, I'm faster, stronger and sneakier then ever now! Time to lead ambushes and scour this place of all its dark influences. Even better, every time I kill something, this magic Cube thing I have makes stuff! Gold, Food, Weapons and more! I have no idea how it works but I kill something or break something and we get free stuff.
  1044.  
  1045. Speaking of killing things, I have power over souls and spirits---or something. All I know is I can now call nature spirits to my side and things I kill sometimes can have their souls beaten into submission until they give me their powers.
  1046.  
  1047.  
  1048.  
  1049. Words spread of our fortified position here and more Hunters are gathering! I've got knights, holy orders, crusaders, Witches and more all flocking here to pitch in. Seems more often then not I'm spending more time building and gathering resources then actually fighting. Its all for a good cause though.
  1050.  
  1051.  
  1052. News from the battlefront! Someone found Dracula's Castle! We're taking the fight to them! I've already shared my Warehouse abilities with the rest. We're going to be using it as our insertion point. I'm dropping a portal back here at base and we're going to be pushing to the castle with a small infiltration team.
  1053.  
  1054. Infiltration successful! Our foot is literally in the door now and I'm dropping a Portal. We're taking the Court Yard and setting up defenses. Now under constant attack but that just means more resources to be dropped! We're getting to the point that we're even begun stacking the bodies of monsters to build our walls! God, I haven’t felt this alive in decades! This is a good war! I know that sounds crazy but its true!
  1055.  
  1056. I've been putting all my skills to good use by cleaning up everything and trying to keep morale high.
  1057.  
  1058. Constant training with the Small Army Platoon has even the Villagers showing some serious strength now. Not to say we haven’t lost anyone. We do all the time but its not nearly as often now that everyone has figured out the basics of firing a gun. Bullets do almost diddly squat against most of Dracula's forces but several hundred guns is a whole lot of diddly! Ever seen a Werewolf pinned the wall of a castle do to sheer pressure from a hail of bullets? Its a damn pretty sight.
  1059.  
  1060. We've taken some more Rooms but we keep losing them again and again. We don't have enough men to keep our Foothold secure, the Base AND to keep exploring. Our forward momentum is slowing and I don't like it. I'm putting together a spear-head force to just start punching through everything. We're going scorched earth here! If we can't have those rooms then no one can!
  1061.  
  1062. Our tactics are working! We've begun demolishing room after room. Toppling walls and roofs alike. Everything is quickly scavenged and taken back to the Foothold to reinforce it.
  1063.  
  1064.  
  1065. Its been a year now since we've taken the Court Yard. Much longer then I wanted but the castle is nothing like it was originally. We keep uncovering new areas and deep holds, underground lakes and the like. Everything we can use goes to building up the bases and stuff we can't is either destroyed or sold off to pay for resources. We've gotten as far as Dracula's Resting Place but we can't push on yet. We're putting out the call for all Warriors of Light, Hunters and everyone else to come out of the wood works. We have dozens if not hundreds of people researching and scouring every possibly text, tomb and scrap piece of paper for any kind of advantage at all.
  1066.  
  1067. I've been churning out talismans and the like for months now. We've got the castle covered in them. We've also moves a lot of the base over here now and have been keeping on the pressure.
  1068.  
  1069.  
  1070. Dracula can suck it! We lost a lot of good people in that fight and I almost didn't think we could keep the fight in our favor. We did though. Thats the point. Years of stock piling weapons and ammo, blessing bullets and constant training means we woke Dracula's dead ass up and then put him back in the dirt. We didn't destroy him for good but now we know we CAN kill him! The burial site is under constant patrol and we're currently cleaning up the country side of all his influence.
  1071.  
  1072. It may take a few years or possibly decades but we will end this fiend once and for all.
  1073.  
  1074. [End]
  1075.  
  1076.  
  1077. Soul Caliber
  1078.  
  1079. Ninja, Age 18 Male
  1080.  
  1081. Tiptoe – Extremely acrobatic. Greatly increases movingly silently. Reduces damage from falls.
  1082.  
  1083. Faster then a Howling Wind – Land speed and reaction time increase notably.
  1084.  
  1085. Demon Hunter – Can sense the presence of evil entities and those that eat souls.
  1086.  
  1087. Mind Over Matter – You have a gift for combining the mundane forces of the earth into something greater than their individual parts. You gain insight into the study of Alchemy.
  1088.  
  1089. Sleepless: An Untamed Beast – You require 1/3 less sleep to feel fully rested.
  1090.  
  1091. Value of Tranquility – You can meditate to relieve any and all emotional distress. This ability can only be used in a calm, relatively quiet location.
  1092.  
  1093. Forever Onward – You become more resistant to weather that would otherwise impair your ability to travel. Strong winds, harsh sun, pouring rain, you'll be able to pass through with only a minor inconvenience.
  1094.  
  1095. Fine Clothes – Nice clothes cause I had 50cp left over.
  1096.  
  1097. Wardrobe Malfunction +200 – Clothes will always get ruined during combat. Armor will fall off.
  1098.  
  1099. Destined to Battle x3 +300 – Hitler, Hitler and the Ghost of Hitler
  1100.  
  1101. [Story]
  1102.  
  1103.  
  1104.  
  1105. [End]
  1106.  
  1107.  
  1108. Sims
  1109.  
  1110. Male Teenager, Strangetown Townie
  1111.  
  1112. Alchemist – Easier to find ingredients and use them to make potions.
  1113.  
  1114. Animal Lover – Able to befriend animals easier and teach them new skills. Applies to companions.
  1115.  
  1116. Genius – Increased intelligence and logic boost. Easier to tutor others in known skills.
  1117.  
  1118. Greenthumb – Easily maintain a thriving garden with high quality produce. Can grow interesting things
  1119.  
  1120. Handy – Better sense on how things work and don't risk injuring self when fixing stuff. Can upgrade.
  1121.  
  1122. Natural Cook – Can learn new recipes by watching others or eating the cooking. Can't fail cooking.
  1123.  
  1124.  
  1125.  
  1126. Always Hiring – Can enter any place of business and leave with an entry level job.
  1127.  
  1128. No Bills Ever – Never again have to pay property fees, rent or utility charges.
  1129.  
  1130. Buy Mode – Within the confines of your home you can sell objects you own or change their location in the blink of an eye.
  1131.  
  1132. Build Mode – Gain the ability to immediately construct walls, floors, wall paper, flooring, roofing, windows and doors on your property.
  1133.  
  1134. Pooled Resources – Gives your home/warehouse a nice pool and garden. No maintenance needed. Unlocks Plants and Pools for Build Mode.
  1135.  
  1136. Basement Dweller – Provides your home and Warehouse with an additional floor under the ground floor. Unlocks Basements for Build Mode.
  1137.  
  1138.  
  1139. Motherlode – Start with 50,000 Simoleans!
  1140.  
  1141. Omni-Plant Seed – Gain a seed to a plant that can be fed small objects and food to replicate them.
  1142.  
  1143.  
  1144. Where's Bella? +200 – Assumed to have kidnapped or killed a Sim named Bella. Everyone knows.
  1145. Simlish Gibberish +100 – Can only talk in Simlish and can't understand it for the duration.
  1146.  
  1147. [Story]
  1148.  
  1149. No one wanting to kill me? No fight tournaments or wars? Reminds me of my few years as a janitor.
  1150.  
  1151. Apparently I'm a kid again and living with my parents in the middle of no where. A place called Strangetown. Reminds me of Roswell.
  1152.  
  1153. The kid I awoke as seems to be another me. Merging wasn't too hard considering he was little more then a child really. Not a whole lot to learn from him. This all seems vaguely familiar and it comes back to me when I try to talk to my parents---and can't understand a damn thing. I can vaguely “SEE” what they want and have to rely on my weak telepathy to understand what anyone wants from me.
  1154.  
  1155. Well this isn't the first time I've been stuck talking in rhyme or something. First time I couldn't understand anyone though. Even my companions sound like they are talking gibberish. We got around that by just defaulting to Diamond and the others leading them through drills and the like.
  1156.  
  1157. So yeah, I'm stuck in the SIMS. One of the later ones I guess. Doesn't matter really though everything seems to work vaguely by game logic at times. I can buy and sell stuff at a whim which is neat. I started with a lot of money and instantly put that to use by expanding my parents house.
  1158.  
  1159. The upstairs is THEIRS and I've added an elevator in my room that leads to a basement they don't seem to know about. I dumped a lot of money into expanding the basement and putting another Elevator at the edge of our property so I can leave via there too.
  1160.  
  1161. Didn't get TOO fancy with the basement. Mostly just a lot of big rooms with beds for my companions. Ran out of room pretty quick and ended up buying the plots around us. Built simple homes on those and moved in my Companions. We've set to growing a lot of gardens and I've been looking for jobs for everyone. Its a small town so not a whole lot is available. A lot of the time it seems I just send everyone out to scavenge, collect stuff, go fishing and the like.
  1162.  
  1163.  
  1164.  
  1165. So fun fact. Alchemy is a thing here along with magic. No one really thinks it strange. We now hold almost all the jobs in the town since we practically doubled if not tripled the population here. Gardens are looking great and help with the Alchemy.
  1166.  
  1167. Been studying as much as I can and buying skill books online when they show up. Also set up several alchemy labs and have begun teaching everyone else what I learn.
  1168.  
  1169. *Practicing Alchemy until I can learn Witch Potion. Turning myself and the others into Witches. We practice Magic and Alchemy as much as possible while also learning as many other skills as possible.
  1170.  
  1171. [End]
  1172.  
  1173.  
  1174.  
  1175. Mob Jump
  1176.  
  1177. Male, Age 27 Triad
  1178.  
  1179.  
  1180. Drop-In: Free
  1181. You wake up one morning in Madame Li’s flophouse. Nobody knows how you got there, and you don’t know anyone who can tell you, but at least you don’t have any other memories influencing your own! Damn, that was a good night!
  1182. -=-=-=-=-=-=-
  1183. Numbers Man: 100 CP, Free Accountant
  1184. You’re good with numbers. You can make the things DANCE. Making backtrails of a hundred purchases and layering your mob’s holdings behind a dozen shell corporations are just the opener. Also, you’re pretty good with the odds/gambling.
  1185.  
  1186. Putting Up a Front: 100 CP, Free Drop-In
  1187. You have a talent for picking thriving businesses to take over or turn into a front. So long as you aren’t obvious about it your fronts probably won’t get raided by the cops either.
  1188.  
  1189. An Offer He Can’t Refuse: 200 CP, Discount Drop-In
  1190. You’re very good at sending messages. Almost magical, in fact. Once a month, you can send someone a message that gets to them no matter where they are. You can’t actually send a bomb, that’d be too easy; but a disarmed bomb that makes sure they know that you know where they live? They won’t forget that in a hurry.
  1191.  
  1192. Say Hello To My Little Friend!: 400 CP, Discount Drop-In
  1193. You are completely unimpaired by intoxication of all stripes. No matter how high you are, your shooting is accurate and you only get drunk when you want. While you can still get drugged, anything you imbibe by choice isn’t going to hurt you . In fact, you often seem to get TOUGHER when you’re on something!
  1194.  
  1195. Fingerman: 400 CP, Discount Soldier
  1196. You’re VERY scary. Looming in a room will terrify even the most hardened criminals and you’re a skilled “interrogator.” You know just how much pain it takes to break a man, whether that’s fingers missing, drills to the kneecaps, or just the threat of terrible things done to his daughters. Also, you have the willpower to follow through on your threats.
  1197.  
  1198. Syndicated: 400 CP, Discount Accountant
  1199. Running the criminal underground of a whole city is nothing to you. You’ve got a mind like a steel trap, able to handle all the inputs you could ever have to deal with. You’ll know when a single member in your territory is skimming a bit off the top and you can calculate profits an losses for anything in fractions of a second. You’ve even got the skills to invent games of chance with the perfect illusion the suckers can win while keeping the maximum house take!
  1200.  
  1201. Items:
  1202. Taste of Home: 50 CP (Kale Soup)
  1203. You’ve got a large supply (and an easy-to-follow recipe) for some of your mama’s cooking. You may know how to make the perfect cannoli, matzoh ball soup that can almost heal bullet wounds, or just know the perfect mix for a great mug of ale.
  1204. All your Family will be envious, and you can pretty much guarantee that if you get holed up, you’ll be the one cooking, not stuck standing guard in a New York winter.
  1205.  
  1206. Liquor Cabinet: 50 CP
  1207. You’ve got a nice liquor cabinet filled with the highest class of liquor, which seems to never quite be empty. Of course, not everyone appreciates the same luxuries, and you might not have a liquor cabinet at all; it could instead be a wine cellar stocked with your choice of vintages, or a humidor always containing the finest Cubans. Or perhaps you just have a steady supply of cocaine?
  1208.  
  1209. Money: 50 CP x 2 (100 CP) $100,000
  1210.  
  1211. Goon: 100 CP, Free Family (Small Army)
  1212. You’ve got a follower who’s stupidly loyal to you. He’s large, imposing, and willing to throw his bulk between you and bullets. Also, for all his lack of charisma, he’s well schooled to serve as a butler or aide in whatever manner you require, and if he survives, he will become a Companion to guard your back always. If you wish, a Companion may instead take this role, gaining plenty of experience in fistfights, gunfights, and being standing imposingly behind your shoulder.
  1213.  
  1214. Drawbacks:
  1215. Black Sheep: +200 CP
  1216. You’re a member of the wrong family or at least come from the wrong line. Despite being a member of the Jewish Mob, you’ve never quite shaken your Irish Catholic roots, or you may be the one poor white man in your city’s Yakuza branch. Expect a lot of suspicion, and if you do turn traitor, the hatred will be twice as deep.
  1217.  
  1218. Chains of Al Capone: +300 CP
  1219. You’ve been cursed with the same thing that got (or will get) Al Capone: Government bureaucrats. Even if they can’t get you on the murder, extortion, racketeering, arson, kidnapping... you get the drill... you will be watched constantly and pulled in for the maximum jail time if you even THINK about jaywalking. Anything you want done has to be hidden by a dozen legitimate businesses and cutouts, so you should probably find an accountant who can outwit the IRS. Even if they’re on your side, you might well be crushed by the mountains of paperwork.
  1220.  
  1221.  
  1222. [Story]
  1223. I run a legit business for ten years while secretly selling booze from my bottle of infinite booze cheap with help from careful use of my Warehouse. I can carry on conversations with telepathy and no one would be the wiser.
  1224.  
  1225. My Goons are a small army of clerks and workers who run the farms I'll own to make fresh produce I sell at a legit store front. I'll also raise chickens and such.
  1226.  
  1227. [End]
  1228.  
  1229. [[ Kitsune age 198 ]]
  1230.  
  1231. RWBY
  1232.  
  1233. Male, Age 18
  1234.  
  1235. Menagerie, the country to the south-east, where the Faunus were shipped. A high concentration of Faunus live here, and humans are looked on with suspicion and distrust. High White Fang presence.
  1236.  
  1237.  
  1238. 100CP Student: You've trained yourself to enter Combat school, and are preparing to enter Hunter academy.
  1239. +100CP Optional -- Faunus: Gain free nightvision, a cosmetic trait & quirk of some animal, and a lifetime of derision and suspicion. Can take with any background. Take White Fang Woes for no CP; does not count to drawback count.
  1240.  
  1241. Skills and Abilities:
  1242. Free Intellectual: Studies and research come to you easily, turning the efforts of what would be normally take allnighters into coffee breaks.
  1243.  
  1244. 150 CP Tinkerer: You're a whiz at maintaining, modifying and making things. Everything from Sniper Scyfles to Toaster Ovens, as long as you made it yourself or had the blueprints on hand. Unlock the secret of Variable Weapon Crafting.
  1245.  
  1246. 600CP I Should Be Dead by Now: Light of the Soul, son. It hardens the vitals in response to bodily trauma. Not only regenerating, but also repairing it to its natural state! Your Aura pool is uncommonly large.
  1247. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  1248. Semblances, unique to your soul, you have unlocked its true power. You can only have one:
  1249. Represent (0CP): The light of your soul has touched others through your life. Should you not buy a Semblance now, or awaken the one unique to your background by ten years, you will instead gain the ability to mimic a small fraction of other Semblances. You will need to meet them, though, and harmonise with them.
  1250.  
  1251. Weapons:
  1252. Variable Weapon (Free): One gun and one melee weapon. For 25CP you can import weapons, at no decrease to performance. Another 50CP for more.
  1253. ----Heavy (25CP): Now its bigger than you are! And a lot stronger than you remember. Can not be taken with Streamlined.
  1254. 50CP The Axe/Shotgun+ Heavy : A larger, louder version of The Axe plus a shotgun. Works like the Pulverizer.
  1255.  
  1256. Items:
  1257. 100CP Bigger on the Inside: A book teaching miniaturization techniques. Starts with Bazookas into bottles, leads into Cars into cupholders. They still weigh the same, unfortunately. A master of this knows how to miniaturize around living things! It's very uncomfortable for them, so they won't stay like that.
  1258.  
  1259. Free Dust for Dummies Pro: A book teaching the manufacture, refinement and applications for energy propellant. Not only do you become a more proficient Dust user, mixing your own, upon mastery you discover how to make substitutes!
  1260.  
  1261. 100 CP Nice, Quirky Girl/Tall, Dark and Scraggly : Companion of your chosen age, sex, and Non-Drop-In background. They gain 200CP to spend here per 100CP spent, and 100CP in future jumps. For an extra 50CP you can import a previous companion. Can be bought three times. They cannot take drawbacks or future backgrounds unless imported.
  1262. Diamond: 150 CP for 200 Female, Student
  1263. Intellectual (Free): Studies and research come to you easily.
  1264. Tinkerer (150): You're a whiz at maintaining, modifying and making things.
  1265. Variable Weapon (Free): Bow/Spear with explosive arrows
  1266. Streamlined (25CP): You've made it lighter, smaller, and no less delicate.
  1267. Explosions (25CP): Adds grenades, mines or spewing death of one kind!
  1268.  
  1269. Small Army: 150 CP for 200 Male/Female, Students
  1270. Intellectual (Free): Studies and research come to you easily.
  1271. Tinkerer (150): You're a whiz at maintaining, modifying and making things.
  1272. Variable Weapon (Free): Shield/Crossbow with Mines
  1273. Streamlined (25CP): You've made it lighter, smaller, and no less delicate.
  1274. Explosions (25CP): Adds grenades, mines or spewing death of one kind!
  1275.  
  1276. 300CP Catalytic Converter: Turns other fuel sources into energy efficient, versatile, Dust. Converts at a five to one energy ratio, with an dial for the four basic dust groups. Comes with instruction manual and free installation. Top Secret.
  1277.  
  1278. Drawbacks:
  1279. Take up to two for a maximum of 600 points. Extra drawbacks will not grant extra points.
  1280.  
  1281. (FREE) White Fang Woes: Whether by your past or your reputation, you have been tainted by the image of the White Fang faunus group. How will you act in a world that hates and fears you.
  1282.  
  1283. +200 Ranked: Somehow, the Grimm have recognised your soul, and have become stronger for it. Expect to see tactics, ambushes and training among them, making them as dangerous as they can be with natural weapons.
  1284.  
  1285. +300 Evolved: These Grimm have learned tool-using, communication and maths. What's worse, it appears to be spreading from your location, making them a greater threat the world-over.
  1286. [[Kitsune Age 208 – 3 Tails]]
  1287.  
  1288. [Story]
  1289. I play the role of student while studying for 10 years. Stay in my Kitsune form most of the time. Fanus and Humans are weirded out by the 2 tails and gets weirder when I get my 3rd tail two years in.
  1290.  
  1291. I lead Diamon and the Small Army of Students I have through class. We put out noses to the grind stones and continue training. I'm starting to get absurdly strong now.
  1292.  
  1293. We hunt the Grimm with swarm tactics. Surround and pepper with guns until Diamond or myself can make the kill.
  1294.  
  1295. Learn more about DUST and see about refining infinite alcohol into infinite DUST with time. Also start learning minuturization.
  1296.  
  1297. [End]
  1298.  
  1299.  
  1300.  
  1301. Claymore
  1302.  
  1303. Dabi, this town is just north of Pieta in the northern region of Alphonse, a region covered in mountains and known for its bleak snow ridden landscape.
  1304.  
  1305. Male, Age 28
  1306. Awakened Being, 300cp
  1307. Like a Warrior of the organization you are part Yoma, only in your case at some point in your past you awakened into a more powerful and monstrous form that requires you devour the guts of living humans, much like a Yoma. While it is said that a Warrior can use up to 80% of their power before risking Awakening, the transformation into an awakened is a far greater boost in power than 20% boost would suggest.
  1308. Race
  1309. Awakened --- Free Awakened Being
  1310. As an Awakened being your range of abilities include what is in and expand from Half Yoma, however you will be required to eat the guts of humans to replenish your strength. You will also crave guts to a level that is beyond mere hunger, even if you can abstain your body will shrink and waste away, though by becoming all around smaller rather than skinner. Awakened Beings gain back their original body’s pigment and no longer possess a stigma. Your expanded abilities include your body manipulation extending into minor shapeshifting, and transformation into monstrous forms, or anywhere in-between the monstrous form and a human body, lastly even offensive types will be able to regenerate lost limbs.
  1311. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  1312. Armor of Muscle,* 100cp Free Drop in
  1313. You have a body that has been trained to take blows and keep going, what would be just enough to kill a normal person is more likely to just take you out of the fight. While a strike to your vitals will still kill you, strikes are less likely to cause such damage. You may also optionally choose whether or not this makes you more muscular.
  1314. Sensory Type,* 200cp, (Aura)
  1315. You have enhanced senses, such as, improved sight, hearing and scent, or an enhanced ability to detect the Yoki of yoma. If you are not a part Yoma being and thus not normally able to detect Yoki, you may still buy the ability to do so, as well you may buy this to enhance any existing sensory ability you possess.
  1316.  
  1317. Assimilation,* 200 CP
  1318. You are able to assimilate an item(only one at a time) into your body, making it your blood and flesh, you can also reform that item from your body. However while the item may retain its properties while inside your body, a sword is hardly a sword when you are using it to make your arm nearly indestructible.
  1319.  
  1320. Filled With Hate,* 300 CP
  1321. Hate can be a very substantial source of power for those filled with the flesh of yoma, you in particular exemplify this. Your hate, and the physical energy it gives you, are vast reserves, that refills them at an incredible rate. Besides this your physical regeneration takes on a level more like that of true creation,creating new material from your hate itself, making you regenerate damage far faster.
  1322.  
  1323. Total: 1050
  1324. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  1325.  
  1326. Companions (RWBY +100 CP Perk)
  1327. Carbink – Diamond (Genderless; Feminine.)
  1328. Enchanting Body and Hair, 100cp
  1329. You have a particularly attractive body, far more that most people. You also have some lovely hair that comes with unique hairstyle of any length, certain to be able to differentiate yourself from a crowd of similarly attractive people.
  1330.  
  1331. Small Army -- Legion (Male/Female)
  1332. Armor of Muscle,* 100cp
  1333. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  1334. Awakened Form
  1335. Those of the Half/Quarter Yoma, and Awakened Beings may customize their awakened form here, they also have 300 additional cp to spend only on this section. Those of the Awakened Being background gain another 100cp. Note you may combine each option here in a way of your own choosing. Though the amount of power you have for your awakened form remains the same regardless of size and any extras.
  1336. Spend Limit: 1300
  1337. -=-=-=-=-=-=-=-=-=-
  1338. Blades + Extendible Limbs + Tentacles 3 + Massive Form 3 + Projectile Generation + Malleable Body 2 +Ribbons +Fluffy = All attached to Fluffy and Malleable Body 2 extending to main Body
  1339.  
  1340. Awakened Form Synopsis:
  1341. Normal looking human form with long hair that can grow up to 52ft and extend even longer. The hair is extremely flexible, maneuverable, and very strong. Can act as tentacles, each of which are very strong and dexterous. Hair is capable of growing hardened spikes or fang like protrusions.
  1342. In addition, has a high degree of malleablity that lets them reshape themselves to more managble sizes when not in use along with growing functionable eyes and mouths.
  1343. The hair is capable of firing off its tentacles as projectiles that are capable of still moving. When given eyes and mouths, tentacles will continue to attack all they can see while they still have energy. If possible they will then return to host or host will pick them back up to remerge with fired projectiles. Should the need arise, entire chunks can be fire for more powerful attacks, each a powerful monster in their own right with limited cognitive function that are capable of being active for varying durations depending on amount of energy they have left.
  1344.  
  1345. Fluffy, 50cp
  1346. You have fluffy and surprisingly durable hair that covers part or all of your awakened form. Though the hair itself won’t really protect you.
  1347.  
  1348. Blades, 50cp
  1349. Your body has either blades or sizable claws on some area of your body, these are particularly hard, harder than the rest of your body at least and sharper than most swords.
  1350.  
  1351. Extendible Flesh, 50cp
  1352. Yare adept at extending your flesh to attack, from launching your arms out at great speed to shooting out your fingers and tongue as spears. Their direction completely under your control and moving far faster than you could otherwise.
  1353.  
  1354. Tentacles, 50 CP x3 (150)
  1355. You have a bunch of small but long tentacles coming from your body, with a second purchase you can have more to the point you have more tentacle flesh than you have limbs, with a third you can be covered in tentacles to the point they completely obscure your body. They are stronger than the rest of your flesh though and quite dexterous.
  1356.  
  1357. Massive Form, 50 CP (x3 for 150 CP)
  1358. Normally an awakened form is between 1 to 3 times as large as the body before awakening, excluding other additional parts, with each purchase of Massive form you can greatly increase the size, to a maximum of three purchases. First making you taller than a two story building, second making you all around as large as a three story townhouse, and with the third you’d be larger in all ways than a five story townhouse. While this does spread your power over a larger body, you will be overall faster and stronger for it.
  1359.  
  1360. Projectile Generation, 150cp
  1361. You are able to produce arrows, spears, solid rods, spinning blades, or whatever other particular thing you want and fire them from your body at high speed. If you are strong enough you may be able to cause a homing effect upon energy sources you can sense, add eyes to the projectiles so they can see their target, or possibly control them in flight. It should be noted that these projectiles are still made of flesh, incredibly durable and hardened flesh, but still living flesh.
  1362.  
  1363. Malleable Body, 150cp (x2 for 300 CP)
  1364. All awakened have a more malleable body than ordinary warriors, however you excel at this able to reform your body in a number of ways, though it would take a lot of work to be a proper shapeshifter. Your first purchase you may apply this to a few body partsand -- combine it with no more than two other options, with the second your entire body becomes malleable to you--and combine it with all other options freely. You can reform and resize your awakened body as fast or possibly faster than you can otherwise move.
  1365.  
  1366.  
  1367. Ribbons, 200cp
  1368. Rather than a body of a normal form and shape your body is made from ribbons that can be manipulated quite easily, and spread over a wide area, it also gives you a great many appendages, and with skilled use one could use them to fly. Your form is also no weaker for being hollow inside, which it is.
  1369. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  1370.  
  1371. Drawbacks, You may take as many as you like, gaining up to a total of 800cp
  1372.  
  1373. You Smell Delicious, 200cp
  1374. Regardless of if you are half yoma, awakened being, or even a horrible monster from another world you will smell Delicious to awakened beings and yoma. This will prompt them to attack you with some regularity, even the strongest awakened beings may be tempted by your scent.
  1375.  
  1376. Generational Abyss, 300cp
  1377. This sets the time you begin here to one of the early generations, shortly after the male generation. However by the time you enter the world the first three Abyssal ones will have already awakened, and every few generations afterwards another three of equal or greater power will awaken. Each generation of Abyssal ones will average being stronger than the last. You will only be able to go home when at least ten generations have awakened, and there are no living Abyssal or greater awakened beings in the land.
  1378.  
  1379. Children, 400cp
  1380. When a mommy awakened being and a daddy awakened being spend a lot of time alone together, normally nothing really happens, and they certainly don’t become mommies and daddies. However now when that happens they produce children as quickly as humans do, children that are stronger than both parents combined and are born with an intellect and level of skill equal to their parents. As well
  1381. Awakened beings are far more likely to pair up and produce children. This will have also been happening for some time, there are certain to be many such children already in the world. They are also drawn to great power and have a tendency to absorb energy and flesh that strikes them.
  1382. [STORY]
  1383.  
  1384. It started out as normal. A new body. A new mind. It was a vicious one this time though. Half mad with hunger and going feral with every passing second. We needed to feed and it sickened me when I learned it had to be human guts. Not the act itself but just the thought.
  1385.  
  1386. Time passed and I learned about this world and made peace with my inner demon. This worlds version of me was filled with an old hatred that made him perfect for an operation to turn him into a weapon. It worked but he lost control and 'Awakened'. Now he's a flesh eating monster with a human mind in control.
  1387.  
  1388. We're working on alternative sources of energy but nothing is working to well at the moment. In the mean time we've made it out best interest to flee the area. Once Awakened and alone in the field, this worlds Jake fled into the mountains and fed on a village. It still wasn't enough and thats when we merged.
  1389.  
  1390. We're slowly getting used to this new form. Its surprisingly human aside from the long hair and tails. Speaking of which, they are pretty cool. I may be over two hundred years old but I still can enjoy something as neat as the tails I have. We're going to start practicing with them.
  1391.  
  1392.  
  1393.  
  1394. Its been more then a decade now since we arrived here. I'm hunted constantly by the Organization that made me and their Warriors. To top it off, the Abyssal seem to have a taste for my flesh and harass me constantly. I tried making a home here in the mountains but its not working. Even with my small army of soldier scientists, its too much. We've started to just keep mobile and are living out of the Warehouse. I've taken to keeping a small plate on me at all times with a tiny portal to the Warehouse open so everyone can work freely inside. Got to keep moving.
  1395.  
  1396.  
  1397. If the clocks are right then I've set a new record for longest time spent in a new life. We broke the thirty year mark and still no haunting laughter sending us to a new world. It seems everyone is still aging here and that puts a lot of us in our fifties now. We're had a lot of time to train and practice between fights with the various Abyssal and Warriors but it still not enough. The more time passes, the stronger my enemies seem to get and it takes time for my killed companions to come back to life; moreover, I'm sad to say that I've had to sacrifice several of my friends to make suicide attacks during my stay here. They understood it had to be done and were willing but I'm not happy about it.
  1398.  
  1399. I've also learned to stave off my hunger. I actually manage to gain a little sustenance from normal foods but nothing replenishes me like fresh entrails. I'm loath to kill people but I'm not so stupid to pass up a free meal. I still consider myself Human and I know I shouldn't but I do eat Humans. Not live ones. More then once I've come across villages and towns under attack by Abyssal. Each time I do, I step in to kill the Abyssal, consume some of them, save the rest for later and then collect the dead around the village. I'll gorge myself on fresh meat until I feel full if possible and then freeze the rest for later. Frozen isn't as good as fresh but it helps. I always bury the heads if possible and leave tomb stones.
  1400.  
  1401.  
  1402. Its...its been almost a hundred years now. It sounds crazy but I can only be sure since I grew a new tail some time in the last couple months. Vague I know but I've learned that if I switch forms, I don't get such bad cravings thought I can't use my new powers to detect those that hunt me as easily. I switched to my Kitsune form and noticed I had another tail. This bothers me. I've been here far too long.
  1403.  
  1404. Only Diamond and Giga accompany me now. They have to stay in their Pokemon forms since their human forms are too old now. I sent the others into stasis years ago. To them its only moments between when I bring them out and when I put them back. Generally they get time to rest after battles but I've had to start relying on them less and less as they got older---I rarely bring them out any more in fear they age too much, die and not come back. I've never had a companion die of old age yet.
  1405.  
  1406.  
  1407. Two. Two hundred years now I've sat on my mountain. Yes, my mountain. I'll get to that in a moment. I grew another tail today. Another Kitsune tail that is. Thats five now. I'm four hundred years old at least. Two hundred in this world yet I don't look it. My hair is long and scraggly and a little salt n pepper. Diamond say it makes me look good. Giga hasn't said much in awhile—just floats along side me rotating endlessly.
  1408.  
  1409. I said something about my mountain. I have a mountain now. I claimed a mountain on this island and have been building here. Nothing grander then stone walls and pyramids. Sometimes I get bored and shape the stone into faces or the like for fun. I met with some other Awakened. I've killed several dozen now at least since arriving in this world and each fight was rougher then the last. These new ones wanted to talk so I talked. They didn't like the idea of fighting so each was going to take a section of the island and call it their own. I'm fine with that as long as they leave me on my mountain and they agreed.
  1410. Apparently I earned a new nick name. The Burning Tree. Hows that for a name? The Organization and the smarter Awakened have come to realize I have powers beyond what they can achieve currently. They still attack me every now and then to see what I'm up to but not as often any more. I've had a lot of time to sit on my mountain and practice. I've gotten really good with pulping Abyssal with my magic. Nothing fancy. Just brute force. I've also gotten pretty good with my old Conduit Powers. I've found it easy to maintain my Smoke Form for hours if need be. Something I learned to do awhile ago was that I can absorb items for storage and retrieval later. I can even use them while I have them absorbed. I ended up absorbing my old Bio-Converter to let me absorb sunlight to power myself.
  1411. The Bio-Converter and my Smoke Form is part of the reason I earned my name the Burning Tree. Here atop my mountain in my Awakened Form I feel the most alive. I've learned that if I don't move that I can go a long time without having to eat. Years at this point. I've gotten really good at holding still. Decades ago I learned that I can merge various parts of myself through coercing my body into a more malleable form.
  1412. Centuries ago, when I first met my small army of companions, I gained a new friend named Treant. A Parasite is what he was called. I still have several dead ones in storage somewhere. Anyways, Treant was a living plant that could shapeshift and replaced my legs for ten years. After the Jump, I rarely needed to use him and he laid inside me dormant. Sometimes I brought him out to help me scale walls and to root myself in place. Its what I've done now here.
  1413. With time and practice, I've managed to turn my legs into massive roots that I've let grow deep into the mountain rock. Several of my Awakened Tails I have merged with the tail Treant gives me and now act as more roots. For the last couple years I've stretched and reached down the mountain with them. With more effort I've managed to turn them into sensory organs as well that can pick up sights and sounds along with vibrations. As soon as someone steps foot within several hundred feet of me, I'll know of it. The rest of my tails I've extended into the air like tree branches. I've even grown something like leaves that help absorb the sunlight.
  1414. At some point I began to unintentionally use my Conduit powers in conjunction with my Awakened powers and grew even larger. I'm not exactly huge or anything but I'm noticeable from a distance. When I breath I sometimes exhale smoke. Its weird. I don't think about it much. I spend more time meditating then anything.
  1415.  
  1416.  
  1417.  
  1418. I think I fell asleep. I'm not sure when. I'm surprised I'm alive. I know I've been fighting since there are bodies and partial remains everywhere on my mountain. I've been here awhile. I'm not sure how long. I feel old. I feel stronger too. The landscape is different then I remember. I can see buildings in the distance. New towns? The Organization? Abyssal? Who knows. I don't really care as long as they stay down there.
  1419.  
  1420.  
  1421.  
  1422. Oh God! The pain! Everything hurts! I can no longer see. They came. The pact has been broken. They came in the night. Awakened. Dozens of them. More then I remember. None of them I recognized. My limbs have grown stiff and I grew sluggish over time, more tree then man or Awakened. I can feel one of them struggling in my grasp. I feel his claws tearing at my flesh. I hate this! This feeling! The more they hurt me, the hungrier I grow. This sickening feeling inside. I havn't felt this bad since...since the tour. The tour across America with the others. Who again? Dia...Diamond. Sissy. My companions who I hurt. My companions! Where? Where are they, I scream! The meat pulp in my hands can't answer me any more. I can feel them. I can't hear her or the others anymore. Oh gods. I'm alone. I can't feel anyone. There is only pain now.
  1423. I feel my skin stretching and my head pulls itself back together. Its a common mistake that used to be made. Everyone tried to destroy my head or tear out my heart. It would probably kill me if I didn't have my Core. When I first got here and rooted into place, I buried it deep underground with my deepest root so no one could find it. No one ever did. With time I could heal all wounds but this may be too much.
  1424. I can feel my tendrils scattered all over the mountain. A dull pulsing in my head alerts me that I'm missing all my tails except one. I can feel my missing pieces all about me. Some are feeding on the dead and others are sprouting into new Saplings.
  1425. I'm tired. I'm hungry. I hurt. But most of all I hate. I hate this world and what its done to me. I don't care anymore. I don't care if I have to kill them all one by one or if I have to watch this whole island burn. I am going to find my companions and I'm going to end my pain once and for all. Starting with the stragglers at the bottom of the mountain. They think me weak and wounded. I'll show them whos weak! I'll show them all!
  1426.  
  1427.  
  1428.  
  1429. The island burns and a mad monster roams the lands scouring all life in its way. This goes on for decades as the being known as the Burning Tree stalks the land searching out all sources of evil and life. He consumes all that gets in his way and after a long, long time finally takes his rest.
  1430.  
  1431. As he sits on the beach idly crunching on the dying remains of what is now the last Awakened besides himself in the world, Burning Tree looks across the ocean at the setting sun. He can feel it. The faint pulse of life somewhere out there off the coast. Its scratched at the back of his mind for decades but he thinks he can find it if he tired.
  1432. Burning Tree tosses the last squirming bits of the screaming Awakened into the voracious maws that his tails formed and started to stride out into the water towards the main land.
  1433.  
  1434. He doesn't even hear the laughter carry on the wind as he descends beneath the waves and int darkness.
  1435.  
  1436. [[765 Years have passed. Jake is now 973. Kitsune form has 9 Tails]]
  1437.  
  1438. [END]
  1439.  
  1440.  
  1441. Bayonetta
  1442. Sunrise Valley- A valley once belonging to the Lumen Sages, this valley was their training ground as they developed and tested their various abilities. It may be empty now, but who is to say that it does not hold treasures or records that once belonged to the group?
  1443. IDENTITY:
  1444. Male, Age 21
  1445. -Weapons Dealer (50CP):
  1446. Where there are badass heroes and strong bosses, there are also someone who has to make their amazing equipment. That person is you. Sure there's people who slap together a firing pin and a barrel and call it a gun, but you're a cut above them all. Your work is top notch, and the better your materials the better your results. Looks just as good too. Expect your name to be whispered in dark corners, and your creations to be treasured.
  1447.  
  1448. ABILITIES AND SKILLS:
  1449. -Inexplicable Innuendo (Free): Any time you want to come off as sexy or just talk in a lightheartedly dirty manner, it's easy as pie for you. Want to make some people squirm with an implication? Done. You can even implement this in your battle quips, throwing them off their game for that moment of distraction you need.
  1450.  
  1451. -Jingle of Jazz (Free): You've got a soundtrack now! Whether you want it to be peppy and sound like something out of a club, or go to the other end of the spectrum with ominous latin chanting and heavy orchestra, it's up to you! Go nuts and remember to keep it how you like it. Heck, you can make it a soft jazz note fit for a bar if you wanted.
  1452.  
  1453. -Classy Contortionist (Free): You've got an innate sense of posing that you can utilize, whether it be to show off your sexiness or simply throw people off their game. It's got all kinds of applications, and no matter what you're always going to look good.
  1454.  
  1455. -Environmental Excursion (Free): -In order to beat up Angels or talk to them, you need to see them first. With but a thought you can seamlessly slip into Purgatorio, a parallel world which lets you become invisible and interact with all manners of creatures like angels and demons. However, any item you damage here is damaged in the real world, and you can still be seen on reflective surfaces. Be careful with this.
  1456. -Aesthetics and Flair (Free: Weapons Dealer): A gun isn't quite a gun until it LOOKS good, youknow? Likewise, that sword could use a bit of badass styling to it. When you create your weapons, you can make them look DAMNED good even on an off day. Expect any weapon creator to envy you, and those who die by your weapons to count themselves lucky as they perish to such beautiful art.
  1457.  
  1458. -Bonus Package (100CP) (Free: Lumen Sage/Umbra Witch): You're so fast that you could keep up with all kinds of attacks and if you put your mind to it your balance is so great you can surf on a missile. As you manage to jump up and land on it. Your agility is likewise boosted with your reflexes, and with training you can even surf a moving fighter jet.
  1459.  
  1460. -Special Delivery (100CP) (Free: Lumen Sage/Umbra Witch): Your lifting strength is increased to around five to ten tons, and if you really exert yourself you can put the hurt on monsters a great deal larger than yourself.
  1461.  
  1462. -Medium Channeling (100CP) (Free: Lumen Sage/Umbra Witch): Normally feathers and hair are used for the creation of attire and the binding of other creatures, but sometimes people are not quite fond of that. With this purchase you can choose another medium to work with. Feathers as an Umbra Witch? Bone plating as a different medium altogether? Choose it and it shall be yours. Only purchasable once.
  1463.  
  1464. -Time to Work (150CP): You know how to create all kinds of weapons. Miniguns, swords, daggers, rifles, rocket launchers, shotguns, the works. Any mundane weapon is as easy as pie for you to create, and if you put your mind to it you can even alter these creations to have infinite ammo. You are even able to modify other weapons to possess this feature. How? Good question, but is that a secret you really want to share?
  1465.  
  1466. -Unorthodox Parts (300CP): Most people think of metal carved with tools to create a weapon. You laugh at such simple notions, for you have learned to create weapons out of spiritual entities. Demonic forces make for good parts surprisingly, and can impart unique abilities upon the weapon during its creation. If you study a creature or entity long enough, you just may know how to create a weapon out of their parts too. Naturally the more powerful the creature, the better quality the item.
  1467.  
  1468. -Companion Import (300Cp): You can bring 3-8 companions who share your background as well, but they will not have the same level of abilities as you. You will need to teach them your ways, but in time they will have abilities comparable as yours.
  1469. ----Diamond: Bonus Package 100 cp (RWBY)
  1470. ----Small Army: Special Delivery 100cp (RWBY)
  1471. Dodrio – Trey (Female)
  1472. Galvantula – Parker (Male)
  1473. Greninja – Unamed (Female)
  1474.  
  1475. Pyroar – Sister (Female)
  1476.  
  1477. Klingklang – Giga (Genderless; Masculine)
  1478.  
  1479. ITEMS AND EQUIPMENT:
  1480. -Halos (Free: Weapons Dealer): These items are a rare and spiritual metal to those who do not hunt Angels, as the items hold their very essence. They're often used in currency with purchasing items at the Gates of Hell. This grants you 5,000 Halos per purchase, while Weapons Dealers get 20,000 Halos for free.
  1481.  
  1482. -Mallet of Rewards (100CP): A rare artifact created in the eastern lands by a chivalrous thief and lone witch, this item increases the items that can be collected from an enemy. With this, the ten halos dropping from an angel may become fifteen or twenty.
  1483.  
  1484. -Tools of the Trade (200CP): You can't just make a weapon out of your bare hands, can you? Bullshit you can't! With these mystical gauntlets, you can smash, hit, and pound away at pieces of metal until a weapon is created. You need all the parts if you want to make something magical, but with this, you no longer need massive contraptions... just your fists! On the plus side, this also lowers the amount of time needed to craft a weapon considerably.
  1485.  
  1486. DRAWBACKS:
  1487. Not enough points for you? You know the routine by now; gain additional CP for a price. You can take up to two drawbacks for a maximum of 600CP.
  1488. -Berserker (+200CP): For whatever reason, the Angels are PISSED. They're going out of their way to attack you now, and they're noticeably stronger. On top of that, they're faster and smarter too, and will coordinate their efforts to striking you down. It will be a grueling journey.
  1489. -Framed (+200CP): There is an obscene amount of property damage wherever you go, because these angels and demons just can't seem to keep their battles tidy. But the regular folk don't think about this, they just see you as the one being the cause of destroyed houses and smashed doors. Expect business deals to be very difficult due to your reputation, and for bills and lawsuits to be a frequent thing. No insurance company will ever cover you.
  1490.  
  1491. NOTES:
  1492. -Imported Companions gain your background, but not your level of skill. They can reach such heights with teaching however.
  1493. -Weapon Dealer's 'Unorthodox Parts' can apply to any spiritual entity. Ghosts, Angels, Demons, the like. In time you can learn to apply this to physical monsters as well.
  1494. -If you import companions, the soundtracks of everyone do not clash. Instead they will combine to form a truly astonishing work of art that all can work with.
  1495.  
  1496. [Story]
  1497.  
  1498.  
  1499. [END]
  1500.  
  1501.  
  1502.  
  1503.  
  1504.  
  1505.  
  1506.  
  1507. Zerg Quest
  1508.  
  1509. Starcraft - The Zerg Perspective
  1510.  
  1511. "Make no mistake... War is coming. With all its glory... and all its horror."
  1512. Awaken my child, and embrace the glory that is your birthright - to be one with the eternal will of the Swarm.
  1513.  
  1514. +1,000 CP
  1515. ORIGINS
  1516. What face greets you upon gazing into the spawning pool?
  1517. Freshly Born (Free): You climb from the Spawning Pool, gasping for air. No memory and no connections in this galaxy, you must find your own fate - either by sticking with the Queen of Blades, or fleeing the hive cluster and making your own path. For Kerrigan made a mistake in creating you - you have a degree of free will anathema to any other
  1518. Age: 1 hour old.
  1519.  
  1520. Location
  1521. Aiur - The former home planet of the Protoss, the goal of a massive planetary invasion by the Overmind, and now a desiccated ruin - surrounded on all sides by wild, feral zerg and protoss insurgents. Your first sight on waking up is, in fact, the massive and closed eye of the dead Overmind.
  1522. Perks, Abilities, and Skills
  1523. -Burrowing (Free): The Zerg are noted for being able to hide themselves underground, and moving through it like it were water or sand. You gain the ability to so - yes, even if ordinarily you're an aerial Zerg.
  1524.  
  1525. -Willful (Free Freshly Born): You feel them in the back of your mind - the Overlords, and through them the Queen of Blades. She is calling to you, and you can accept this call at will - or forever stand defiant and free. Outside of this universe, far beyond the reach of the Queen and other zerg leaders, you will find that your decisions are easier to keep your own, and you can more easily stick to your own path.
  1526.  
  1527. -Vision (100 CP): You are capable of so much more, applying the lessons gleaned from your Queen of Blades and from the biological improvements done by the weaver of essence, Abathur. You can control many Zerg at a time, equal to that of a Queen, and can direct them and command them like an esteemed general. Above all, however, you have a drive - an ambition. You will see your Brood made great, and know what goals and objectives will aid in doing so.
  1528.  
  1529. -Parasite (100 CP): You can create a small, Overlord-like parasite attached to any friendly individual. While this Parasite is alive, you can see through either it or the friendly target's eyes - and at intervals, activate various abilities of the Parasite: Covering the target briefly in reactive armor, creating a razor-sharp spine explosion from the friendly target, and granting the infested individual healthy amounts of regeneration.
  1530. Note: You cannot act by yourself while using Parasite, and will cover yourself in a small, slimy shell when doing so. If the Parasite dies, you and the friendly target will experience a brief amount of agony.
  1531.  
  1532. -Tumor (200 CP): You can create creep tumors at will - the exact method is up to you. But once planted, the tumor will spread the Zerg creep like wildfire - and when commanded, one tumor can 'spawn' to create one other, making it spread by itself almost indefinitely. While on this creep, you move faster, regenerate quicker, attack at a higher rate, and any Zerg you command will be affected in much a similar manner. Your benefits from the creep seem to be slightly better than those of the base creep tumors.
  1533.  
  1534. -Spawner (200 CP): You can spawn minor variations of the Zerg's major strains through sacrificing some of your biomass, who will follow your will like a tiny swarm of your own. Zerglings become smaller zerglings, Ultralisks become Pygalisks, you are essentially a swarm in and of yourself - just, severely downsized.
  1535.  
  1536. -Essence Spinner (300 CP): You know the essence and DNA from which you were spun into existence from - and you know the exact strands with which to induce a variety of mutations & evolutions upon Zerg organisms under your control. With a simple feather from a cliff-jumping raptor, or the acidic spit from a predatory beetle, you can break down the essence and proteins within each of these to their building blocks, and re-assemble them into a strain fit for yourself - and for your minions. As a bonus, you can produce a simple, silk-like screen that allows you to manipulate these strains and magnify them into a view capable of being seen from even a simple, human eye. Said silk screen also allows you to manipulate these strands by
  1537. Note: Though you are capable of viewing things on a microscopic level with this, it will purely be for biological purposes.
  1538. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  1539. Units
  1540. Personal Zerg Strain (Free - OPTIONAL): If this is chosen, your base Zerg form will be augmented by the characteristics of of each Zerg unit you purchase - whether it's for an existing Companion, to obtain a Companion, or simply to command a squad.
  1541. ---Drone: Can gather resources and produce buildings
  1542. ---Queen: Can heal Zerg and produce Larvae. Gain ranged attack.
  1543. ---Roach: Super Regeneration while burrowed and corrosive, binding spit that crystalizes.
  1544. ---Hydralisk: Razor claws, bite attack and shooting spines.
  1545. ---Ultralist: Gain the ability to regenerate from death, improved durability and Monarch Blades.
  1546.  
  1547. **Small Army – Drone 50cp
  1548. Elite Drone Note: The Drone is capable of separating itself from the structure it ‘transforms’ into, allowing it to continue gathering resources and even create more structures. Unfortunately, the trade-off is that building metamorphosis takes twice as long as normal.
  1549. (RWBY 100cp) -Primal Awareness (100 CP): You can sense it just by sight and smell - essence and DNA. You can easily find and consume these samples to later use to further your own growth and collection of strength, for the strongest of essences stands out like a beacon. You also are a true predator in your hunt of these - gaining increased senses, tracking ability, and mobility in dangerous terrain.
  1550. **Diamond – Queen 150 CP
  1551. (RBWY 100cp) – Vision (100CP)
  1552. **Galvantula – Parker (Male) – Elite Vile Roach 50 CP
  1553.  
  1554. **Greninja – Ren (Female) – Elite Hydralisk 50 CP
  1555.  
  1556. **Pyroar – Sister (Female) – Torrasque Ultralisks (150CP)
  1557. Elite Ultralisk Note: Blade Guardian, upgrading their Kaiser Blades to Monarch Blades -dramatically increasing their reach and damage capability.
  1558.  
  1559.  
  1560. RESOURCES & EQUIPMENT
  1561. Zerg Rush Vending Machine (50 CP): How... odd. A Terran vending machine is now freely accessible by you, and for no charge you can hit any of the bright buttons and vend a different flavor of the new energy drink sweeping through Terran space - Zerg Rush. The vending machine never seems to run out of this, and the multitude of buttons unlocks a large variety of flavors, from Lime to Vanilla.
  1562.  
  1563. Spawning Pool (100 CP): A pit of primordial ooze which contains the genetic makeup of the zergling. A core feature of any hive cluster, the spawning pools are all modeled after the first spawning pool on Zerus, where the very first zerg evolved. Somehow acts like a comfortable, high-class jacuzzi for other zerg lifeforms as well.
  1564. Can be moved into your Warehouse if one so chooses.
  1565.  
  1566. Chrysalis (200 CP): A human-sized, pulsating chrysalis. This was the same kind of pod that was formed around the one known as Sarah Kerrigan, where Abathur remade the Ghost into the Queen of Blades. Now, it seems, you can seemingly do the same - any organic subject around the size of an average human will go into a deep sleep when fastened into the Chrysalis, during which you can modify them to a level of detail only seen in individuals like Alexi Stukov. Although you will need the knowledge to properly utilize it, the Chrysalis gives all the benefits of a professional, well-funded surgery room in it’s compact, organic form.
  1567.  
  1568. Organic Database (300 CP): It's a large, shell-encased... brain. The various wrinkles and lines within it seem to glimmer with green light, and aside from that it seems to be just odd. Within this brain, however, lies everything a growing leader of the Zerg could need to know: The genetic make-up and growth patterns of every Zerg organism ever, from the patterns of evolution that have resulted in the Zergling to the monolithic Leviathans used for inter-planetary travel.
  1569. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  1570. Drawbacks Let’s cap you at +1,000 CP
  1571.  
  1572. Not Enough Minerals (+100 CP): You have the most difficult time obtaining minerals and gas of any sort, whether you are hounded by enemy Terrans trying to mine or some other issue comes up. Either way? You will be STRAPPED for resources.
  1573.  
  1574. The Sons of Korhal (+300 CP): Arcturus Mengsk has long kept an eye on the Zerg Swarm, keenly aware of the damage they can wreak after he condemned Tarsonis. As such, he is now made aware of your presence as one of the new, higher zerg life-forms - and he isn’t happy. You will be hunted by powerful Terran mercenary bands and squads of humanity’s finest, to ensure that you will not be a threat to the tyrant.
  1575.  
  1576. Hostile Hive (+300 CP): It appears that one of the Broods has split from the primary Zerg Hive early, due to a quirk in their genetic strands that not even Abathur could clip and eradicate in time. In the presence of abnormal essence levels - or, more correctly, any essence levels higher than their own - the Saltcreeper Brood goes absolutely feral and bloodthirsty. Suffice to say? You’re now currently on their menu. Good luck.
  1577.  
  1578. The Golden Armada (+300 CP): Regardless of your biological origins, your presence within the Swarm was noticed by the powerful fleet of protoss capital ships known as the Golden Armada. Fearing what you will do to add to Kerrigan’s power-base, they now hunt you down - with all of their psionic and kinetic fury.
  1579. [STORY]
  1580.  
  1581. There was a sensation like drowning in a very hot bath. It was weird. I'd used to have nightmares like this as a child. I FELT like a child again. Memories rushed back as I fought my way to what I thought was the surface of where ever it was I was swimming.
  1582. There was a dull glow above me and something urged me upwards. Scrapping at the edges of whatever contained me, I pulled myself from the depths of a dying spawning pool and heaved my first breath of air in a new body.
  1583. It was hard to think. Almost impossible to do more then breath. My mind was assaulted by dozens, no, hundreds of questioning voices, arguing minds and more. So much mental chaos and conflicting memories.
  1584. I could feel my other selves sitting at the back of my mind, waiting, watching to see what I did. The first thing I did do was reach out for my companions to see if I could sense them. Behind me. Below. In the spawning pool I had emerged from, I could feel them there and around me in various other parts of this dying hive.
  1585.  
  1586. Something was strange. Communicating telepathically was nothing new to me but the others felt so clear in my head. Like nothing before. As if they were an extension of myself. Dragging myself forward, I reached hand over hand, claw over claw and talon over talon to pull myself from the confines of the pool while sending out the call to gather at my side.
  1587. Looking up, I was faintly startled to see a massive eye peering down at me. Correction, past me. I reached out with my aura, wizard eyes and various other senses to see, feel and examine all that lay before me. The others gathered around me as I surveyed the rotting remains of something I only knew as the Overmind.
  1588.  
  1589. Taking a moment, I turned to face the others and was surprised to see a few of my companions in new forms. Diamond dragged the massive bulk of her new Queen form up behind me as Roach Parker and Hydralisk Ren both scuttled closer so I could reach out and hug them. Then the others arrived and my Small Army swarmed around us in the form of a hundred Drones. Sister clawed her massive Ultralist bulk from underneath a near by collapse section of building and stomped over—I think she liked her new massive form. It seemed only Giga and Trey remained unchanged and that worried me somewhat. I could barely feel their minds compared to the others and all around me I could feel a sudden alertness pass through the hundreds of feral minds that feasted or protected the rotting Overmind.
  1590. It wasn't safe for the unchanged so I opened the Warehouse and stored them in stasis until it was safe. For now it seemed I had a lot of work to do but I wasn't sure HOW to go about it. I was missing something. Something vital for my swarm to grow. The thought took me by surprise as I looked around at the others and only Diamond gave a knowing look.
  1591. We were in unknown territory, surrounded by hostile forces, lacked resources and had no obvious objective. Time for a Brain-Storming session.
  1592.  
  1593. I quickly reshaped a large section of earth and stone before opening a large Portal to the Warehouse. After we all scuttled inside, Sister parked her massive bulk in the entrance and watched for danger. The Warehouse had gotten some new additions which were fairly obvious. A soda machine now stood against the wall that wasn't there before and now a large Spawning Pool took up a corner of its own. Something else was different. I went for the Terminal to check what was new and had to stop when I realized I didn't have actual hands.
  1594. Stepping back to look over myself, I examined what parts of myself I could see and filled in the gaps with information sent to me by the others. I was now a little over seven feet tall, no longer humanoid and sporting a large number of bladed appendages. It was a neat form but not very convenient. Burning Tree mumbled something from the back of my mind and I focused on morphing my form in a limited manner. It took a few minutes but I was able to apply my Awakened Form abilities to my new insectile form. For right now all I needed were hands to check the Terminal.
  1595.  
  1596. My hunch had been right and there was more stuff here then before. Something called the Chrysalis was soon found need the Spawning Pool and Dodrio discovered a strange item called the Organic Database on one of the shelves. The Terminal didn't explain anything about the items so I made a snap judgment to learn what I could from it as quickly as possible by Assimilating it. I spat out my Living Weapon and placed it on a display before taking the Organic Database and pulled it into myself.
  1597. The next several minutes were filled with confusion and nostalgia. It told me all I really needed to know. I was now Zerg. A name that meant little to me but I was familiar enough with. It was something from a game I once played. It was hard to remember any more then that considering it was almost a thousand years ago since I played it.
  1598.  
  1599. Now I knew what needed to be done though and that was rebuild my Hive. A Hatchery had to be built and resources collected. The Brain-Storming session began in earnest as I linked up with the others with Telepathy and Wavelength Resonance. Information was passed, knowledge was swapped, ideas popped up and plans were formed. Everyone took time to explore their new bodies and then relayed the results. More ideas formed and plans were refurbished.
  1600. First course of action was reconnaissance. Not enough was known about the surrounding area and for all we knew this place was atop a volcano or something.
  1601. Second we had to build a Hatchery. It was decided that here in the Warehouse was possibly for the best since we knew the intended building was going to be huge and we might need to move quickly. Being able to move our base with us would give a significant advantage.
  1602. Third was the harvesting of materials to be stored inside the Warehouse for use as needed.
  1603.  
  1604. Diamond was too slow so she opted to guard the Warehouse door while everyone else including Giga and Trey scouted the surrounding area. We still needed resources to build the Hatchery and I had an idea about that. I turned to the Small Army of Drones and then stepped outside the Warehouse and looked upon the body of the Overmind.
  1605.  
  1606.  
  1607. [END]
  1608.  
  1609.  
  1610. Courage the Cowardly Dog
  1611.  
  1612. Location: Burgers Really Cheap
  1613.  
  1614. Drop In, Age 16 Male
  1615.  
  1616. Quilt Enthusiast (100 CP) (Local) – You improve your talent for sewing and knitting, especially when using these talents to create blankets.
  1617.  
  1618. Spirit of the Harvest Moon (100 CP) (Local) – Your gardens tend to do really well.
  1619.  
  1620. Cook Off! (100 CP) (Local) – Your general cooking talent increases.
  1621.  
  1622. Eggplant Surprise (100 CP) (Local) – You are able to grow vegetables without water. Relying on this ability too much might cause your plants to get a little angry with you though.
  1623.  
  1624. Kool Kat (100 CP) (Villian) – Regardless of the situation you have a perfect ability to control any temper you may have once had. You still can get angry, even vengeful, but it won't interfere with your thought process.
  1625.  
  1626. Invisibility (600 CP) (Drop In) – Being able to vanish from sight is a pretty great ability to have. Too bad most of the monsters, aliens and other baddies have other ways to find you than sight alone.
  1627.  
  1628. Muriel's Recipes (200 CP) (Local) – You gain enough servings of delicious soup, cookies and pies for all your companions to enjoy. Eating it completely soothes the nerves and washes away fear. You also acquire the recipes from Muriel that will let you make more quite easily.
  1629.  
  1630. [STORY]
  1631. What a strange world. Nothing like the last in fact. All that fighting and striving to evolve and then I ended up in the middle of No Where. Hm...Why does this seem so familiar?
  1632.  
  1633.  
  1634. Well my stay here was fairly pleasant. I ended up working at a burger joint for ten years. That may sound boring to some people but it was great for me. Everyone minds their own business here except for a curious little dog. I don't think he likes me and always gets frightened easily.
  1635.  
  1636. Nothing super exciting happened really. I built a small shack with a basement near the dinner, started a garden and let the crew just chill out most of the time. Well most of the crew. The Small Army was only around long enough to build stuff and then I put them into stasis. I don't have nearly enough food to feed them here.
  1637. Speaking of food, I met the nicest little old lady while here named Muriel. We ended up exchanging recipes and having dinner fairly often. We seem to have some of the same hobbies which is nice. She loves getting fresh veggies from me and I love keeping her company. If only that dog would stop yelling all the time. Sheesh.
  1638. [END]
  1639.  
  1640.  
  1641.  
  1642. Dark Soul Jumpchain CYOA (Version 1.5: Another Patch?)
  1643.  
  1644. Male
  1645.  
  1646. Oolacile Sanctuary – You’ll be starting in the kingdom of Oolacile midway through the age of fire, a fantastical kingdom at one with nature and sorcery. A primordial human is spreading a dark abyss into the kingdom though, disrupting the peace and corrupting the inhabitants. At least Elizabeth, “Godmother” of Princess Dusk and big ass talking mushroom can help, somewhat.
  1647. ---
  1648. 100CP: Dragon Remnant - Some lost souls find themselves wishing to be more than human, more than
  1649. hollow. Some such souls will find themselves following an Ancient Dragon from the times of old,
  1650. rewarded for their dutiful service with that which they wished. Followers of these covenants who have
  1651. proven themselves are gifted special items allowing them to mimic the form of the ancient and powerful dragons.
  1652. ---
  1653.  
  1654.  
  1655. Perks
  1656. 100 (Free for Dragon Remnants): Duelist - You become calmer, more confident in your abilities. Even
  1657. during normally tense situations you refuse to lose your cool, allowing you to more easily think clearly
  1658. when you need too most. Whenever you engage another person in a duel, these effects are enhanced
  1659. even further. Any prearranged, one on one and mutually agreed upon form of contest or combat, such
  1660. as a fight, a race or even a cooking showdown, will count as a duel for the purposes of this ability.
  1661.  
  1662.  
  1663. 100: Gross Incandescence - You gain the ability to let off a brilliant glow to illuminate your surroundings. You are a shining light in the dark! Also, yes, you can turn it off, but why would you? For all intents and purposes this counts as a weak form of sunlight.
  1664.  
  1665. 300 (Dragon Remnants): Fire Breath - You gain a flaming breath weapon that packs one hell of a punch, doing decent damage and knocking normal enemies flat on their ass. Becomes more powerful and potent in dragon form. This extends to other dragon forms besides the one in this jump as well.
  1666.  
  1667. 600 (Disciples of Sunlight): Praise the Sun - Whenever you stand under the light of the glorious sun, you feel its light, its warmth, invigorating your body and mind. This enhances your will and morale while bringing out the very best in your physique. As long as you stand in the sun's embrace, you
  1668. will passively regenerate from wounds and fatigue as well. Anyone without this ability "wishes" they
  1669. could be so grossly incandescent after gazing upon you.
  1670.  
  1671. 600 (Dragon Remnants): Draconic Transformation - If you aren't wearing armor or clothes, you may transform into a dragon/current form hybrid, which enhances your durability, strength and stamina greatly. You may stay in this form as long as you want, even putting on clothes that formerly needed to be removed. It's also rather handy for inspiring fear in your enemies, those who can feel fear anyways.
  1672. ---
  1673. Companions - This world can be dangerous, and feelings of isolation may set in quickly when out on
  1674. your own. Take a gander down below, maybe you'll find a friend to come along and watch your back.
  1675.  
  1676. 300: "The Fair Lady" Quelaan - Quelaan is the Saint of the Chaos Servant Covenant. Quelaan and her
  1677. sisters once lived in the ancient city of Izalith, before the "Flame of Chaos" incident. Her mother and
  1678. sisters were transformed into the first demons while she and her beloved sister Quelaag managed to
  1679. escape the worst. They would have their lower bodies bound to giant demon spiders before fleeing to
  1680. "Blighttown," a foul place plague with illness. They would take servants from there, and while Quelaag
  1681. remained unmoved by their plight, Quelaan wept for them. Against her sister's orders, Quelaan did what she could, taking their illness into herself and saving them. This act left her blind, weak, immobile and on the verge of death. Now her adoring and devoted servants work tirelessly to ease her pain. Her beloved sister will be killed by the chosen undead, unless you intervene, leaving her all alone. Maybe, possibly. . .you could find a way help her?
  1682.  
  1683. ---
  1684. Equipment
  1685.  
  1686. Free: Estus Flask - A green glass bottle of unknown make, filled with golden liquid that rapidly and
  1687. considerably heals those afflicted with the undead curse, single use. Will quickly refill while resting next to bonfire. Possibility of finding more scattered about the world and they'll react in much the same way.
  1688.  
  1689. (Free for Dragon Remnants): Box of Dragon Scales - A small crate containing five ancient dragon
  1690. scales. Can help improve your standing in one of the dragon covenants located in the world or for the
  1691. enhancement of dragon equipment. Might have other uses, but those are for you to think of.
  1692.  
  1693.  
  1694. 50: Ring of Restoration - "In the sacred land of Lindeldt, it was said that as long as House Osteria held
  1695. this ring, the peace and safety of the people would be assured." While this ring is worn, the wearer will
  1696. slowly heal from wounds. Cuts and bruises will heal in a few minutes while more serious wounds can be healed anywhere from hours to weeks depending on severity. Can only heal what you already could
  1697. have healed from, that means no regrowing lost limbs.
  1698.  
  1699.  
  1700. (Free for Dragon Remnants): First Dragon Ring - A dragon signet ring that grants its bearer the
  1701. protection of dragons. Increases vitality and stamina a bit, and allows the wearer to carry more weight
  1702. without actually increasing their strength somehow. Much less durable than other rings requiring more
  1703. frequent repairs.
  1704. ---
  1705. Drawbacks:You can benefit from up to 600CP from these drawbacks.
  1706.  
  1707. +100 Stalked - Patches the Betrayer wants you dead. He will set traps here and there to kill you, so
  1708. that he can steal your things. He will always know where you're going, so expect traps randomly in your way all the time. Bastard will never confront you either, and will prove excessively hard to find, waiting for you to die from one of his traps to loot the body. He’s exceptionally hard to find as well. . .
  1709.  
  1710. +100 Hollow? - You "appear" to be further along in your hollowfication than you truly are, making
  1711. people less inclined to trust or converse with you. Seriously, you're all green and emaciated and missing
  1712. pieces of flesh and stuff. It's gross.
  1713.  
  1714. +200 Unwanted Visitors - Hunters of the Lost target you frequently, regardless of whether or not
  1715. you've done anything. As they are undead too, they will learn more about you with every battle, and
  1716. become more adept at tracking you as time goes on. Expect them to strike or appear at the worst of
  1717. times.
  1718.  
  1719. +200 Mimics Everywhere - The land seems a lot more heavily populated by mimics than you
  1720. remember, and they come in new shapes as well. There's probably a mimic in those urns, and those
  1721. cannon fodder hollow might be mimics trying to lower your guard with an easy fight. Be careful of tents, they might be tent mimics! Be sure to triple check any equipment you find too, or else you may just put on a helmet mimic.
  1722. ---
  1723.  
  1724. Survival
  1725.  
  1726. All drawbacks that you do not wish to keep are purged from your soul, and the undead curse is banished forever from yourself and your companions.
  1727.  
  1728.  
  1729. Notes:
  1730.  
  1731. 1: Praise the Sun can empower Gross Incandescence allowing you to shine like some sort of golden god under sunlight. This has few actual applications besides looking cool but it does look cool.
  1732.  
  1733. 3: You are not and can’t be either of the chosen undead; those two are different undead people who
  1734. seem capable of just dying and raising repeatedly, throwing bodies at the problems until they complete
  1735. their destiny.
  1736.  
  1737. 6: What exactly happens when consuming incredibly powerful souls the likes of Gwyn, Nito or Seathe
  1738. the Scaleless is up to you. It may just give you bunch of souls to use as you please, or it may throw you in a life or death contest of wills. It might not even affect you much, slowly giving you a similar personality and abilities to the soul as time goes on. Seriously, get creative and have fun with it.
  1739.  
  1740. 7: Due to the odd nature of Souls in this world, Spiritual Energy could theoretically take their place for
  1741. the purposes of Soul Smith and Hexes. It would require considerable Spiritual Energy to match their
  1742. effects though.
  1743.  
  1744. [STORY]
  1745. Another world filled with misery. I have no idea why I'm here but once again it seems a world I'm familiar with. Something tickles my brain about this place. I can't quite place it. Something I knew from several hundred years ago. I've got new memories too and ones that are nearly as confused as I am. Something about dragons and bearing a mark. Which ever version of myself I landed in this time seems to have begun losing their mind so I've stepped forward to take the reins.
  1746.  
  1747. Seems I'm some sort of undead this time around and gained some interesting new abilities too. I can glow on command and feel better when doing so. I'm pretty much glowing all the time now since its so dark here. I can also turn into a half-dragon or something and breath flames. Also something I stay doing a lot. So far all I've done here is smash skeletons and zombies while I explore.
  1748.  
  1749.  
  1750.  
  1751. Okay, its official now. I hate this place. I'm constantly being hunted, the entire dungeon is littered with traps, and every other container or object here is actually a Mimic. None of it is particularly difficult to deal with but when its happening all the time? I've taken to just keep several tails out at all times so I can spider climb my way through here. I'm tired of stepping in pit traps and the like. I've also got into the habit of keeping my senses tuned to the max all the time so I can SEE what containers are Mimics and smash them to pieces on sight.
  1752.  
  1753.  
  1754.  
  1755. Oh, bloody hell. I've been here several months now and I've come across a new hell. Some place called Blight Town. I'm constantly being bombarded with pots of filth and poisoned arrows. I've taken to just floating everywhere just so I don't have to touch anything. I've also taken to just burning anything that gets in my way. Fire seems to do wonders in this world except for things that are already on fire---fancy that.
  1756.  
  1757. Aaaand I think I've discovered my mission here. After crawling about Blight Town, scouring it of unlife and burning everything down when not constructing better walkways for the few other adventurers I come across, I came across a very sick girl...stuck to a wall or something.
  1758. "The Fair Lady" Quelaan is what the others call her. I can tell she is sick and for awhile she was confused as to who I was until I used telepathy to communicate with her. She had a lot to say about nothing really. She just talked and talked. I don't think she's had a proper conversation in ages.
  1759.  
  1760. Did I mention Quelaan is sick? I've begun purifying Blight Town the best I can. I've established a base down here and made peace with her hot-headed sister. After explaining how much I hate Blight Town and have been burning it to ashes and also showed interest in healing her sister, she's come to an uneasy truce with me. I've been churning out Roaches and Zergling for days now but its not doing much to help. They all get sick fairly quickly so I end up recycling them a lot. Even the Creep is showing signs of sickness.
  1761. I'm doing what I can to heal Quelaan by giving her the healing ring I started with and also attaching a Parasite so I can pump her full of vitality. Several good meals didn't seem to do much but what little healing magic I know seems to ease her pain. I've been doing my best to set up Wards against Poison and Disease everywhere I go. Its put only a dent in Blight Town but it IS working.
  1762.  
  1763. Tried feeding the Fair Lady souls and that seemed to work. They aren't easy to come by so I've started substituting it with my own spiritual energy which I know I can recover. We've started making it a daily practice that every 'Morning' I pump her full of energy, have a lite meal, I go hunting and purge Blight Town, come back for Lunch, give her more energy, study and practice various skills, have dinner, give her more energy and then go for one quick sweep of Blight Town again before calling it a day.
  1764.  
  1765.  
  1766.  
  1767.  
  1768. Seems my time here is at an end. I wasn't able to cure "The Fair Lady" Quelaan but I did ease her pain so I'm happy. I think I've managed to explore a fair amount of the dungeon here and met a few other people down here. I even met a Black Smith who I worked with at times. He was fascinated in my ability to Punch Souls into armor and weapons which I tired teaching him. Also met a nice chap who liked to praise the Sun a lot and a quiet fellow who seemed to be on some sort of mission. He constantly came to rely on my base in Blight Town to rest and so did a few others.
  1769. I established another base elsewhere and used Linked Portals to let people travel around quickly. They helped with the constant menace of Hunters and I supplied them with various things: Music, Food, Armor, Weapons, Tool and the like.
  1770.  
  1771. "The Fair Lady" Quelaan caught me off guard though. When I drop into a new world, I make it a habit to set an alarm for 10 years. We sometimes go longer but most worlds seem to be 10 years. I think the longer ones are like Boss Levels or something. Anyways, we heard the laughter and all my Companions started packing up.
  1772. Thats when Quelaan asked what was so funny. She could hear the laughter as we faded to black.
  1773.  
  1774.  
  1775. [END]
  1776.  
  1777.  
  1778. Swat Katz
  1779.  
  1780. LOCATION: Megakat City. A world with technological innovations and there's always something new happening! I mean, if you don't mind the giant monster attacks... and the rampaging robots... and the psychotic villains. Look, you're gonna have an interesting time no matter WHAT you do, this is a pretty busy city. Why don't we just move on?
  1781.  
  1782. IDENTITY:
  1783. Male, 24 Sphynx Cat
  1784.  
  1785.  
  1786. -Villain (50CP):
  1787.  
  1788. SKILLS/ABILITIES:
  1789.  
  1790. -Rockin' Music (Free!): When you're going around or doing something awesome, you can choose to have a sick electric guitar riff or a few notes of heavy metal goodness playing as you work in all your glory! ...or villainy. Either way it's sure to sound amazing.
  1791.  
  1792. -Fit As A Fiddle (100CP): You understand the need to remain in shape and strong, and your body shows it. You're at the peak level of physical human fitness, and your acrobatic skills have increased as a result... and of course, your sculpted physique is a nice bonus. Anyone who thinks a fighter jockey is weak is going to be sorely surprised.
  1793.  
  1794.  
  1795. -Scrapyard Skills (300CP): You can make far more use out of scrap metal and tossed out electronics, re-purposing them for many different tasks. That washer machine might have the parts needed to help spin an engine turbine, or that piston tube might be JUST the right size to refashion into a grappling hook launcher... it's all in how you use it and how you re-purpose things.
  1796.  
  1797.  
  1798. -Got Your Back (300CP): Your coordination skills and efficiency with Companions have increased noticeably, and your teamwork skills have gotten to the point where half the time you don't even need to say anything... you all just have a knack of knowing what the other will do. If you spend a few months training and working with a non-companion, this can even extend to them.
  1799.  
  1800.  
  1801. -Maniacal Laugh (Free: Villain): Fools! You'll show them... YOU'LL SHOW THEM ALL!! You can unleash a truly terrifying laughter that will strike fear into the forces of good, and enforce to any minion you have that following you is in their best interest. It's also cool.
  1802.  
  1803.  
  1804. -Crazy Theme (300CP): A motif. A calling card. A strategy. A THEME. Every villain has one, and now you do too!
  1805.  
  1806. *The Flesh: The body is so much more than what we feel. People are so quick to deny the
  1807. efficiency of biology and the ability to adapt... to mutate, to grow. But your mind has not been
  1808. blinded by the march of technology. Your understanding of biology and how to induce
  1809. mutations has increased dramatically, and more often than not you will have an intuition of
  1810. what concoctions will have what effects. As a plus, any changes to your own physiology will have
  1811. less complications, and any conflicts that may normally be a thing will be dramatically reduced.
  1812. You are one with your Flesh.
  1813.  
  1814.  
  1815. COMPANIONS & IMPORTS:
  1816. -Standard Import (50CP): All eight slots costing 200CP overall. Imported companions come with a free background and 200CP to spend on perks only in this world, and Drop-Ins get the first two purchases free.
  1817.  
  1818.  
  1819. Dodrio – Trey (Female) Drop In
  1820. -Heir to the Sky (Free): Your skills as a fighter pilot allow you to use airborne vehicles to great effect. Your turns are superb and your aim with missiles is great. You're even able to pilot if the machine is badly damaged and by all rights SHOULDN'T be airborne... your skill and dedication is as such.
  1821.  
  1822. -Emergency Maintenance (Free): You have a good idea of how to quickly patch things up while in the heat of battle, whether it's to get your vehicle/equipment back in fighting condition, or to get enough juice to get out of there so you can tend to it better. Better yet, the stress of the situation will barely phase you.
  1823.  
  1824. -Stress Test (100CP) (50% off: Drop-In): When it comes down to the wire, you're calm and collected.
  1825. You're able to notice details despite outrunning a giant bug, and if you're held hostage you can keep it
  1826. together to take notes about the captor. A little detail can go a long way.
  1827.  
  1828. -Good for the Press (100CP) (50% off: Drop-In): You're skilled in maintaining a professional appearance, and you even have a bit of extra good looks to help.
  1829.  
  1830. -Fit As A Fiddle (100CP) (50% off: Ace Pilot): You're at the peak level of physical human fitness, and your acrobatic skills have increased as a result... and of course, your sculpted physique is a nice bonus.
  1831.  
  1832. Galvantula – Parker (Male) Drop In
  1833. *Same as Dodrio
  1834.  
  1835. Greninja – Unamed (Female) Drop In
  1836. *Same as Dodrio
  1837.  
  1838.  
  1839. Pyroar – Sister (Female) Drop In
  1840. -Lead By Example (Free): Simply by seeing you participate in the fight your allies will be much quicker to rally together and put up the fight of a lifetime. Even the most incompetent of troops will be inspired, gaining some small degree of competency as they charge beside you. Also doubles as an amazing morale booster, and helps inspire confidence in the organization as a whole.
  1841.  
  1842. -Emergency Maintenance (Free): You have a good idea of how to quickly patch things up while in the heat of battle, whether it's to get your vehicle/equipment back in fighting condition, or to get enough juice to get out of there so you can tend to it better. Better yet, the stress of the situation will barely phase you.
  1843.  
  1844. -Stress Test (100CP) (50% off: Drop-In): When it comes down to the wire, you're calm and collected.
  1845. You're able to notice details despite outrunning a giant bug, and if you're held hostage you can keep it
  1846. together to take notes about the captor. A little detail can go a long way.
  1847.  
  1848. -Good for the Press (100CP) (50% off: Drop-In): You're skilled in maintaining a professional appearance, and you even have a bit of extra good looks to help.
  1849.  
  1850. -Fit As A Fiddle (100CP) (50% off: Ace Pilot): You're at the peak level of physical human fitness, and your acrobatic skills have increased as a result... and of course, your sculpted physique is a nice bonus.
  1851.  
  1852. Klingklang – Giga (Male) Drop In
  1853. -Scrapyard Skills (Free):You can make far more use out of scrap metal and tossed out electronics, repurposing them for many different tasks.
  1854.  
  1855. -Crazy Theme (Free): *The Machine: Your knowledge and capacity to wield, build, and modify technology are improved enough to replace any part of the body with a machine equivalent... or completely transfer them into the body of a machine. As a bonus, your intuition with technology rises significantly. Any machinery you create or adapt will be aesthetically to your liking, and even any technology you immediately install on yourself will slowly shift to match your style. For you are the Machine.
  1856.  
  1857. -Stress Test (100CP) (50% off: Drop-In): When it comes down to the wire, you're calm and collected.
  1858. You're able to notice details despite outrunning a giant bug, and if you're held hostage you can keep it
  1859. together to take notes about the captor. A little detail can go a long way.
  1860.  
  1861. -Good for the Press (100CP) (50% off: Drop-In): You're skilled in maintaining a professional appearance, and you even have a bit of extra good looks to help.
  1862.  
  1863. -Fit As A Fiddle (100CP) (50% off: Ace Pilot): You're at the peak level of physical human fitness, and your acrobatic skills have increased as a result... and of course, your sculpted physique is a nice bonus.
  1864.  
  1865.  
  1866. Carbink – Diamond (Female) Drop In (+100 CP RBWY)
  1867. -Cutting the Knot (Free): You know how to run and maintain an organization so effectively that you could choose to do all your work with a figurehead taking the credit with none of the actual contributed work... or improve said organization so much that everyone knows who's REALLY running the show.
  1868.  
  1869. -Crazy Theme (Free): *The Law: Learning legal systems is cakewalk. Manipulating them more so. You're much more competent at creating schemes that have disturbingly little legal implications, plans within plans that mean little to no risk for you. As a bonus, you are also capable of understanding and learning legal systems and laws much more easily, to the point of having a much easier time swinging high authority figures to your side and exploiting connections with them. Your appearance as a result grows more charismatic, more powerful-looking... any who see you will know you are the Law.
  1870.  
  1871. -Ounce of Paperwork (150 CP): You know what it takes to REALLY keep the city running. All the political weaving, the documents to ensure the sewage crews get paid, and how to make
  1872. sure construction runs on time. ...oh, and as a result you get a better idea on how to maneuver the
  1873. political workings of organizations or governments.
  1874.  
  1875. -Stress Test (50 CP): You're able to notice details despite outrunning a giant bug, and if you're held hostage you can keep it together to take notes about the captor. A little detail can go a long way.
  1876.  
  1877. Small Army – (Male/Female) Drop In (+100 CP RBWY)
  1878. -Cutting the Knot (Free): You know how to run and maintain an organization so effectively that you could choose to do all your work with a figurehead taking the credit with none of the actual contributed work... or improve said organization so much that everyone knows who's REALLY running the show.
  1879.  
  1880. -Got Your Back (Free): You know the value of teamwork and true friendship. Your coordination skills and efficiency with Companions have increased noticeably, and your teamwork skills have gotten to the point where half the time you don't even need to say anything... you all just have a knack of knowing what the other will do. If you spend a few months training and working with a non-companion, this can even extend to them.
  1881.  
  1882. -Scrapyard Skills (300 CP):You can make far more use out of scrap metal and tossed out electronics, repurposing them for many different tasks.
  1883.  
  1884. Quelaan – (Female) Drop In
  1885. -Cutting the Knot (Free): You know how to run and maintain an organization so effectively that you could choose to do all your work with a figurehead taking the credit with none of the actual contributed work... or improve said organization so much that everyone knows who's REALLY running the show.
  1886.  
  1887. -Crazy Theme (Free): *The Law: Learning legal systems is cakewalk. Manipulating them more so. You're much more competent at creating schemes that have disturbingly little legal implications, plans within plans that mean little to no risk for you. As a bonus, you are also capable of understanding and learning legal systems and laws much more easily, to the point of having a much easier time swinging high authority figures to your side and exploiting connections with them. Your appearance as a result grows more charismatic, more powerful-looking... any who see you will know you are the Law.
  1888.  
  1889. -Stress Test (100CP) (50% off: Drop-In): When it comes down to the wire, you're calm and collected.
  1890. You're able to notice details despite outrunning a giant bug, and if you're held hostage you can keep it
  1891. together to take notes about the captor. A little detail can go a long way.
  1892.  
  1893. -Good for the Press (100CP) (50% off: Drop-In): You're skilled in maintaining a professional appearance, and you even have a bit of extra good looks to help.
  1894.  
  1895. -Fit As A Fiddle (100CP) (50% off: Ace Pilot): You're at the peak level of physical human fitness, and your acrobatic skills have increased as a result... and of course, your sculpted physique is a nice bonus.
  1896.  
  1897.  
  1898. ITEMS & EQUIPMENT:
  1899.  
  1900. -Origin Outfit (Free): Why go on adventure if you're not going to look the part? Drop-Ins get a stylish
  1901. button shirt and dress pants, while Enforcers get a standard Enforcer long coat. Ace Pilots get a custom
  1902. flight suit, while Villains can either have a lab coat or a sharp mafia outfit. Do your work with CLASS.
  1903.  
  1904.  
  1905. -Milk Supply (50CP): Wine? Who needs wine? In this world the top drink to celebrate is milk, and the
  1906. higher the grade the better. You'll get an endless supply of the best this world has to offer... take it from
  1907. me, you're going to be hard pressed to find better without magical intervention. Great tasting, AND
  1908. really nutritious!
  1909.  
  1910.  
  1911. -Scrapyard (200CP): Well, they gotta get their materials from SOMEWHERE. And now you have an ample supply of... scrap metal. It's got the occasional useful items; some tossed nonlethal weapons, a thruster module, even a radar dish. It'll have some occasional useful stuff, just... you know, also a bunch of civilian-grade scrap metal. Well it's not that bad, I'm sure you can repurpose this endless supply of scrap metal that piles up in an area attached to your Warehouse. Though I'd mind the rusted parts, I'm not sure how well a Tetanus shot will help you now.
  1912.  
  1913.  
  1914. -City Map (Free: Villain): When you need to ensure you get across town, you need to know how to get there! This map has an accurate representation of Megakat City, its sewer systems, and its back alleys, letting you move right along unhindered! Furthermore, this map updates to any city you're currently in, and will update with construction or traffic jams or any similar obstructions. ...just don't expect it to keep track of your enemies.
  1915.  
  1916.  
  1917. -Currency Stash (50CP): Exactly what it says on the tin, this lets you get about five million in Megakat
  1918. City currency. Plenty to get you started.
  1919.  
  1920.  
  1921. -Catnip (50CP): This will get you an endless supply of top-grade catnip. This is the equivalent of drugs in this world. You're going to be as high as a space-borne kite if you take this as a feline.
  1922.  
  1923.  
  1924.  
  1925. DRAWBACKS:
  1926.  
  1927. You crave more? Well, in exchange for making things more difficult, I can arrange something. You may
  1928. take as many drawbacks as you wish, so long as it totals 600CP. Any more and you will not get the CP for it, but you can take it for flavor if you're feeling gutsy.
  1929.  
  1930. -Aw, Crud (+0CP): Well, you don't HAVE to take this... but this is a kid's show! This would instantly
  1931. replace your swearing with something a bit more kid-friendly. Again, you don't have to take it but maybe it's something to think about?
  1932.  
  1933.  
  1934. -They're All Red Wires (+300CP): Aw, crud. Your standard campy cartoon logic doesn't work here. ALL the bomb wires are the same color, the villain will shoot instead of monologuing, and the forces of evil have generally stopped messing around. The competency of villains have skyrocketed. If you're a Villain, the opposite has happened... the Swat Katz are much more awesome than you will EVER be, Feral's put aside his differences with them, and the Enforcers are so competent you'd think any of THEM could have been the Swat Katz. All while your fellow villains are incompetent, thematic whackjobs. It's gonna be rough.
  1935.  
  1936.  
  1937. -Attack of the 50 Foot Whatever (+300CP): Is there some kind of factory for these things?! It seems like every other day there's a giant kaiju creature attacking, or a machine which grew to terrible heights, or a mutation gone wrong, or some magical maniac, or SOMETHING. Worse yet, any damage done to the city or lives lost will be directly be blamed on you... and there is NO way for you to get any heads-up on it. You'll only know there's a monster when it's already begun its rampage.
  1938.  
  1939.  
  1940.  
  1941. -END CHOICE:
  1942.  
  1943.  
  1944. NOTES:
  1945.  
  1946. -The Scrapyard is a supply of regular Earth-like scrap metal, with a technological edge allowing laser
  1947. weaponry. You won't find anything more advanced than parts for laser weapons or military grade fighter parts.
  1948.  
  1949. [Story]
  1950. Look at me! Look! I'm the villain now! Bwahahahahaha...**Slap**....Thank you, Diamond. Where was I? Oh, right. Trying to run a business. I have 5 million dollars, a workforce that can turn into construction tools and the ability to fabricate buildings and the interior on the fly. How does this work for me as a villain? Oh, well, I just happen to live in a city where giant monsters and robots attack on a daily basis! Bwahahahaha! **Slap** Thank you, Diamond.
  1951.  
  1952. Okay, so I'm not all that great at running a business but my companions are! And to top it off, Quelaan gets a nice new, sort of healthy, body to use! Time to show her around and treat her to a nice enough time that I can....well its better then being plague ridden in Blight Town at the very least.
  1953.  
  1954.  
  1955.  
  1956. So, the whole reconstruction thing? Going splendidly. Not amazingly as I had hoped but still very, very well all things considered. On the flip side? I've also made it my civic duty to clean up after all those monsters and giant robots. Sometimes I don't even need to fight them, they get dealt with by the police or those guys in that jet. They give me flak at times and try to get the jump on me all the time but they never catch me doing anything more then being super powered and showing my family a good time. Nothing illegal about that!
  1957.  
  1958. Ah, right. I was talking about the bodies. Turns out that having a small army of Zerg Drones who can morph into power tools also makes them great at disposing of giant bodies. I've been collecting Essence like crazy and added some interesting new strands to my Gene-Web. A lot of it is unstable but I've slowly begun to unravel a lot of it. I've also been breaking down a lot of the robots and repurposing them. With the new scrapyard in my Warehouse and a team of engineers to back me up, I've been mass producing refurbished items at low cost and selling them or installing them in housing! Its nothing but profit for me! And its all LEGAL!
  1959.  
  1960. [END]
  1961.  
  1962.  
  1963.  
  1964. Adventure Time
  1965.  
  1966.  
  1967. Fire Kingdom
  1968.  
  1969.  
  1970. Male, age 17 Drop In
  1971.  
  1972. Door Lord: 400 CP
  1973. By throwing a key, you may create a portal through which you and others can travel to any location in the same dimension.
  1974.  
  1975. Elemental Monarch: Candy (600 CP)
  1976. You have the power to spontaneously produce, intricately manipulate and even create elementals of one of the four basic elements of existence—Ice, Fire, Candy and Slime. Creating a whole kingdom will likely not take too long.
  1977.  
  1978. Croah Dream (500 CP, Discount Drop In)
  1979. You have dreams detailing the circumstances in which you would otherwise die in the next 24 hours. You may use this knowledge to prevent your death.
  1980.  
  1981. Generate Mayonnaise (100 CP)
  1982. You can generate endless, thick streams of high quality mayonnaise from your fingers.
  1983.  
  1984. Beautiful Hair (100 CP, Discount Drop In)
  1985. You have exceptionally beautiful hair. Revealing it from under a hat is likely to greatly impress.
  1986.  
  1987. Drawbacks:
  1988. Stanky Old Wizard Eyes +300
  1989. You see things that aren't there. Its like crazy, crazy, crazy in your face all the time. You struggle to distinguish between the real and unreal.
  1990.  
  1991. Crushes +100
  1992. Romance will not go well but you will get crushes on people a lot anyway while in Ooo.
  1993.  
  1994. <Beautiful Hair (100)>
  1995. You have exceptionally beautiful hair. Revealing it from under a hat is likely to greatly impress.
  1996. -Diamond-
  1997. -Small Army-
  1998.  
  1999.  
  2000. [STORY]
  2001.  
  2002. This! This is a strange place and I'm not sure whats going on. I woke up in a land of fire. Huh...Good thing I'm immune to fire. I can also....spray Mayonnaise from my fingers. Not the most amazing power ever but I've been doing it for several minutes now and don't seem to be getting tired or anything. Weird. Oh, neat. I know how to make Candy too. This has uses. Specifically keeping my from not getting hungry. Time for a Snickers break.
  2003. Oh, new ability remembered. I can make portals to anywhere. Neato.
  2004.  
  2005. Alright, shits weird. I may have gone crazy or something. Possibly gained ghost vision. I see stuff that isn't there. This is annoying. Diamond and the others are leading me around at the moment since I've taken to blind-folding myself for the time being.
  2006.  
  2007. Okay, two weeks in and I know where I'm at. Adventure Time. I don't recall all the details of the show but after meeting some of the characters, I've recalled enough. Fin and Jake are cool, things get weird and we have a good laugh when they find my name is also Jake. Bubble Gum is to not be trusted, the Ice King is a sad mess I wish I could help and that is about it.
  2008.  
  2009.  
  2010. First year in. Fin and Jake have been helping me out a lot. They love the neat stuff I can do and love my stories....I left out some of the stories. Jake seems to understand and talked to me about it. He thinks my life has been pretty harsh but reminds me that I should be happy cause I still have my family. He's a great guy.
  2011.  
  2012. Ended up setting up base near Fin and Jake's tree house. Used some magic to help them out and set up a new Hive. They were pretty cool with that too. I've been making training Zerg for them to fight and been teaching them both what I know. Fin is pretty good with a sword so I've taught him what I know. Also built them motor bikes cause I could.
  2013.  
  2014.  
  2015.  
  2016. Alright, shit got serious there for awhile. Aside from dealing with some emotion stuff cropping up with my Companions, I've had several Croak Dreams while here. That Lich is serious business. I've done my best to be wary of danger but have nearly died several times now. Fin got freaked out when he put a sword through my head. Poor kid. Took Jake and I weeks to calm him down. Only after I cut my own head off a couple times did he calm down. Note to self, ouch. Don't do that again. Turns out I CAN lose my head but I sort of pass out until it reattaches itself. Luckily my body does that automatically.
  2017.  
  2018. Fin has shown interest in a lot of what I can do. Jake too. I've decided that for my time here that I'd do my best to train them. They didn't like things like cleaning and cooking too much but I was able to convince them its part of the training. Patience, inner calm and that kind of thing. Also that cooking is fundamental part of adventuring. They ate it up.
  2019.  
  2020. Fins been getting beat up pretty bad lately. Managed to convince him to let me stick a Parasite on him. Also been helping fix broken bones using my Chrysalis on him a lot. I've taken to keeping it Assimilated so I can do patch jobs in the field. Neither Fin nor Jake know I've been gene-tweaking Fin. Nothing serious but I've removed a couple potential flaws from him. Kids got some serious work already done to him but I've taken it further. He's going to live a long, healthy life if he doesn't get himself killed first.
  2021.  
  2022. [End]
  2023.  
  2024.  
  2025. Venture Brothers
  2026.  
  2027.  
  2028. Male, 28
  2029.  
  2030. A city in Morocco
  2031.  
  2032. Super Scientist 100 CP
  2033.  
  2034.  
  2035.  
  2036. In (100)
  2037. You are in with either the OSI or the Guild and have a good reputation. You can expect good funding for whatever projects you have that work in their interests. You also find it much easier to integrate yourself to large organizations.
  2038.  
  2039.  
  2040. Number Two (100)
  2041. You have a perfectly loyal second in command or bodyguard. They have an appearance and personality of roughly your description and have an Identity as well as the free skills that comes with it. Counts as a Companions, and existing Companion may be imported
  2042. -Sister- Secret Agent
  2043. Super-Competent: You have the greatest training it is possible to get in the fields of espionage and combat. From intimidation to interrogation, from decapitating someone with a dead shark to killing a polar bear armed with nothing but a knife. You are guaranteed to stay cool and be an absolute badass under pressure.
  2044.  
  2045.  
  2046. -Diamond- 100 RWBY CP
  2047. Number Two: Small Army
  2048. Super-Competent: You have the greatest training it is possible to get in the fields of espionage and combat. From intimidation to interrogation, from decapitating someone with a dead shark to killing a polar bear armed with nothing but a knife. You are guaranteed to stay cool and be an absolute badass under pressure.
  2049.  
  2050. Peak Human Fitness: You are the very peak of human physical fitness and seem to have complete control over your own bodily functions. You could will your body temperature to increase and simply force any pain you are feeling away.
  2051.  
  2052.  
  2053. Hench 4 Life (200)
  2054. You tend to inspire a great deal of loyalty in those under your command. Once sworn to your service, people will generally be willing to risk their lives in whatever crackpot scheme you've come up with.
  2055.  
  2056. Sunshine Power (300)(Drop In)
  2057. You have superpowers in direct sunlight. You are able to fly at around the speed of a plane as well as blast people with powerful sunlight. Such blasts can be used to burn and blind enemies.
  2058.  
  2059.  
  2060. Cloning (100)
  2061. You have mastered various cloning techniques. You are capable of building the machines required to clones people, bring them to suitable age and even copy and implant appropriate memories.
  2062.  
  2063. Super-science (Free Scientist)
  2064. You are an expert in practically every mundane scientific discipline as well as engineering. Along with considerable knowledge and intelligence you have an innovative streak that means you are definitely going to expand what is possible in various fields and invent things with real application.
  2065.  
  2066. Robotics (300)
  2067. You have a real knack with robotics of all sorts. Strength suits, giant flying battle robots and intelligent AIs with real personalities are well within your grasp. Within this field inspirations and discovery comes incredibly thick and fast.
  2068.  
  2069. Items
  2070.  
  2071. Learning Bed (100)
  2072. Can teach you while you sleep! Some information may be obsolete but you could probably reprogram it with the right know-how.
  2073.  
  2074.  
  2075. Drawback
  2076. Metamorphosis +300
  2077. You are a giant Caterpillar with a human face and are completely unable to take any other forms. It is rather inconvenient as you don't have hands, you look rather grotesque and you have occasional caterpillar urges.
  2078.  
  2079. [STORY]
  2080.  
  2081. Super scientist, wicked skills aaaand I'm stuck as a freaking Caterpillar for 10 years. Juuuust greeaaat.
  2082.  
  2083. Nothing much happens here. I can't change form but I can still access my powers. Mostly I just float around and get REALLY good at using telekinesis to manipulate stuff for me. My Companions tend to do most of the heavy lifting here and run my day to day business. I sometimes get odd jobs here and there.
  2084. Since I can still use my powers, I've been practicing with Assimilate and the Chrysalis. Between that and everything else, I've taken a lot of time and effort to send my Companions out to gather new samples—mostly the Small Army since they can see Essence still.
  2085. Don't really snag a whole lot here. I can actually BUY a whole lot from the Guild. None of them really ask questions about why I need live specimens from around the world. Someone DID ask once and I straight up told them it was genetic tinkering. Suddenly I had a whole bunch of offers for funding. I turned down the monster stuff and personal armies of clones. That stuff always backfires. Spent a lot of time tinkering with crops mostly.
  2086.  
  2087. Built myself a nifty base in the Amazon. That was cool. Even though I was stuck as a caterpillar, everyone else could change shape still so I went full on Zerg down there. Build a huge hive and everything. Really added to my income too cause it just screamed mad scientist. Diamond kept to her Queen form for a lot of it to control the Hive since my connection wasn't quite as good in non-Zerg Form.
  2088.  
  2089. Quelaan has been a blast too. She enjoys being able to walk around and enjoy the gardens I build, listen to music and that whole bit. She also doesn't judge me as much as the others due to my form. Neither does Diamond but we're practically the same person anyways.
  2090. All in all it was a nice vacation trip here. I even got to meet some secret agents who wanted to know what nefarious deeds I was up too. His name is Jeremy. Nice lad. I have a permanent room set up here for him. He's the only agent that stays around. I think he has troubles at home and escape here from time to time. Quite a few people seem to be doing that. Not that I mind. Plenty of room and I love the company.
  2091.  
  2092. [END]
  2093.  
  2094.  
  2095.  
  2096. Lovecraft
  2097.  
  2098. male, 26 Researcher 100
  2099. Mountains of China
  2100.  
  2101. Multitasker (Free Researcher)
  2102. You have the ability to complete multiple tasks simultaneously. Spit your attention between up to a dozen different things at once without having any trouble at all. Note that it doesn't actually make you smarter, just better able to concentrate on multiple topics at once.
  2103.  
  2104. Fearsome Visage (100)
  2105. You're scary. Scratch that, you're terrifying. A glare from you is enough to send a grown man running away in fear. A particularly weak-willed individual might just lose his mind if you scared him badly enough. Nothing magical about it, you're just that scary looking.
  2106.  
  2107. Regenerative Stasis (200)
  2108. That is not dead which can eternal lie. You can cheat death, though not indallibly. The next time you are mortally wounded you will enter a regenerative trance. After twenty-four hours in this state you will rise again. This state is quite exhausting and you cannot enter it more than once a week.
  2109.  
  2110. Xenobiology (300)
  2111. Modern science is several millennium from understanding the non-Euclidean geometries and bizarre organs of the cosmic species. You don't understand it yet either but you're close than anyone else. Soon you will be able to create chimeric hybrids of lesser creatures. After ten years of constant research you'll be able to engineer powerful creatures like the Shoggoths, though creating them is very resource intensive.
  2112.  
  2113. Lab Assistant (100)
  2114. A brilliant and fearless scientist with astounding willpower and a great work ethic. This companion is completely loyal to you no matter what and will never abandon you. You can import a companion from a previous Jump. They have the Researcher background and gain 100 CP to spend.
  2115. -Diamond- (+100 CP RWBY)
  2116. Multitasker
  2117. Super Sleuthing (100): You have a brilliant mind capable of incredible deductive reasoning and astounding observational skills. Also have a certain intuition to avoid traps and wrong turns.
  2118. The Empty Mind (100): You can always instantly recall anything scientific you've ever learned. Unfortunately, you have a much harder time remembering things unrelated to science.
  2119.  
  2120. Pet Monster (200)
  2121. This hideous creature seems to have taken a liking to you. A faithful companion with the Inhuman background and 200 CP to spend. Limited to one companion from each species. You can import a companion from a previous Jump with this option.
  2122. -Small Army- (+100 CP RWBY)
  2123. Cthulhi – Hulking green-scaled bipeds covered with numerous tentacles. They have limited shape-shifting abilities that allow them to regenerate from a great deal of damage and alter their limbs into simple shapes. They are also massively stronger and faster than humans and are adapted to surviving at deep sea pressures.
  2124. Fearsome Visage: Free – You are terrifying.
  2125. Stoic (200): You have an ironclad hold on your emotions and practice perfect self-control. Additionally, many sights that would drive normal men mad with fear will hardly faze you.
  2126. Multitasker (100)
  2127.  
  2128. Laboratory (Free)
  2129. A fully stocked research facility with an eclectic variety of equipment. Comes with a vacuum chamber, a metallurgy room, and highly advanced, customizable, state of the art, nigh- impenetrable bio-containment cages. Puting shoggoths in the cages will void the warranty.
  2130.  
  2131.  
  2132. Drawbacks
  2133.  
  2134. Crawling with Love +0
  2135. The inhuman horrors and uncaring cosmic deities that rule this universe can be surprisingly...cute. With this drawback, ever inhuman creature in the universe can and often will assume the form of an adorable young girl or boy. They are every bit the same monsters in either form and no less dangerous.
  2136.  
  2137. [STORY]
  2138.  
  2139. So my Small Army became a small army of fishman things. Great. I'm some sort of scientist now. We were looking into genetic manipulation and cloning of some strange bodies that pop up around the world when we awoke with more the one voice in our head.
  2140. The scientist me from here is thrilled to have some of his theories proven and for the extra knowledge he has acquired now.
  2141. I'm thrilled to find a new world that doesn't want to immediately kill me and for new genetic information to incorporate into my Hive. My family will grow and prosper here.
  2142.  
  2143.  
  2144. We have a research lab here somewhere in China built into the side of a mountain. I was digging up fossil remains here that didn't match any other remains in the world. First thing we did upon getting our head straight was expand the labs. I've had the workers Zerg the place out and we've been expanding under the mountain. Been finding tunnels down here and fighting strange things. They look like normal children but are actually monsters. What the fuck.
  2145.  
  2146. More children arrived at night. Tried to kill us. New order set to kill all children on sight. That could potentially back fire but honestly, if a normal, human child managed to get ALL the way out here into my Zerg mountain fortress then its their own damn fault for dying. Harsh but true.
  2147.  
  2148. Been working with this new genetic material. It doesn't seem right. Its nothing like I've worked with before. The Zerg are fairly complex and I've had decades to work with Earth materials. This is something entirely alien.
  2149. I've been spinning essence for days now without sleep. I feel like I'm close to cracking the code here but am not sure where to start. I've gone full Zerg Mode and been working in a Brain Storming Session with the others. The computers here are practically useless since its 1852. We've been scouring the Junkpile for all usable parts and building new computers from scratch to assist with the work.
  2150.  
  2151. [END]
  2152.  
  2153.  
  2154. CATastrophe
  2155.  
  2156. Race
  2157.  
  2158. Humanity Ensues (0cp) - If you value your own ears and lack of tail that much, you can instead forsake becoming a Kemomimi in favor of remaining human. Some minor changes will be made, of course, allowing you to survive the new atmosphere, but besides those you are exactly like one of the Earless of old. Without the animal gene splices that improve your body. Yeah. The Kemomimi will find you interesting, at least, and Earless tech might recognize you.
  2159.  
  2160.  
  2161. Identity
  2162.  
  2163. Male, Age 21
  2164.  
  2165. Mechanic (50cp) - When you were a child, you became fascinated by the teknologee the Earless left behind. While much of it is beyond your grasp, you like to think of yourself as pretty handy with a wrench. A lot of what you do is percussive maintenance, but nevertheless you manage to run a fairly popular repair shop. You feel most at home when surrounded by tools, grease, and machinery.
  2166.  
  2167.  
  2168. Location
  2169.  
  2170. (1-2) High Tech Settlement - The largest Kemomimi settlements dotting the Endless Blue usually have the best shinies and technology. Some of the largest and most powerful are based on the ruins of old Earless settlements, such as Akadmee and Vanguard Home. Others, such as Pero Pero and Diver's Bay, were made by the Kemomimi themselves. Trade is plentiful in these locations, and they often throw the best beach parties. The tech and shinies found here are beyond what would be considered modern day.
  2171.  
  2172. (3-4) Medium Tech Settlement - These areas include Banana Town, Cat Nip Commons, the Nomad Isles, and Sierra Arky Pelligoe. These locales will generally be hovering around modern day levels of technology. There might be some low-tech workarounds to various things, but there just as often will be something extremely high-tech that the village relies on, like a fusion reactor. Trade is less plentiful here than in the more technologically powerful settlements, but shiny hunters will have more luck selling their finds here than they would in a place that probably
  2173.  
  2174.  
  2175.  
  2176.  
  2177.  
  2178.  
  2179.  
  2180.  
  2181.  
  2182.  
  2183.  
  2184.  
  2185.  
  2186.  
  2187.  
  2188.  
  2189. Perks
  2190.  
  2191. Percussive Maintenance (Free Mechanic) - Sometimes all that a machine really needs is to be hit with a wrench really hard. If you hit a machine with a wrench really hard, more often than not it will work again, depending on how broken it was in the first place.
  2192.  
  2193. Duct Tape Master (150cp) - Earless relics aren't the only thing that's shiny. You're a master at jury-rigging mechanical components into an ungodly abomination of gears and circuits that somehow still works as intended. Fixing broken things is a breeze (though they might break more easily now) and making new teknologee by recycling parts from old ones is within the realm of your skills.
  2194.  
  2195. Party Animal (300cp) - You are the life of any party. Whether you're invited, crashing, or hosting it yourself, people will always be glad to have you attend. Formal to casual, fine dining in a restaurant to bonfires at the beach, you can blend in and mingle like a pro. You also become skilled at party games, from beach volleyball to beer pong. Additionally, you can tell if a party is nearby as if it were instinct.
  2196.  
  2197. Earless Herald (250cp)- With this option, you become fully fluent in the languages of the ancient Earless. The two big ones seem to be English and Chinese, though only now can you understand what they are. This makes interacting with Earless teknologee much easier, especially AI and computers. You have a much better chance of getting a security bot to stand down, as well. There are many places that would appreciate your skills with this.
  2198.  
  2199. Machine Empathy (400cp)- Put those new ears of yours to good use! Just by listening carefully, you can diagnose exactly where a problem is in any type of machinery. Just by listening to an engine you can tell exactly where the problem is, know exactly what part is malfunctioning, and know exactly what you can do to fix it. Computers and such are harder, but you know a few good troubleshooting tips for them too, and you know almost by instinct which wire in that massive jumbled mess goes where.
  2200.  
  2201. Full Party (200cp-500cp) - With this perk, you can turn your friends into Kemomimi, granting a fluffy tail and the benefits Kemomimi have in this world. The first companion costs 200cp to import, with the next three costing 100cp each, all companions after which are free to import. Imported companions become a Kemomimi (you pick the race), gaining the Spliced perk as well as their respective racial perk as well as 300cp to spend on abilities and shinies. Companions share a background with you. If you wash up on the beach, so do they.
  2202. Diamond – Percussive Maintenance
  2203. Nekomi - Catgirls (and Boys). Nekomi are the most nimble and flexible of the races. They can perform acrobatic feats unmatched, and can fit in places where others might not. Their ability to see in the dark and natural wanderlust make them excellent explorers. Their sense of balance and spatial awareness is astounding, and can land on their feet even when jumping from high up. In general, the Nekomi tend to be whimsical and upbeat, though they can be aloof at times. They are known for being lax, but also have an intense curiosity to discover the unknown.
  2204.  
  2205. Cat's Grace (300cp) (Free Nekomi) - Quintuple backflip off of a tower, sticking the landing and rolling out of it into a dead run? Oh please, that's amateur hour stuff. You can pull off some pretty insane parkour stunts including wall running, jumping, and roof hopping. Additionally, you can also fall safely from much higher up than you could before and come out just fine, always seeming to land on your feet. Or hands, if you so choose. In the dark, your vision is greatly enhanced, allowing you to make out objects from much farther away than before.
  2206.  
  2207. Find the Shiny (300cp) - You're really good at finding things. If it's something you've never seen before, you can probably hazard a guess at the types of locations it would be found in. If it's something you HAVE seen before, you probably could find out where more could be located (if there are any more left to find). If it's a person you know or something you specifically own, you can estimate with uncanny accuracy where the person or object would be at that moment. Never lose the remote again!
  2208.  
  2209. Shinies Galore! (100cp) (Free Shiny Hunter) - You have an unnatural luck when it comes to finding shinies. Like, you barely have to look, it's almost like the shinies find you instead of the other way around. Even in high-tech settlements you can often find a shiny that they've never seen before.
  2210.  
  2211. Small Army – Percussive Maintenance
  2212. Inumi – Dog – Inumi are the most perceptive of the races. Their powerful senses of hearing and smell is what sets them apart. Inumi are known for being loyal to their friends, as a natural affinity for working with others helps them achieve in groups what one alone could not. They make natural swimmers and are also known for being the most serious of all the races, more driven to wake up before noon and to adhere to a strict schedule. Alongside the Nekomi, they are the most populous of the races.
  2213.  
  2214. Dog's Ear (300cp) (Free Inumi) - You have amazing sensory perception. Your eyes are far more capable of seeing in the dark, you can smell something coming before you see it, and though some others can hear a pin drop, you can hear a pin while it's falling. Sneaking up on you becomes very difficult. You also become an excellent swimmer. Though everyone has to be in a world like this, you can swim especially fast. Cooperating with others and teamwork becomes second nature to you, and you become much more efficient at leading or working in a team.
  2215.  
  2216. Find the Shiny (300cp)
  2217. Shinies Galore! (100 CP)
  2218.  
  2219.  
  2220. Greninja – Percussive Maintenance
  2221. Usami - Bunnygirls (and Boys). The Usami are known for their cardio and endurance. Though they aren't as acrobatic or flexible as the Nekomi, they are more athletic, running the fastest of all the races and capable of going far longer without tiring. It isn't uncommon to see one up and about all day, staying active long into the night. They can also jump fairly high and kick really hard. Usami make great socialites, interacting with others and blending in with the crowd. However, they can also be skittish, and when faced with a problem are much more inclined to use their abilities to escape than to stand their ground.
  2222.  
  2223. Rabbit's Foot (300cp) (Free Usami) - Work fast, run faster. Your running speed and physical endurance are both greatly increased. You can maintain a sprint for as long as most people can run. Additionally, you can jump higher and kick really hard. You still need to sleep, but not nearly as much as you used to. In fact, the sheer amount of energy you run on can lead to bouts of hyperactivity if you don't keep it in check or find an outlet for it. Once you start, you can keep going and going and going. Social interaction comes easier as well, whether you're socializing with a crowd or in a more intimate one on one situation, finding the right thing to do comes more naturally.
  2224.  
  2225. The Appraiser (300cp) (Discount Merchant) - You have the innate capability of determining object's value in comparison to other things. Whether that's money or other objects for barter, you can always tell how much, if traded perfectly equivalently, an object should be worth. Even if it looks like complete junk to anyone else, you can somehow discern the object's true value. Using this, you can buy things for cheaper and sell them for more than the actual cost. Make a tidy profit!
  2226.  
  2227. ^^Spliced (Free Kemomimi) - Being post-human has its advantages. Compared to a normal human, you are stronger, faster, healthier, more durable, and your senses are greatly increased. Keeping your physique is much easier, and you'll find that your lifespan is about twice as long as the human norm too. Once you hit your early twenties you seem to almost stop aging, remaining young for nearly all your life with old age catching up only in your last decade of life. Diseases are rare and non-life threatening, only causing the sniffles at best.
  2228.  
  2229.  
  2230.  
  2231.  
  2232. Shinies Galore! (100cp) (Free Shiny Hunter) - You have an unnatural luck when it comes to finding shinies. Like, you barely have to look, it's almost like the shinies find you instead of the other way around. Even in high-tech settlements you can often find a shiny that they've never seen before.
  2233.  
  2234. Shinies
  2235.  
  2236. Diving Gear (50cp) - A set of basic SCUBA gear, including a wetsuit, an air tank, and a mask. You can only go so deep before the water pressure becomes an issue, but the tank holds enough air to last for four hours. The tankincludes a specialized mechanism that allows it to refill itself so long as it is in open air and under enough light to power the solar cell. Refilling takes about 30min to completely replenish the tank. The mask includes a solar powered flashlight that can last as long as the air will.
  2237.  
  2238.  
  2239.  
  2240. [Not taking these. Just notes for stealing their genetics]
  2241. Raydudes are descendants of the Manta Ray. Loyal and eager to serve, they have been domesticated by the Kemomimi and come in a variety of vibrant colors. Often used for travel, their agile, muscular bodies can support the full weight of a Kemomimi while they skim across the surface like a self-propelled surfboard. Surfing Raydudes is a common pastime amongst the Kemomimi and racing on them is one of the few sports with common codified rules across settlements.
  2242.  
  2243. Tankrabs are massive crabs the size of a large dog. Though they're dangerous, their carapaces make for great armor, such as this set of armor fashioned from one such carapace. It's lightweight and can withstand a lot of damage, but it isn't invulnerable. The armor is in segments, and individual parts can be worn individually. For example, the chest plate can be used as a protective vest.
  2244.  
  2245.  
  2246. Drawbacks (Up to 600cp)
  2247.  
  2248. Release (+600cp) - There are plenty of peaceful and delicious things in the Endless Blue. There are also many gigantic creatures of the deep that are very dangerous. Not only will they find you a tasty snack and actively seek you out if you're in deep water, you have also attracted the personal attention of a giant Kraken. This thing is big, and it hates your guts. I advise never going out to sea, ever, and taking precautions anyways because that Kraken may just venture above water to pay you a visit, even in the middle of a large city. Should you kill it, another takes its place.
  2249.  
  2250. [STORY]
  2251. Hm, I seem to be in some sort of settlement by the sea. Oh, I seem to be a mechanic this time around. A human mechanic. Or Earless as they are called around here. Possibly the last known one. How sad and lonely. Well not any more!
  2252.  
  2253.  
  2254. First order of business was familiarize myself with the world some more. I spent a few weeks inside my workship, yes ship and not shop, and finished some repairs for the locals. Its taken some time but I'm starting to remember more and more. The mind from this world is a mechanical savant of some sort and holds a fairly decent position here for repairing Earless tech. Going to work with what I have here.
  2255.  
  2256.  
  2257. And my first couple months in and I had a croak dream. Went on a boating expedition to see if I could dredge up some salvage and died to something in the water. Decided to not go on expedition and so far so good. Strange. Will have to arm up the family before heading out.
  2258.  
  2259. Okay, tried to mount another expedition and had another croak dream. Expedition called off. Locals are a but irked I called off another one but it is what it is. Everyone is pretty laid back. Instead ended up partying and having fun instead.
  2260.  
  2261.  
  2262. Been having more Croak Dreams. Always when I plan to head out to see. Something big and dangerous is out there and it scares me. It shouldn't but it does. I've taken to sending the family out to gather things. We've been churning out refurbished junk from the infinite pile in the Warehouse and the locals buy it all up. Also been working with locals to fix a LOT of stuff. Everything around here is practically garbage. Well maintained garbage but garbage none the less.
  2263. I've also been working with new genetic material when I can. Got ahold of a Raydude and a couple Tankrabs along with some more of the sea life. Been spinning new strands of genetic information in my down time away from the others. I had thought to go full Zerg here but I'm at a severe disadvantage with most of the family unable to survive underwater for long periods. Going to work on making aquatic strains and setting up a Hive nearby.
  2264.  
  2265.  
  2266. Initial efforts are proving trying. Surviving on land is easy. Underwater? Not so much. I may have to start from scratch in order to build new aquatic Hives. Then again...maybe I'm not using the right genetic materials? I'll be sending the family into the deep to see what they can dredge up without me.
  2267.  
  2268.  
  2269.  
  2270. Initial salvage operations are a success. Only I seem to be haunted and hunted by whatever is in the deep. We'll have to face it sooner or later but I want to be prepared. I've been working with the locals and gathering up dive suits, odds and ends, ship parts and whatever else we can work with. The stuff we bring up from the depths isn't much more then building material worthy but we've started mixing in Scrap Pile parts. No one is the wiser. The community is booming.
  2271.  
  2272.  
  2273. I think I solved my problem with the Zerg strains. It was the materials I was using. After using new genetic material from massive jellyfish and hundreds of varieties of coral, I've made a successful strain of Creep that can survive underwater. Initial base founding with new materials is working if slowly.
  2274.  
  2275. Met with disaster today. A lot of people were hurt. Not my people. Well a few died but that is only temporary. A lot of the locals have begun working with me and they died when that thing attacked. Something massive came up from the depths and started sinking boats. I saved as many as I could and teleported back to safety. Went back several times but only found wreckage.
  2276. I don't know what it is but it messed with the wrong person.
  2277.  
  2278.  
  2279. Several months of planning and building, several dozen ships, power armor, explosives and more magic then I thought we could pull off but we killed it. Something the locals call a Kraken. Normally only found in the darkest depths. You don't see them near the surface very often except out in the middle of nowhere.
  2280. We ate well that week. A lot of it went into the Warehouse when no one was looking. I've already started working with its genetic material. Good stuff. Will make the family stronger.
  2281.  
  2282.  
  2283. I had thought my trouble over. Another Kraken has arisen. I seem to draw them to the surface. It matters not. I've had to leave the cities behind. I'd helped them a lot with what tech and information I could pass on but now I need to go full scale war on the depths. My Small Army has reverted to their Cthulhi Forms to better combat the depths.
  2284. I've set them to scour the nearby area for anything and they have brought back great riches. Most of it is sent to the Warehouse and some sent to the cities. By far the greatest discovery is some sort of underwater structure in the depths. Huge things live down there and I've lost several family members trying to take it. They return in time but its slowing us down.
  2285. I want that building for my base. I will have it.
  2286.  
  2287. The structure is ours for the most part. Its in horrible shape but that is only temporary. I've already set the crew to moving debris and am planting a Hive as we speak. We've been directing what we are calling Coral Creep to cover the holes in the structure. Coral Creep doesn't grow as quickly as normal Creep but it is much hardier and rigid. I've opened a Portal to the Warehouse in the center of the structure and another top side to empty the water from this place. Its slow work as the more water we pump out the more holes we find but they all get plugged in time. To make matters worse, we are under constant attack by giant crabs, sharks, octopi and more stranger things. They all die the same and are added to the Family to make it strong.
  2288.  
  2289.  
  2290. My base is set and the newest Zerg are born. They are weak but that is only temporary. With each fight we learn their weaknesses and they grow stronger from the death of their kin. I've gotten power working down here and some of the systems up. The computers will take time to fix but this place will be ours. Salvage crews are bringing in new materials around the clock. I've established a Portal topside in one of the cities and explained a little to the residents there. I just hand-waved it as Earless tech and Genetic tinkering. They accepted it when I started showering them with materials, food and supplies. They are not close Family but they are Cousins at least. I've even honored a few when they requested to join the Hive. Their genetics make us strong.
  2291. We thrive here in constant combat.
  2292. The depths are our home now.
  2293.  
  2294. I've started dragging large amounts of earth and stone topside to lay the foundation for a new chain of islands. Its easy with Portals and enough magic. More are joining us daily. They don't fight but they are eager to help build. Its good enough. The Coral Creep makes a good foundation for the islands. Much to do. So little time until we hear the laughter send us onwards.
  2295.  
  2296. [END]
  2297.  
  2298. Bionicle Jump
  2299.  
  2300. Toa- The heroes of the Bionicle Universe. They are protectors. Power over an element that corresponds with their elemental affiliation. They are the most powerful of the three races.
  2301.  
  2302. Elemental Affiliation: 100 CP- Iron
  2303. Toa of Iron had almost perfect control of the element.
  2304. Creating any type of metal.
  2305. Controlling any type of metal.
  2306. Absorbing any type of metal.
  2307. Unleashing an Iron Nova Blast. (Toa exclusive)
  2308. Extreme endurance also comes with this Element.
  2309.  
  2310. Location:
  2311.  
  2312. Mahri Nui- A Matoran settlement underwater. Mahri Nui is kept alive by the giant bubbles that surround the populated areas, allowing the Matoran to breathe. The area outside of MahriNui settlement is very dangerous, so being able to breathe underwater is no assurance of your survival.
  2313.  
  2314.  
  2315. Abilities
  2316.  
  2317. Hero- (Free Toa) : You can inspire those around you, as well as gain the trust of others more quickly.
  2318.  
  2319. Nuva- (200) :You've been dipped in energized protodermis and as a result, your Elemental and Kanohi powers have doubled.
  2320.  
  2321.  
  2322. Innate Kanohi Power- (300) : Select a Great Kanohi Power. You now possess that power, and do not need a mask in order to use it. Can only be purchased once.
  2323.  
  2324. >The Kanohi Avsa was the Mask of Hunger. Gives its user the power to drain light, physical energy, or positive emotions from a single target over a distance. Physical energy stolen by the user will increase the user's physical abilities.
  2325.  
  2326. Items
  2327.  
  2328. Great Kanohi - 100 points (Toa receive one free)
  2329.  
  2330. Free: The Kanohi Jutlin is the Mask of Corruption. It gave its user the power to break down lifeless/inanimate objects within their range of view and cause the target(s) to rust or decompose.
  2331.  
  2332. 100 CP: The Kanohi Kiril is the Mask of Regeneration. It gave its user the power to repair damage to inorganic objects within their range of vision. Only the Great Kiril could regenerate Protosteel.
  2333.  
  2334.  
  2335.  
  2336.  
  2337.  
  2338.  
  2339. Companion- 300/100 points
  2340.  
  2341. May import any companion. They are the same race as you but may be a different elemental affiliation. They have 400 points to spend. Can import a max number of 5 companions total.
  2342.  
  2343. ---300: Diamond Earth are the strongest of the Matoran. Toa can create and manipulate Earth.
  2344.  
  2345. The Mask of Adaptation is a Kanohi that automatically altered its user's body to adapt to their surroundings, including combat situations, local environment, and the weather. The mask is always on at a low level and scanning the local environment; if it sensed the user needed to change, the mask would change them immediately. The mask's mutation of the user lasted until/unless they were altered back, so the mask's power would return to a low level after mutating the wearer. However, if the mask was knocked off while the user was altered, then they were stuck in that form.
  2346.  
  2347. Nuva- 200 points
  2348.  
  2349. Innate Ability- 300
  2350. The Mask of Healing is a Kanohi that gives its user the power to heal various physical injuries of other living beings. Specifically, the mask-user could cure diseases, insanity caused by a physical ailment, and the organic parts of a wounded being. However, the mask's power could not remove viruses, heal its user, reverse mutations, or uninfect Infected Kanohi. In addition, the mask-user needed to have a basic understanding of the injury targeted in order to heal the damage.
  2351. The speed of the healing was determined by the user's willpower and the extent of the wound. As with any mask, its use drained the user's willpower and only worked as long as the user concentrated. Aside from mental exhaustion, this mask had no negative effects on the user.
  2352.  
  2353.  
  2354. ---100: Small Army Air have heightened agility and reflexes. Toa can create and manipulate air.
  2355.  
  2356. The Kanohi Rode was the Mask of Truth. It gave its user the power to see through any deception and pierce any disguise. A Rode could also let its wearer "see" beings using Kanohi such as an Iden, Huna, Mahiki or Volitak. A Kanohi Rode was always on at a low level, so it was impossible to deceive a Rode-wearer.
  2357.  
  2358. Nuva- 200 points
  2359.  
  2360. Gain an extra ability- 300
  2361. The Kanohi Kiril was the Mask of Regeneration. It gave its user the power to repair damage to inorganic objects within their range of vision. The only difference between the Great and Noble Kirils was that the amount the Noble Kiril could regrow was smaller. Neither versions of the Kiril could heal organic damage; only the Great Kiril could regenerate Protosteel.
  2362.  
  2363.  
  2364. ---100: Greninja Water have increased lung capacity and are more agile underwater. Toa can create and manipulate water.
  2365. The Mask of Fusion was a Kanohi that gave its user the power to forcibly merge themself with one or more beings into a single larger being. The mask user usually maintained most of the mental control over the resulting fusion. Some weaknesses were that strong minds could resist the merging, and even a weak mind could interfere with the user's control.
  2366. One use of a Mask of Fusion was to keep a normal Kaita stable in presence of powers that disrupt such fusions, such as a Makuta.
  2367.  
  2368. Combine- 400 Points
  2369. When you are around two other beings of your race who are of different elemental affiliations you can join together to become one super-powered being. You gain all of the strength and abilities of those fused together, but also have to deal with two other voices. Takes an immense amount of energy, and can only stay fused for a short amount of time. Out of jump one only needs to be with two other sentient beings to fuse.
  2370.  
  2371. The Kanohi Kualsi was the Mask of Quick-Travel. It gave its user the power to instantly move to anywhere they could see within their field of vision. The user could transport objects with them, but not other beings. Kualsi-users could go through transparent barriers such as windows. The user could travel to locations they see from a Suletu-user, but the process was very risky.
  2372.  
  2373. ---100: Sister Fire are resistant to heat. Toa can create and manipulate fire.
  2374. The Mask of Fusion
  2375.  
  2376. Combine- 400 Points
  2377.  
  2378.  
  2379. ---100: Giga Earth Matoran are the strongest of the Matoran. Toa can create and manipulate Earth.
  2380. Mask: The Kanohi Rau was the Mask of Translation. The Great Rau gave its user the power to understand and speak in almost any written or spoken language. Both the Great and Noble versions allow the user to understand the intention behind carvings. However, if the target language is too old, then a Rau will not be able to translate it.
  2381.  
  2382. Nuva- 200 points
  2383.  
  2384. Gain an extra ability- 300
  2385. The Mask of Biomechanics was a Kanohi that gave its user the power to mentally interface with machinery and control or influence them, depending on how far they were from the target and the complexity of the technology. The mask also gave its user a small enhancement of their mechanical strength. The user could not control the mechanical parts of other beings without their consent, but could slow them down somewhat.
  2386.  
  2387.  
  2388. Drawbacks- Can only take 2.
  2389.  
  2390. Bohrok Swarm (+100)
  2391.  
  2392. The Bohrok have invaded, and their mission is to destroy all life on the island. You'll have to defeat the Bahrag if you want to end the threat entirely. Make sure not to end up with a krana on your face.
  2393.  
  2394. Symbol Stolen (+200)
  2395.  
  2396. Your Symbol, the item that gives you your elemental power, has been stolen by the Bohrok-kal.
  2397. You won't be able to use your elemental powers at all until you get it back.
  2398.  
  2399. [STORY]
  2400.  
  2401. [END]
  2402.  
  2403.  
  2404. Tenchi Muyo! Jump
  2405.  
  2406. Minor Jurian Noble - 100cp
  2407.  
  2408. You are a minor noble of the largest spanning galactic empire, with the biggest, most high technology military and lifestyle. It be Clarketech time. Be prepared though to deal with a lot of Shogunate era politics however.
  2409.  
  2410. You begin on Jurai, capital world of the empire, or one of their tree-ships. You’ve been dispatched to a distant world for the next phase of your courtly training (or to get you away from the house and stop embarrassing everybody)...
  2411.  
  2412. + You are a space-wizard samurai lordling! It’s kind of like being a Jedi with more Shogunate Japan politics, and lots of weddings. You have several decades if not centuries of experience in court politics, being landed elite and various forms of noble combat. You also have an extended family that numbers in the hundreds of members. Most of them alive, and desperately trying to match you up with someone.
  2413.  
  2414. + You have a ‘polite conversation’ grasp of a thousand topics, and can improvise your way through the rest. Courtly manner is as easy as breathing.
  2415. + You can speak the standard galactic language, and have translator implants for dealing with all kinds of other folk.
  2416. -There are as many Minor Jurian Noble Scions as there are populations of First World Countries-
  2417. downside of longevity technology. You are expected to leverage yourself to get as big a piece of pie for your family as possible. ‘True Love’ is a foreign or childish concept.
  2418. -You are extremely sheltered, almost naive about how pretty much everyone not Jurian or Galaxy Police live. Earth would horrify you for how backwards it is. You’re sure the people are fine...Ish.
  2419.  
  2420.  
  2421. Thanks to galactic advancements in medicine, the average lifespan for most people from developed
  2422. planets is something around 250 years. Earth Circa 1996-2014 does not count as a ‘Developed Planet’. In fact it’s not even Rustic. It’s actually rather filthy.
  2423.  
  2424. ● Humanoids - 21
  2425. ● Jurian/Supertech-Mago-Scientist - 712
  2426. ● You have a commensurate amount of world experience based on your final age and selected origin!
  2427.  
  2428.  
  2429.  
  2430. ● 1st round through Tenchi Muyo! ­ Starting CP +1000; CP from Drawbacks capped at +400cp
  2431. Slice of Life
  2432.  
  2433. Free - Accepted Cultural Norms
  2434.  
  2435. Slice of Life: You might not believe it, but you’re connected to a culture that allows some pretty
  2436. off-the-wall arrangements to make everything work out. More importantly, you can carry this culture with you wherever you go.
  2437.  
  2438. As long as you’re not doing anything outrageously destructive or hostile to one’s well being or values,
  2439. any peculiarities involving you and your companions (apparent relationships, you and your companion’s modes of dress, challenges to duels of honor, etc) are seen as normal, and everyone around accepts it without much comment. If they’re confused or curious they might ask for clarification.
  2440.  
  2441. Space Opera: Wielding an unexpectedly comprehensive code of honor, you can attempt to resolve
  2442. arguments or disputes with non-lethal duels. You can either referee or participate as a duelist. Depending on who wins, the argument is either dropped with no resolution, or the winner chooses the result they prefer. Note that the argument can be picked up again sometime later.
  2443.  
  2444. Free - Jurian Interface
  2445.  
  2446. This device is like a wood and crystal tiara, bracelet or other bit of jewelry which enhances your ability to psychically communicate with Jurian tree technology. If you have one, you can access large infrastructure systems at an appropriate terminal, and have basic user access over most (sentient) appliances. Every function of your personal tree-ship is open to you.
  2447.  
  2448. For other origins, this device confers the ‘Living Technology’ perk.
  2449.  
  2450.  
  2451. 100pts - Subspace Onsen
  2452.  
  2453. You have found or constructed a wonderful retreat away from everything. It has infinite hot water provided by normal fixtures or resplendent waterfalls. There are dozens of pools of varying size, shape and privacy, as well as a fully stocked kitchen and bath-side bar.
  2454.  
  2455. After the jump, it automatically connects itself to your Warehouse and can be accessed from there, or summoned to some location in your current reality. As long as it is outside your warehouse, it can expand its subspace dimensions to support an infinite amount of occupants. Otherwise it is capped at 50 people. Either way, it cannot store objects or materials.
  2456.  
  2457. 100cp - Living Technology
  2458.  
  2459. Slice of Life: Jurian appliances are semi-sentient, from starships to entertainment systems to cook-wear. You have the ability to control all basic devices of this type with just your mind alone, and have the knowledge to construct more with appropriate materials. You can eventually replace most interfaces with living wood input devices
  2460.  
  2461. In later jumps, this enhances your ability to use and understand sentient or organic technology.
  2462.  
  2463. Space Opera: You have a knack for all forms of technology, and especially the kind that thinks. Sentient or not, you can convince devices to operate for you instead of their registered or passworded. Stronger security makes this process take longer, but you can essentially charm your way into a mainframe, instead of breaking a however many long character password.
  2464.  
  2465. 400cp - Exceptional Company
  2466.  
  2467. Slice of Life: Your presence is enriched by the cream of the crop-the best of the best gravitate
  2468. toward you- the most personally interesting, beautiful and skilled all fall into your circle of friends. More importantly, those who enjoy your company are enriched themselves. Traits and exotic qualities enjoy a noticeable boost, which can become permanent with time.
  2469.  
  2470. Because of your magnetic charisma and sheer dumb luck, you are engaged to at least two nobles
  2471. scions or the nearest setting equivalent. They are compatible with you, but might have a rivalry...
  2472.  
  2473. Space Opera: You can rub elbows with the highest of the high society by power of sheer down-to-Terra charisma. Everywhere you go, the most miraculously glamorous settings seem to pop up out of nowhere- the finest courtly parties to the coolest exotic night clubs. You might not be invited every time but you have a better than even chance of getting in.
  2474.  
  2475. You are such a hot social commodity that during peaceful times, you are expected to date two or more fantastically attractive and/or exceptional people per week.
  2476.  
  2477. 400cp - Redwood Soldier Meditation
  2478.  
  2479. Slice of Life: You are at home in calm gardens and wild forests, to the point that you simply can ignore a lot of petty inconveniences of life. As long as you are within three yards of something as complex as a healthy blade of grass, you cannot get lost or sick, or suffer any danger from exposure. Foliage gets out of your way and hides your tracks as to be untraceable.
  2480.  
  2481. Lastly, you can ask a tree to open itself to you and step inside. From which point the tree will seal up with no trace and allow you to sleep undisturbed. If you submerge yourself in a Sentient Tree, you can regenerate from any wound.
  2482.  
  2483. Space Opera: Your connection to the royal bloodline of Jurai is such that you can communicate with
  2484. and order any sort of tree and bough to your aid. Assuming the environment can support it, you may will trees to grow alongside your strikes and attacks. Roots can reach out of the ground to grasp foes, or
  2485. massive trunks can turn and swing to knock down buildings.
  2486.  
  2487. Trees summoned this way are mundane, grown from seeds in the ground or what you carry with you,
  2488. and can reach their full height in less than a minute. If you use this perk with an actual Sentient Tree, its bark is as tough as battleship armor, and it can act somewhat independently. With a bit of ingenuity, you could grow a tree around a statue and create a fierce support platform.
  2489.  
  2490. 400cp - Super Study Buddy
  2491.  
  2492. Slice of Life: You are the good-luck charm or of an entire student body, guaranteeing not just passing grades, but sterling report cards. You do this with smarts, charm and a coveted blend of collegiate
  2493. stimulants. People who study or train with you (including yourself), do not require sleep as long as they are trying to learn, and will retain information at optimum level as long as you’re present and engaged. Being engaged is easy, as you can display legendary passion for whatever subject you happen to be
  2494. teaching - people want to learn from you because you are fun to learn from.
  2495.  
  2496. This perk applies to academic study, scientific research, physical training, and anything else you could conceivably act as a tutor or leading intelligence in. Standing out from your extensive collection of study groups is either a brilliant scientist/professor, or a fellow student. In either case, they are thoroughly enamored with you.
  2497.  
  2498. Space Opera: Either by having a lot of old college friends who are now in high places, or a fantastic
  2499. academic reputation, your name and address is on file for people to ask after your talents.
  2500.  
  2501. Once per year, you will be called upon to solve a problem by either someone you know or has heard of you. Solving the problem secures a favor, the extent of which is dependent on who calls upon you. If you’re willing to reveal more of your talents, you’ll have commensurately powerful people asking for your help.
  2502.  
  2503.  
  2504.  
  2505. ● 2nd round through Tenchi Muyo! - Starting CP + 800; CP from Drawbacks capped at +800cp
  2506. Space Opera
  2507.  
  2508. 100cp - Simple Scientific Solution
  2509.  
  2510. Slice of Life: Science solves everything, even the little household problems. You can create supertech improvements to common tools and appliances, up to and including automobiles or similar works of engineering. Create dishwashers that can clean dishes in an instant, self heating plumbing or force-field window panes that act as air conditioners.
  2511.  
  2512. Space Opera: Well established methodologies and an instinctive grasp of same allow you to draw
  2513. conclusions or produce results incredibly fast. You halve the time it takes to gather data, compose research on some subject, or devise a test to prove/disprove something- handy for when you have to figure out an enemy fortress' one weakness..
  2514.  
  2515. You still need to learn the appropriate disciplines.
  2516.  
  2517.  
  2518. 200cp - Technobabel Fish
  2519.  
  2520. Slice of Life: You flawlessly understand any technical terminology and may choose to speak in same. You can deliberately obfuscate what you're doing with jargon and buzzwords, or you can explain
  2521. what you’re doing to others, and they will understand you no matter how dense the terminology.
  2522.  
  2523. Space-Opera: You gain the ability to perform complex formula, ritual action or attempt feats of
  2524. programming by thought or speech alone. As long as you know the subject, you could dictate a
  2525. mathematical proof or talk out a computer program (and have it compile on a nearby machine). You also may compose technical or magical diagrams perfectly without error and in half the normal time.
  2526.  
  2527.  
  2528. 600cp - Overcoming Sample Bias
  2529.  
  2530. Slice of Life: As usually the smartest person in the room, everyone comes to you with their problems, and despite their best efforts, you know there is almost always a second or third side to every story.
  2531.  
  2532. When engaged in a social situation or battle of wits, you can either prod your opponent with this suspicion, making them more likely to fold and admit the whole truth, or you can seek out other affected parties if any and quickly convince them to relay their perspective. You only have an impression of who was affected based on the initial interaction­ you can’t be lead to a random passerby, even if their witness testimony would answer all your questions.
  2533.  
  2534. Space-Opera: Your capacity for understanding is enhanced to a miraculous degree. As long as you have three different but connected pieces of information, you can with sufficient time, fill in every gap between those points. Broken fragments of DNA can become a dinosaur, or uncorrupted data in a hard drive becomes your lost research paper.
  2535.  
  2536. This reconstruction takes a variable amount of time appropriate to the feat, but your accuracy is guaranteed unless the information is somehow falsified.
  2537.  
  2538.  
  2539. 200cp - Smiling Goddess Leaves
  2540.  
  2541. Slice of Life: You are landed elite, and as such have not insignificant holdings across the galaxy.
  2542. Every developed planet will have a small mansion suitable for someone of your stature. When you jump to another realm, you may either add this people-only space to your Warehouse, or let it place itself seamlessly into the current reality wherever it fits best. You automatically know where it is.
  2543.  
  2544. Because you are landed elite, your family has arranged the finest, most beautiful/handsome warrior
  2545. they can find to be your betrothed. They are however a veteran of some recent conflict...
  2546.  
  2547. Space Opera: You have a sapling 1st Generation Sentient Tree from the Royal Arboreum, which can serve as the core of a treeship. It has a number of other uses regarding Jurian technology. Most importantly, Jurian trees cannot die of old age, and neither can their caretakers. This young tree can keep you healthy and lets you heal three times faster outside of battle, as well as preventing you and one companion from aging.
  2548.  
  2549. The tree will grow to maturity one hundred years after sprouting. Every year it grows, you may halt the aging of another companion. By the time the ten years are up, the tree can provide this benefit an infinite number of companions. After 100 years, the tree can age any linked beings back to the prime of their life and keep them there. As long as the tree is alive, You and connected companions cannot die of naturally accumulated old age.
  2550.  
  2551. Because of this tree, your family hosts hundreds of parties a year, and you are expected to attend as many as you can afford to.
  2552.  
  2553.  
  2554. 200cp - Living Ship
  2555.  
  2556. You have a living ship based on the Jurian tree technology. Your ship is like a pet and it will work better for you if you take good care of it and treat it well.
  2557.  
  2558. For 200cp and the perk Smiling Goddess Leaves, you gain a First-Generation Tree Ship.
  2559.  
  2560. In all cases, your living ship has a good chance at being able to outrun and outfight any non-living ship in a one-on-one contest, but suffers against superior numbers. If the ship is destroyed, a seed can be found and you can regrow it.
  2561.  
  2562.  
  2563.  
  2564. Drawbacks
  2565.  
  2566. Slice of Life: (+400 CP)
  2567. +200cp - Multiple Spouses x 5
  2568.  
  2569. Through some hidden clause, bloodline you had no idea about, or other circumstance, you have two
  2570. spouses, and more importantly, two households that you have to keep happy. Unfortunately, the extended families hate each other, and your marriage was of political convenience. Your wives are stuck as well, as all they can do is provide emotional support. Ongoing bride-price/dowry/alliance negotiations means you can’t even go on a honeymoon, or even kiss.
  2571.  
  2572. If you take this drawback alongside Hopeless Suitor, your spouses become fiance instead, and are actively competing to see which of them becomes First Husband/Wife. You are invariably caught in the crossfire, and someone, somewhere is laughing. You’re not.
  2573.  
  2574. You may take this drawback once for every 200cp you’ve spent, but you can gain no more than 400cp from multiple instances of it.
  2575.  
  2576.  
  2577. Space Opera: (+800 CP)
  2578.  
  2579. +200cp - Hopeless Suitor x4
  2580.  
  2581. Somewhere, someone wants to marry you. You might know them, you might not. You might like them, they might like you, but no matter what, three years after the jump starts, your fiancee will appear with weddings on the mind. You’ll have to figure out how to hide, or run fast enough to evade their grasp, as their timing is always terrible.
  2582.  
  2583. If you end up getting married before the 10 years are up, the Jump-chain ends. Fortunately, your new Wife will be awesome, and slot neatly into your life.
  2584.  
  2585. You may take this drawback once for every 200cp you’ve spent, but you can gain no more than 400cp from multiple instances of it.
  2586.  
  2587.  
  2588. +200cp - Multiple Spouses x4
  2589. =-=-=-=-=-=-=-=-
  2590.  
  2591. The Jumper Solution
  2592.  
  2593. Well, it’s likely that you collected more than a handful of lovely companions. May as well take them all with you, if they’re willing! You’ll notice that all the drawbacks involve or imply more companions, and as usual, all negative effects of drawbacks end after 10 years.
  2594.  
  2595. All Perks earned in this jump grant you both Slice of Life and Space Opera incarnations from this point on.
  2596.  
  2597. Notes
  2598.  
  2599. Living Ships and Sentient Trees
  2600.  
  2601. Living ships in general are not invincible- they can be defeated by sufficient firepower, tactics and the like, but in a one-on-one fight, they are usually going to win against a vessel of similar role or overall weight-class. They can also fight well above their weight class.
  2602.  
  2603. Living ships are in general, fiendishly maneuverable, but tend to lack point-defense weapons, relying on agility to evade enemy fire.
  2604.  
  2605. Jurian Treeships are a specific type of living ship, and share some interesting common traits.
  2606. ● They can self-repair with sufficient time
  2607. ● They’re controlled by psychic interface, with the sentient tree acting as a central controlling intelligence/computer.
  2608. ● They have an internal folded dimensional space is tailored to the owner, and is usually large enough to support plants, animals and bodies of water. It’s about the size of a large city park, with most of the amenities woven into the clarketech nature environment.
  2609. ● Their defense is focused entirely on maneuverability and the Light Hawk Wings.
  2610.  
  2611.  
  2612. Using Lighthawk Wings:
  2613.  
  2614. Qualities and information regarding Sentient Trees:
  2615.  
  2616. A tree’s generation refers to how distantly related it is to Tsunami­no­ki, the original Sentient Tree.
  2617.  
  2618. 1st, 2nd and 3rd generation trees are Sentient, with actual personalities and motives/morals. These trees choose their bonded captains/owners, and there is no way to compel a tree to select someone else.
  2619.  
  2620. Trees of the 4th generation and below act as non­sentient computer/control systems for any number of tasks, and Jurians deploy them as they see fit. In all cases, Royal trees can bind with life forces and confer longevity and extended youth well in excess of normal lifespans.
  2621.  
  2622. All Sentient Trees can produce a medicinal water that speeds healing of their bonded partners.
  2623.  
  2624. 0th Generation: Tsunami-no-ki
  2625.  
  2626. This is the tree from which all other Sentient Trees are descended, and is an incarnate goddess that lives on the planet of Jurai, capital world of the Juraian Empire. It’s the most heavily protected place in the Empire, and is actually quite literally a Goddess.
  2627.  
  2628. First Generation Trees
  2629.  
  2630. These are extremely powerful and rare trees, and Tsunami­no­ki only provided a comparatively small number of seeds to grow these grand beings.
  2631.  
  2632. Ships constructed around 1st generation trees are truly legendary vessels, and are incredibly maneuverable despite their strange construction. These trees can generate up to 3 Lighthawk wings, and draw their power directly from Tsunami.
  2633.  
  2634. First­generation tree ships can attack and defend with their wings, requiring no override authority.
  2635.  
  2636. [STORY]
  2637.  
  2638. This is new. I seem to have awoken into the mind of a very old, very bored....young man. Strange. The me of this place is some sort of alien Human? Hm...Interesting. I think he is the first Alternate Me who has put so much effort and thought into studying the new minds. Seems like a fairly nice chap so I give him the reins and let him at having his fun.
  2639.  
  2640. “Great! Sure! Whatever! I. DO. NOT. CARE! They are all lovely girls but until this is all sorted out, they can go do whatever they want! Eh...and the lovely, Gent. I'm not sure how you got mixed up in all this but since its all legal, you'll have to put up with being my husband much like these fine ladies. THAT. SAID! I am going on vacation!”
  2641.  
  2642. “We are in the middle of a very complex meeting to arrange--”
  2643.  
  2644. “DO. NOT. FUCKING. CARE! I don't have to deal with this any more! I'm free! Haha! Bwahahah! BWHAHAHAHAHAHAHAHAHAHA!”
  2645.  
  2646. Oh, lovely. I think the new me snapped. Nope, just power tripping.
  2647.  
  2648. “Sit down this instant--”
  2649.  
  2650. “FUCK. YOOOOU! Peace!” States the me of this world before conjuring a metal key from thin air and tossing it over his shoulder, stepping backwards through the portal it makes and disappearing---laughing the entire time.
  2651.  
  2652. He reappeared in his room somewhere on the ship and started packing his bags. Then he just laughed some more, hand waved a door to the Warehouse open and just started throwing stuff in. Guards banged on his door and his family screamed at him over several holo-video channels which he ignored. After several minutes of tossing stuff through the Warehouse Portal, he pondered where to go on vacation. Going alone would be boring so maybe he needed a friend to take.
  2653. Oh! The Professor might enjoy a vacation. She has been meaning to go on one.
  2654.  
  2655. Door Lord seemed to be the new me's favorite ability and he used it frequently. After gathering his belongings, he ported to his home world to gather more stuff much to the confusion of the house staff. Then he ported to his school, several star-systems away.
  2656.  
  2657. “Heya, Professor.”
  2658.  
  2659. A startled, mature women in a lab coat peered over her glasses at his entry. She was standing over a table laid out with various pieces of metal or something.
  2660.  
  2661. “Ja--”
  2662.  
  2663. “Vacation.”
  2664.  
  2665. “Wha--”
  2666.  
  2667. “You, me, maybe a couple others. Vacation. Now.”
  2668.  
  2669. “But my--”
  2670.  
  2671. “I can bring you back any time you want. Watch! Bamf! Bamf! Instantaneous teleportation!”
  2672.  
  2673. “How--”
  2674.  
  2675. “I'll tell you on the way! Lets go,” He states grabbing her arm and ported back to the family ships's meeting room where several of his family members were having an argument as to what to do with him. His nine new wives—and confused husband—all sat around their respective families and waited patiently.
  2676.  
  2677. “You came back! Good! Now sit down an--”
  2678.  
  2679. “Nope, just came back for a minute to check something. Wives! Hear me and listen! And husband too. Through what I can only call a miracle or something, I have gained the ability to instantaneously teleport to anywhere I've been or seen! Neat, right?”
  2680.  
  2681. Several families start to shout and yell when Jurai me bellows at the top of his voice, augmented with various powers of intimidation and a certain cloak I hadn't used in awhile.
  2682.  
  2683. “SHUT UP! SIT DOWN! AND BUTT THE FUCK OUT! MOMMY AND DADDY ARE TALKING!”
  2684.  
  2685. All the assembled families and even his own all stared in awe at the suddenly transformation and outburst. Changing back to his Jurian form, Jurai Jake coughed into his hand and waved towards his new spouses.
  2686.  
  2687. “As I was saying before being rudely interrupted. You all, me, my friend the Professor here on a vacation on a little planet out in the middle of no where. No communicators, no arguing families and just relaxing on the beach or something. Maybe find a nice mountain forest somewhere? Eh? Eh? I can teleport you all home to grab your stuff whenever you want,” Jurai Jake waggled his eye-brows and waited for a response.
  2688.  
  2689. “A honeymoon is out of the question until all conflict is resolved in the family—husband,” States a cold looking wife with long black hair.
  2690.  
  2691. “Did I say honeymoon? Professor? You hear me say honeymoon? Anyone here? No? Thought not. Not a honeymoon. A vacation. An extended date if you will. For like...oh say...the next ten years? Any takers? I'm leaving and not coming back for awhile until his is all sorted out.”
  2692.  
  2693. “You expect us to camp out on some random planet with no preparation?” Asks another of the new wives.
  2694.  
  2695. Jurai Jake waves his hand and a Warehouse Portal pops open. “Extra Dimensional storage space that I can almost freely manipulate to suit my needs. I can make new rooms and we can furnish them with whatever you want until we find a suitable place to set up somewhere nicer.”
  2696.  
  2697. “Another new miracle power?” Asks a third wife.
  2698.  
  2699. “Yeah, I gained like a couple hundred of them. I think I'm a small god now or something. Still figuring it all out. I've only had them for,” Jurai Jake checks a time piece. “Ten minutes.”
  2700.  
  2701. “This is absurd! You expect us to just let you walk out of here with our daughters and--”
  2702.  
  2703. Jurai Jake blows a hole in the wall with a concentrated beam of magic.
  2704.  
  2705. “Yes. This isn't a debate or up for discussion. Whoever wants to go with me can leave this behind and join me. I have cookies and ice-cream waiting,” He states before making various gestures with his hands and using Candy Bending to generate a handful of candies that he tosses into the air above his head.
  2706.  
  2707. Only several seconds pass in relative silence before one of his new wives stands up and slowly walks to his side. After that, several more quietly join him and so does his new husband. Several decide to stay before for various reasons.
  2708.  
  2709. “Okay, love you. Bye! See you all in like ten years. Maybe sooner if I get bored and come back to grab something,” States Jurai Jake before opening a portal to Earth.
  2710.  
  2711.  
  2712.  
  2713. Several years pass in relative relaxation. Over time, we get to know our new wives and husband. They are treated more like house guests then anything else. I set up rooms for them in the Warehouse until I can find a suitable place to set up base on Earth. Something drew me to Japan again. Not sure why. Something about the aesthetics maybe? Not that it really mattered. I fly about the world and familiarized myself with it enough that I could Portal about with relative ease.
  2714.  
  2715. Not a whole lot of time was spent really doing anything special here. I put most of my work aside and let everyone relax. The platoon guys continued to do what it is they do, the Family continued to gather materials, my Small Army worked to keep things running and the Jurai Spouses learned to adapt to the situation. There was a lot for them to learn but most of them were very accepting.
  2716.  
  2717. The first year was spent mostly escorting them back home and gathering their things before returning to Earth to set up their rooms. Eventually the rest of the wives begrudgingly decided to join us least they lose in some sort of unseen power struggle going on. I didn't really care. Occasionally I talked to the family but as soon as they got demanding I would drop the call. We were eventually able to set some ground rules and they quickly moved to trying to milk every advantage possible out of the situation.
  2718.  
  2719. I've also taken to teaching classes on everything I know. Seems I gained a new ability that made me a better teacher. Everyone retains stuff much easier now. I've taken to staying in humanoid forms and began instructing in the few martial arts I know, various sciences and cooking. Its made me extremely aware that I know quite a bit but not a whole lot. I would have to change that soon.
  2720.  
  2721.  
  2722. Here on Earth, its nearly modern times. A lot of stuff is similar to other Earths I've been to but I know so little about my own world I can't tell a whole lot about whats different. Since we sometimes get stuck on random worlds that lack things like entertainment much less civilization, we have also begun amassing a wide library with a variety of subjects. With access to several forms of new technology, I've begun GROWING a new computer and data storage system. How neat is that?
  2723.  
  2724. Enough time has passed here that I've had the leisure to explain my situation to my wives and the Professor. I'm not entirely sure what they make of the situation but they all seem to be playing their own little power game of some sort. Each tries to spend as much time as possible with me while pushing away the others. So far I don't really get along with any of them and just let them do as they please. Their families did finally track us down after awhile. I think one of them bugged one of the girls or possible were fed information. Not that it matters. If they get rowdy, I just drop them on another planet.
  2725.  
  2726. The tenth years end looms near and preparations have already started. Should we move on, then we will be ready. I've had enough time to explain that should they come along to be prepared for anything. We might end up all dogs in the next world or something equally as strange.
  2727.  
  2728. The laughter soon arrives and we all brace for what comes next. Everyone quickly gathers together and the world fades to black....
  2729.  
  2730. Part 1 End
  2731.  
  2732. ...Only for me to awaken alone somewhere. Hm...Some sort of garden and I seem to be holding a potted plant and a very large seed. Everything looks very peaceful here. Oh my, that is a very large tree and those seem like very angry guards. I quickly portal away and find myself back on Earth. I find that I have several calls waiting. I'm back where I left?
  2733.  
  2734. Seems only a day has passed since then. Strange is all I can think before returning back to the mansion. I groan as I spot the entire immediate families all gathered in the courtyard around the fountain. At least they were fighting.
  2735.  
  2736. Oh, good news! Seems all dowries and bridal prices or whatnot have all been sorted out! I can finally go on the honeymoon I don't want.
  2737.  
  2738. “So, thats it? Everything is resolved? We're officially married with nothing standing in our way?”
  2739.  
  2740. “A joyous moment is it not? Have you decided where you want to take your First Wife? And your Second? And so on?”
  2741.  
  2742. “Take? Take where?”
  2743.  
  2744. “On your honeymoon.”
  2745.  
  2746. “Oooh...Riiiight. Hey, girls. I have an idea. Don't know why I didn't think of this sooner. I don't want to be married. I've got places to go and things to do. Lets get a divorce,” I laugh as the family flies into a rage. Over my laughter, I don't even hear them as I start opening random portals and toss people through. I am polite enough to open a Portal and let my wives leave on their own though. Most don't say anything and a couple even start crying.
  2747.  
  2748. “We were all pushed into this. No need to keep up the charade. Have fun with your lives. Buh-bye. Buh-ye. Have a nice day. Buh-bye.”
  2749.  
  2750. “Did the last ten years mean nothing to you?” Asks one of the girls and I just shrug.
  2751.  
  2752. “Not really. No.”
  2753.  
  2754. “....Pity.”
  2755.  
  2756. “Oh come on. You all have your own lives. I'm not going to drag you all across the multiverse on random adventures and put you all into danger. I'd be a horrible husband if I did that.”
  2757.  
  2758. “...”
  2759.  
  2760. “Yup. Just awful.”
  2761.  
  2762. “...I see.”
  2763.  
  2764. “Yup, love you too you cold bitch. Now get out of here.”
  2765.  
  2766. “Take care, Husband.”
  2767. “By, Jake. I love you!”
  2768. “Bu-bu-but I don't want to goooo!”
  2769.  
  2770. I roll my eyes and just wave them on.
  2771.  
  2772. “Uh huh. You'll get over me. Remember to keep practicing what I taught you. Or not. Cause...you all know...”
  2773.  
  2774. They all stop and stare at me, waiting for me to finish.
  2775.  
  2776. “What? You expecting me to ask you all to stay or something? Pfft, get out of here. I got a garden to plant and a lot of reading to catch up on,” I say before pushing the rest of them through and start the process of packing their stuff and dumping on their home worlds.
  2777.  
  2778.  
  2779.  
  2780. Its been a couple years now and I haven't heard anything from my family or my former spouses aside from a message every now and then asking me to reconsider.
  2781.  
  2782. The plants I brought back are doing very well. Still no idea what they are actually. The potted plant seems to be growing really well and so is the seed. I've been pumping them full of various energies to see what happens and they are doing very well. I get the feeling they are supposed to do something but I'm not sure what.
  2783.  
  2784. Each have grown into very large trees now. Very pretty ones. Both seem to be Jurai Trees of some sort. I've been talking to them a lot recently while tending to the rest of the garden. They don't say much and mostly just listen. Both seem to enjoy my music so I've taken to singing, whistling and such. Quite a few of my companions like to come by and give me a hand or stop by to listen when they have the time.
  2785.  
  2786. I've taken a lot of time to mediate on my adventures too. Not something I've really done much. Been going on long walks and slow flights around the world, following the sun. I do my best to stay out of sight and just blend in. Its given me a lot of time to think an sort out my life. Its been a nice vacation here. I somewhat dread what comes next.
  2787.  
  2788.  
  2789. Okay, vacation over. Nothing nice lasts forever I guess. A fleet of ships arrived and decided to surround my house. Blah, blah, blah, something about my hand for marriage being up for grabs or something. I'm not some sort of sought after resource. Didn't pay much attention to most of it.
  2790.  
  2791. A ship tried to land and was nearly blasted to pieces by the others. I asked them to hold their Mexican Stand-Off somewhere else but they didn't get the reference. Oh, hey! And the girls came back. Look at that. Well most of them.
  2792.  
  2793. “Hey.”
  2794.  
  2795. “....”
  2796.  
  2797. “So dropping in for tea?”
  2798.  
  2799. “Whats that saying you always spout?”
  2800.  
  2801. “Which one? Sure, whatever? Do what you want? Like I care?”
  2802.  
  2803. “Yes. Exactly, no move out of the way. We have to prepare our rooms.”
  2804.  
  2805. “What?”
  2806.  
  2807. “We're coming home.”
  2808.  
  2809. “Like, sure. Here's the keys. Have at it.”
  2810.  
  2811. “...?”
  2812.  
  2813. “You can have the house. I'm leaving.”
  2814.  
  2815. “What? Where too?”
  2816.  
  2817. “Where ever I want?”
  2818.  
  2819. “Of course. And the house?”
  2820.  
  2821. “I was planning on tearing it down for materials.”
  2822.  
  2823. “Are you never coming back here?”
  2824.  
  2825. “Sure I will! I just don't need the house anymore.”
  2826.  
  2827. By now the rest of the family arrived and started to try explaining why a bunch of ships were packed in my air-space.
  2828.  
  2829. “Don't care! I'm leaving.”
  2830.  
  2831. “Ah ha! We thought as much and have been analyzing your teleportation ability. We've created an area denial system to counter your ability! You are going no where until we're married!” States some crazy bitch over a loud speaker and projected hologram.
  2832.  
  2833. “What? No way! You negated all my teleportation skills?”
  2834.  
  2835. “...You have more the none?”
  2836.  
  2837. “Um...Yes? Did you not do your research? Not that it matters. I'm not going to be teleporting anywhere.”
  2838.  
  2839. “Then you plan to stay and get married?” Asks a former wife.
  2840.  
  2841. “What? No, I'm leaving.”
  2842.  
  2843. “How?”
  2844.  
  2845. “Spaceship.”
  2846.  
  2847. “Spaceship?”
  2848.  
  2849. “Yup.”
  2850.  
  2851. “Where did you get a spaceship?”
  2852.  
  2853. “I grew it!”
  2854.  
  2855. “You grew it?”
  2856.  
  2857. I hold my hands above my head and start laughing manically as the ground shakes and a certain massive tree breaks the cloaking spell I had over it before breaking free of the ground.
  2858.  
  2859. “I. GREW! A MOTHER FUCKING SPACE-SHIP! BWAHAHAHAHAHAHA!” I laughed before walking back through the mansion gates. I paused long enough to look over my shoulder. “Coming?”
  2860.  
  2861.  
  2862.  
  2863. Several years have since passed since the incident on Earth. Turns out I didn't need to tear down the mansion. The Tree-ship just picked the whole thing up and moved it inside itself. Some sort of folded space or something. Its been several years and I'm still learning new things about this ship every day. Well the ship and the Sapling. Turns out they are both some major hardware. A first generation ship and first generation tree which are a pretty big deal. They merged together fairly easily which is neat.
  2864.  
  2865. I decided I should name the ship for good luck. Not sure WHAT to name it though. Considering the things I plan to do with it and the fact that I've been spreading Zerg Creep through out the ship, I've decided to name her Lilith after the mother of all monsters—or something like that. Point is that its a nice ship and I like the name.
  2866.  
  2867. Okay, on to the bad news. Turns out that when I tried to break off the marriages I had, I went and broke like a million rules I didn't know existed. A bunch of treaties and what not were now null and shit got complicated. Now I had eight new brides hunting me down trying to wed me so they can gain power or something. Again, shits crazy.
  2868.  
  2869. I can't stay anywhere for long so we've taken to making brief trips to various locals and making a lot of day trips. We've planned it out. At the rate of one planet every two days, we can spend the next couple years visiting new worlds the entire time. Oh, yeah. The we bit. A few of the girls decided they wanted to stay married to me. Nine of them in fact so I'm finally taking them on the honeymoon they deserve. Nothing is really happening with them so I'm keeping it clean and just showing them a good time.
  2870.  
  2871. I don't want to tie the knot for real until this is all over. I keep giving them the option to leave when ever they want and still they stay by my side. Not sure why. I've considered reading their minds but that would be rude. So for now we're just going to keep on the run from the crazy bitches after me and live everyday to its fullest....or laze about. We do that a lot too. Like just kicking it in the Onsen which is real nice.
  2872.  
  2873. I moved the Zerg Pool into the Onsen pretty early on. A couple of the girls tried it but they don't like it much. No idea what they mean. It feels fantastic when I Zerg out and go for a soak.
  2874.  
  2875.  
  2876. So I ended up going on a couple dates with the crazies chasing me. Mostly just to keep tabs on them and see what their story is. Most of them are intent on marrying me so they can save their families or something. Honor bound junk and merchandising potential or something. Whatever, it usually ends with them trying to catch me and with me burning a lot of energy escaping in the flashiest way possible just to try to get the point across that its not happening. It seems to be working on a few but one chick is dead set on marrying the strongest man possible which I find amusing.
  2877.  
  2878. It seemed in no time at all that the laughter announced the end of ten years and it was time to move on.
  2879.  
  2880. [17 Wives follow. 9 Original, 8 New]
  2881. [END]
  2882.  
  2883. Sword Art Online
  2884.  
  2885. CARDINAL : An AI that seeks to preserve game balance, managing quests, item drops, monster difficulty, and a thousand other things besides.
  2886.  
  2887. STATS : Strength and Agility. Everything else is either a Skill-like regeneration (battle healing)- or simply not tracked by the system-like individual intelligence or sociability. Players start with a 5 in each stat and can eventually level up to the point that they can block the blows of towering monsters without losing ground, and toss those same enemies across rooms.
  2888.  
  2889. The Jump begins just as Kayaba teleports the players of Sword Art Online­ including yourself­ to the Official Tutorial, where he outlines the terms of his Death Game.
  2890.  
  2891. Age 17, Male
  2892.  
  2893. 50 ­ Beta : The local iteration of you was one of the Beta players, and already has a wealth of knowledge and experience with MMOs, VR, and SAO in particular.
  2894.  
  2895.  
  2896. PERKS
  2897.  
  2898. Free! - Flourishes : This doesn’t make you any better with their practical usage, but when using a weapon or tool, you know how to make it look good­ especially when you draw or holster it.
  2899.  
  2900. Free - My Quest Senses Are Tingling : You gain a supernatural sense for when someone needs something done. Further, you get a broad sense for what rewards there might be (major monetary reward, minor artifact reward, increased reputation, etc) and the danger (beneath/at/above your level) before you even suggest you’ll do it for them.
  2901.  
  2902. 100 - Tutorial : You become a single repetition learner. Further, this enhances the teaching ability of all of your instructors.
  2903.  
  2904. 150 - Like Riding a Bike : Your skills never deteriorate. Ever. Not for any reason, but especially not disuse. Further, you can easily adapt them to new circumstances: recreate your favorite spell in a different Jump’s magic system, translate your sword style to hand to hand, etc.
  2905.  
  2906. 300 - Item Drops : Monsters, beasts, and the like seem to all guard, carry, or have swallowed valuables now. At the same time, people become eager to make bets before entering any contest or combat. Even if they don't have valuables, expect observers to make their own betting pools and cut you in for a percent if you win. People tend to be good natured about losing.
  2907.  
  2908. 300 - APM Intensifies : More than just god like reflexes, you’re also able to process input fast enough to take calm, deliberate action at any speed.
  2909.  
  2910. 600 - This Is, In Fact, My Final Form : You gain a giant and monstrous alt form, drawn from mythology. It is extremely well suited to fighting a large group (read: raid) simultaneously. Further, any alt forms you have may now be freely combined; access any of your powers or traits from any form.
  2911.  
  2912.  
  2913. ITEMS
  2914.  
  2915. Free! ­ Digital Projection Helmet : This piece of headgear looks ridiculously futuristic. It allows you to Astrally Project your self/soul into Virtual Reality games­ thereby allowing you the full breadth and depth of your power.
  2916.  
  2917. Free! ­ Load Out : Typical MMO starting equipment­ newbie armor, sword, and some currency.
  2918.  
  2919. 100 ­ Sturdy Shield : What the hell is this thing made out of? On it’s own, it’s an excellent shield, withstanding great force. Wielded by you as a shield, it uses your own acquired immunities and applies them to itself twice over.
  2920.  
  2921. COMPANIONS
  2922.  
  2923. At no cost, you may bring your Companions with you as normal, either in the real or virtual worlds. The Warehouse may be used as an overlapping space to meet.
  2924.  
  2925.  
  2926. DRAWBACKS (MAX +600)
  2927.  
  2928. Drawbacks override Perks
  2929.  
  2930. +100 Abhorrent Admirer : You attract creeps like Asuna does. Admirers, stalkers, with potential murderers or rapists thrown in.
  2931.  
  2932. +100 Aggro : If a monster can detect you, it will target you. Even the neutral mobs. In the real world, animals are uniformly hostile.
  2933.  
  2934. +100 An Inconvenient World : Unless actively controlling your reactions, your emotions are exaggerated and obvious for all to see.
  2935.  
  2936. +300 A Game Not Meant To Be Played : While in VR, your Physical perks do not carry over. In SAO, the headset is able to kill you.
  2937.  
  2938. CLOSING NOTES
  2939.  
  2940. If Kayaba is content as he dies, you are rewarded with a copy of the World Seed. It is everything you need to make a self sustaining and regulating virtual or dream world, either through technology or magic.
  2941.  
  2942. No matter what happens, at the conclusion of Kayaba’s death game, your Digital Projection Helmet is connected to an unlimited subscription to every VR game, single player or MMO.
  2943.  
  2944. [STORY]
  2945.  
  2946. Kick around an MMO world with most of my companions. Learn Cooking and Crafting Skills. Get laughed at by other players until its realized that straight combat skills won't win the game.
  2947.  
  2948. [END]
  2949.  
  2950. Minecraft
  2951.  
  2952. Mage (50): The magic of this world makes sense to you, and you’ll more easily be able to use
  2953. both the native magics, and the magics imported from ‘mods’.
  2954.  
  2955. Hardcore: You will not respawn after death, and starvation can kill you. Monsters can spawn
  2956. in any dark place, and will seek you out if you are nearby. Zombies can break down your
  2957. doors, and Creepers blow through your walls, though they won't attack if they can't detect
  2958. you. If you sleep in a well­lit place, you should be safe...
  2959.  
  2960. Black Forest: A dense, temperate forest, with a thick canopy. The pervasive gloom can be dangerous; monsters will appear from the shadows, even during the day. An interesting place to get started, you'll need to find shelter fast!
  2961.  
  2962.  
  2963. -=-=-=-=-=-=-=-=-=-=-=-=
  2964. 100 CP
  2965.  
  2966. Rei’s Minimap (100, Free Drop-In): At will, you can summon up a purely mental map of your surroundings, which will be entirely accurate, though it won’t show you anywhere you’ve never been before. The map can be re-sized at will, appearing either as a ‘heads-up display’, or a full-sized vision-filling map. The map also can be configured to show you the current location of any nearby creatures, including whether they are friendly or hostile, though it won’t be able to determine the intentions of intelligent beings.
  2967.  
  2968. Multiplayer Server (200, Discount Drop-In): You came here with some friends, didn’t you? This world normally works the same way for everyone that’s here, so any perks you take here apply equally to all of your companions.
  2969.  
  2970. --Multiplayer Bonus Chests (100, Requires Multiplayer Server): Your companions all get their own Bonus Chests, which contain their own personal copies of any items you take here.
  2971.  
  2972. --Public Multiplayer Server (Drawback +300): You are not alone; other people will regularly show up in this world. They are griefers. They gain all perks Companions do and Respawn the same.
  2973. -=-=-=-=-=-=-=-=-=-=-=-=
  2974. 300
  2975.  
  2976. Crafting Table (100, Free Builder): You can easily assemble a few planks into a crafting table, upon which you can nigh-instantly produce almost anything, so long as you have all the parts and know the recipe. Items larger than a 1m3 cube, or which are not designed to be worn on your person or carried in your hand, may require more advanced crafting techniques, but you’ll still find it easier to make the parts for it. Complex items usually require a bunch of sub-parts, and figuring out all the recipes for them can be difficult.
  2977.  
  2978. --Not Enough Items, Recipe Mode (200, requires Crafting Table): You can, at will, summon a menu listing every possible item, and all the recipes necessary to transform one item into another. Convenient search functions within this menu will allow you to sort by the items you have available, allowing you to easily determine what you can make from the things you have, or what parts you need to make a thing that you already have. Not everything will have a recipe, but you’ll know how to make anything that isn’t unique.
  2979. -=-=-=-=-=-=-=-=-=-=-=
  2980. 400
  2981.  
  2982. Inventory of Steve (200, Discount Miner): At will, you can make any loose items you touch vanish into your inventory screen, a 4x9 grid of spaces, each of which can include up to 64 of most items (tools and armour don't stack; rare, complicated, or expensive items only stack to 16). Three foot cubes of ordinary earth and stone count as single items. Any item stored in your inventory will not encumber you in any way, and any item in the bottom row of your inventory can be summoned to hand at a thought (replacing whatever you already had in your hands with the new item, if applicable). You can view the contents of your inventory as a purely mental image at will, and rearrange it by gesturing at the illusory display before you.
  2983.  
  2984. Be careful where you do this, though; the illusory image takes up most of your visual field, and may conceal the approach of monsters. If you like, you can keep just the bottom row of your inventory visible as a 'heads­up display'.
  2985.  
  2986. IndustrialCraft (400, Discount Builder): Working your way up from simple machines, you are able to build a vast array of advanced machinery, from the humble ore­grinding Macerator, to the futuristic Mass Fabricator. In time, you’ll be able to build automated factory complexes, supply all your power needs with nuclear energy, protect yourself with nigh­impervious Quantum Armour, teleport between bases with ease, and terraform vast areas to suit your
  2987.  
  2988. ­Gregtech (Drawback: +200, requires IndustrialCraft): The recipes for all your technological items are a lot more complicated; you’ll need to gather large quantities of rare and specific ores and perform semi­realistic chemical reactions in order to properly make things. Getting your operations properly set up will now take a lot longer, and you might not be able to get at the high­end technology during your jump at all. On the plus end, this how crafting usually works in more realistic worlds, so you’ll at least have some experience with those sorts of requirements before you have to try using your Minecraft factories to build non­Minecraft
  2989.  
  2990. -=-=-=-=-=-=-=-=-=-=-=-=-=
  2991. (525)
  2992.  
  2993. Soul Shards (100): You know the dark arts needed to create a Soul Shard, which will eagerly devour the souls of those you slay. With enough of the souls of a given kind of creature, you’ll be able to set up a Monster Spawner, which can release these souls as an endless wave of hostile creatures, ready to be slain and harvested (or perhaps unleashed upon your enemies). Alternatively, you might employ the Soul Forge to use these souls to create sinister Corrupted Iron, used to create foul equipment empowered by those you’ve killed.
  2994.  
  2995. Thaumcraft (200): You are a powerful mage, and can break items down into their pure Aspects, then reweave those Aspects into more useful forms. With time and research, you’ll be able to transmute items into other items, create powerful magical items, imbue wands with spells both useful and deadly, and create golem servitors to carry out your whims. Beware, though; Thaumaturgy is a delicate art, and any mistakes can Taint the land, twisting the land to evil and all creatures within it into deadly and malicious forms. The Thaumonomicon, a magical book you’ll create early on in your research, will help you get started, and give hints as to what to do next.
  2996.  
  2997. --Tainted World (Drawback, +100): It seems that some mage was already here; a vast Tainted land is visible from your starting location, and the Taint is slowly spreading. You could outrun it easily enough, but you’ll continue to encounter patches of Taint throughout the world. Unless you prioritize researching the magical methods needed to contain and purify Tainted lands, you won’t be able to settle in one place for long.
  2998.  
  2999. Lore of Alex (Free Mage): You know the mystic secrets of this world, and can easily assemble a portal to the Nether, given a supply of Obsidian. You'll also be able to brew useful magical potions.
  3000.  
  3001. Whenever you kill something, glowing orbs will emerge from the corpse; with enough of these and a Enchanting Table, you'll be able to enchant items with a variety of simple magical powers. It is notable that all these effects work generally in this world, and anyone can learn them here; you just know it all from the start, and will be able to apply these effects with confidence in other worlds, or to things not normally found in this world. For instance, you’ll be able to judge the enchantment capacity of arbitrary items with a glance, and that amount will be greater for you than it might be for other magi.
  3002.  
  3003. --Nether Eye (25, Requires Lore of Alex): You’ll be able to craft Nether Eyes from Ender Pearls and Magma Cream, which will allow you to easily locate Nether Fortresses, when you visit the Nether. You’ll also have a pretty solid grasp of Overworld/Nether geometry, thus allowing you to ‘safely’ use Nether Portals as ‘shortcuts’ between distant parts of the overworld.
  3004.  
  3005. Additionally, Nether Portals will work in non­Minecraft worlds, guaranteeing you access to Nether only resources like Glowstone and Nether Wart. Caution: Use of Nether Portals in universes which contain actual hell dimensions may send you there instead.
  3006.  
  3007. Equivalent Exchange (300): You are a powerful Alchemist, able to infuse a Diamond with the power of Redstone and Glowstone to make a Philosopher’s Stone. With such a stone in hand, you’ll be able to create a Transmutation Tablet, allowing you to instantly convert matter from one form to another, possibly even converting ordinary dirt to valuable Diamonds... or even compressing the Diamonds further into Dark Matter or Red Matter. Combining your transmutation skills with these exotic and vastly expensive forms of matter, you’ll be able to produce Alchemical Chests with incredible volume, indestructible equipment with immense power, energy collector systems to generate additional resources from nothingness, and potentially become nearly immortal, burning vast quantities of resources instead of taking wounds. Your powers are all incredibly expensive to use, and you won’t be able to max them out in your time here (especially if you don’t have any advantages in harvesting resources!), but the raw potential of this path exceeds all others.
  3008.  
  3009. -=-=-=-=-=-=-=-=-=-=-
  3010. 650
  3011.  
  3012. Tool Pack (100, Discount Miner [all enchantments also discount Miner]): You start with a set of Diamond Tools, a Bow, a Fishing Rod, and a complete suit of Diamond Armour, which essentially starts you off at the traditional Minecraft endgame. These tools and armor all have the ‘Unbreaking’ enchantment, preventing them from wearing out over time. Unlike the conventional enchantment, these diamond tools will last forever, and will be immune to any effect that would destroy them.
  3013.  
  3014. ­Efficiency (50, requires Tool Pack): Your axe, shovel, and pick work significantly faster, allowing you to get more done, in less time, with less effort. Your fishing rod has the similar ‘Lure’ enchantment, which makes fish more likely to bite.
  3015.  
  3016. ­Aqua Affinity (50, requires Tool Pack): Your diamond helmet also has the ‘Respiration’ and ‘Aqua Affinity’ enchantments, allowing you to breathe and work underwater without penalty. Unlike the conventional enchantment, this helmet will allow you to breathe underwater indefinitely.
  3017.  
  3018. ­Fortune (100, requires Tool Pack): Your axe, shovel, and pick are ‘lucky’, and sometimes harvest more resources from a given resource source than might otherwise be available. Your sword and bow have the similar ‘Looting’ enchantment, which causes slain monsters to drop more and better items than they otherwise might. Your fishing rod has the similar ‘Luck of the Sea’ enchantment, which occasionally causes you to fish treasure out of the sea, including magical items!
  3019.  
  3020. Evertide Amulet (150): One of the more powerful results of the alchemist’s art, the Evertide Amulet protects you from drowning, and makes you a better swimmer. You will also be able to create vast quantities of water, shoot watery blasts at people, or freeze water in your vicinity. Unlike the Alchemical version, this one merely needs a short cooldown between uses, instead of consuming resources.
  3021.  
  3022. Volcanite Amulet (200, Discount Mage): One of the more powerful results of the alchemist’s art, the Volcanite Amulet makes you immune to lava, and lets you shoot lava bolts at things, or create vast and deadly fields of lava. Unlike the Alchemical version, this one merely needs a short cooldown between uses, instead of consuming resources.
  3023.  
  3024. -=-=-=-=-=-=-=-=-=-=-=-=
  3025.  
  3026. Drawbacks (max 600, all ‘spawn’ drawbacks are mutually incompatible).
  3027.  
  3028. +300: Mo' Creatures: The world contains a lot more creatures, including flying Flame Wraiths, ferocious and nigh­invincible Werewolves, block­hurling Golems, and house­crushing Ogres... to say nothing of more mundane perils, like Sharks and Crocodiles. The world is a much more dangerous place, on the whole. God help you if you also took Base Defense.
  3029.  
  3030. +1000: Wither: A Wither spawns in the world shortly after you do; it immediately becomes aggressive towards you and tracks you unceasingly. It is a flying, three­headed monster that fires a continuous barrage of flaming skulls, and it is immune to all ranged attacks. It will hover at extreme range, firing continually from a distance, and will quickly move to maximize distance if approached. Half of its attacks glow with black fire, travel at incredible speed, and inflict damage which is incurable until the Wither is defeated. The other half glow with blue fire and travel relatively slowly, but home in on your location and disintegrate everything within a 30­foot radius when they detonate (invariably making a huge mess of your base). The Wither immediately heals for any damage it does to any living thing, and will casually slaughter groups of random monsters if threatened. The sun cannot rise so long as the Wither exists, ensuring that plenty of monsters are constantly around. If you somehow manage to kill the Wither, another one spawns during the next new moon. (As a bonus, you’ll be able to make your own Beacons from the drops you get off all these Withers.)
  3031.  
  3032. [STORY]
  3033. A strange new world. Something familiar. Everyone kits up and we start stripping the land for materials. Then the griefers arrive and we have to put them down. They just keep coming so the Zerg are unleashed and the Hive is awoken.
  3034.  
  3035. When the Wither arrives, we study it for awhile and try various tactics to see what kills it. By now I've also started using Final Form to merge all my better forms into one:
  3036. Awakened, Kitsune, Zerg and Dark Souls Dragon Form
  3037.  
  3038.  
  3039. [END]
  3040.  
  3041. Jurassic Park
  3042.  
  3043. Isla Sorna: Tropical Island used to raise dinosaurs
  3044.  
  3045.  
  3046. 100 CP Dinosaur
  3047. 150 CP Extinct Genus: Tyrantrum (Pokemon)
  3048.  
  3049.  
  3050. 200 CP: The Phones are Working
  3051. You seem to always be able to get a signal for your devices. Whether you're buried under a small mountain of rubble or out in deep space – as long as the device itself can turn on the connection seems fine.
  3052.  
  3053. 100 CP: Missing Link
  3054. You can easily patch holes in information with bits and pieces of similar material. DNA, Programming Code, Audit Evaluations, it doesn't matter what. You can fill in the empty spaces with similar data and it usually functions with minimal repercussions.
  3055.  
  3056. 300 CP: Genetic Improvements
  3057. Nature can only do so much. Where some people might settle for simply recreating an ancient being from scraps of DNA, you can do more. You know just what lines of genetic code to replace to give creatures features of your choice, as long as you have access to DNA with the desirable traits.
  3058.  
  3059. -=-=-=-=-=-=-
  3060.  
  3061.  
  3062. Free : Life Finds A Way
  3063. You may change your own biological sex and sexual preference. This takes a few hours to complete the process. Small possibility of this starting automatically if you're surrounded by a group with the same gender as you but you can reverse it at any point.
  3064.  
  3065. 100 CP: Clever Girl
  3066. Regardless of whether or not your current brain can accommodate it, you lose no human functionality in non-human forms. You still keep the benefit of all your animal instincts and beneficial mental traits though. You don't suffer racial intelligence penalties.
  3067.  
  3068. 100 CP: Thundering Roar
  3069. You have a mighty roar that gives even the most courageous souls pause. Lesser creatures may scatter in terror at the tremendous sound and small ones will be knocked down. The rumbling roar is so strong it feels as through the air buzzes around your.
  3070.  
  3071. 300 CP: Special DNA [Armaldo, Kabutops, Omastar]
  3072. Your form is that of a hybrid, combining features from up to three dinosaur-like species from your travels. You can gain the strengths of each but also the weaknesses too.
  3073.  
  3074. 50 CP: Lysine
  3075. Jurassic Park's dinosaurs have been designed with an inability to produce their own lysine and need to be supplied with it from the park in order to keep alive. This isn't a problem in the confines of the park but dinosaurs wandering on their own may see a need for the essential amino acid.
  3076.  
  3077. Companion Import:
  3078. 100 CP: Diamond (400 CP) Manager
  3079.  
  3080. Free: Spared no Expense
  3081. You are perfectly aware of your profits and losses on individual ventures and have a much better understanding of finances. You can keep track of exactly where your money is going and what will earn the best revenue.
  3082.  
  3083. 100 CP: Public Relationships
  3084. You have a natural charm and way with people and have an easy time getting others to like you even if they disagree with your methods. You have a great understanding of what people want from you and from your park attractions and other projects.
  3085.  
  3086. 300 CP: Tycoon
  3087. Your businesses are improbably successful. Your entertainment and products are guaranteed to draw a crowd and be successful as long as they are of comparable quality of your competitors or better. You have an eye for opportunity and its as though money is drawn to you.
  3088.  
  3089.  
  3090. 100 CP: Small Army (400 CP) Staff
  3091. Free: Fitness
  3092. You clearly take care to remain healthy. You are as strong and healthy, easily at the peak, of normal human functionality.
  3093.  
  3094. 300 CP: Dinosaur Whisperer
  3095. You've got a way with these dinosaurs that InGen developed and it extends to all kinds of other prehistoric monsters from other worlds. You can communicate with them easily and can turn dinosaurs into allies after a few minutes together.
  3096.  
  3097. 100 CP: Shoot Her! Shoot Her!
  3098. You're absolutely great with a firearm. In this place you need to be. You are not only a better aim while firing from the hip but the damage you deal with firearms seems to be increased.
  3099.  
  3100. Drawbacks:
  3101.  
  3102. Dinosaurs Eat Jumper + 300 CP
  3103. The best way to draw in new tourists to the park, InGen decided, was to design a creature so deadly it would terrify everyone. It is the largest, strongest, fastest predator the world has ever seen. It has your scent and wants to eat you. Strangely, it is completely immune to all powers from previous worlds.
  3104.  
  3105. Jurassic World + 200 CP
  3106. It appears as through not only has a park been opened on a secluded island but multiple expansive sister resorts are located on mainlands worldwide. The creatures are inevitably going to break out and spread, causing havoc all over the planet as a result.
  3107.  
  3108. Fat Slob + 100 CP
  3109. You've got a minor addiction to junk food, all food, really. This has caused you to put on a fair bit of weight. Counters any ability you have to keep weight down and makes predators see you as a meatier morsel. You also have no real concern for keeping clean.
  3110.  
  3111. [STORY]
  3112.  
  3113.  
  3114. [END]
  3115.  
  3116. Resident Evil
  3117.  
  3118. France: C'est la vie! You've found yourself in a location stereotyped for its culture and locations of romance. On the plus side, there's no lack of things to do. On the other hand, Paris is the location of Umbrella Europe. There's certain to be some unusual things located in there.
  3119.  
  3120. Researcher (100 CP)
  3121.  
  3122. -Sculpted Form (100CP) (Free: Drop-In)
  3123.  
  3124. You know the importance of a proper body, of how your shape can determine the difference between zombie survivor and zombie food. You've trained yourself to be physically fit, as well as increasing your stamina by a noticeable amount. You're not at peak human fitness, but you can definitely lift, bro.
  3125.  
  3126. -Antibodies (600CP) (50% off: Drop-In)
  3127.  
  3128. In a world of mutagenic pathogens and viral agents, a little defense never hurt anyone... or in your case, a lot. It's much more difficult to be infected by such things as the T-Virus and parasitic creatures need quite a bit of work to get you. This doesn't mean you can swim in a pool of infected T-Virus blood but anything less is going to be ineffective.
  3129.  
  3130. This will mean your average zombie and mutation battles will have much less risk than they normally would. As a bonus, this makes you immune to any normal sickness and very resistant to other virulent conditions.
  3131.  
  3132. -Knowledge Base (Free: Researcher)
  3133.  
  3134. You understand that the more you know, the more you can act. It becomes easy to learn subjects of knowledge when you put your mind to it, and you find it easier to recollect things learned in the past.
  3135.  
  3136. -Differential Diagnosis (150CP)
  3137.  
  3138. Forewarned is forearmed, and nowhere is this more important than with health. You can pick up on health issues of others and determine a cause rather quickly. This only works with illnesses you know of, requiring you to study extensively to make any use of it.
  3139.  
  3140. -Virologist (300CP)
  3141.  
  3142. It's all in the genes, they say. You know that can be a load of bullshit, but there are rare cases where you can prove it. You're capable of studying and understanding all sorts of mutagenic agents provided you take the time to do so. In time you can learn how they work, allowing you to make adjustments or even tailor similar pathogens on your own you have the right equipment to do so. This also makes you an expert at studying the genetic differences of other organic beings.
  3143.  
  3144.  
  3145. EQUIPMENT:
  3146.  
  3147. -Hypo Gun (Free: Researcher)
  3148. Not necessarily a weapon, this device makes it easier to inoculate yourself or someone else with a serum via syringe. Very useful for medicine or experimentation, whatever floats your boat.
  3149.  
  3150. -Vaccine (100CP)
  3151.  
  3152. You get five doses of T-Virus Vaccine. It protects the user from the T-Virus any time they are bitten, but it is only a preventive measure. Another dose must be used every time after an attempted infection, with time you may be able to make more.
  3153.  
  3154. -Satellite Phone (50CP)
  3155.  
  3156. For people who need to always be connected. This device allows you to get signal no matter where you are and has an unlimited battery as well!
  3157.  
  3158. -GPS Unit (50CP)
  3159.  
  3160. Never get lost with this device. A hand-held screen that shows you your location and any location you may have marked. Updates itself constantly and can combine with another device if you wish it for no cost.
  3161.  
  3162. -Dosh King (50CP)
  3163.  
  3164. The world may have zombies, but currency speaks louder than any zombie moan. With this you get $150,000 to start yourself off.
  3165.  
  3166. DRAWBACKS:
  3167.  
  3168. Of course, if that's not enough for you there's always a way to gain more points. You may take up to two drawbacks.
  3169.  
  3170.  
  3171. -Keeping Secrets (+200CP)
  3172.  
  3173. In a zombie situation, paranoia is the name of the game. With this drawback, no one will tell you that they've been bitten or infected until it's too late. They'll all be hiding the signs. Trust will be quite difficult with this one.
  3174.  
  3175. -Corporation Games (+300CP)
  3176.  
  3177. You have a rare genetic marker that makes you perfect for some new manner of virus. The corporations want you badly as a result, and damn what needs to be done. Government agents will be bribed to make things hard for you, you'll always have a tail, and hospitals will always rat you out. Be prepared to always stay on the move.
  3178.  
  3179. [STORY]
  3180. I'm a researcher hired to figure something out. A project for some company. I spend a week getting my head straight and learning about this world. Only I seem to have an identity here so I keep my Family safe in the Warehouse and share with them as needed. I also keep to my human form as much as possible here and use illusion magic to hide my differences.
  3181.  
  3182. I only get some fragmented data but with the tools and abilities I have it only takes me a matter of weeks to fill in the blanks and solve the problem. They only wanted me to figure out a small portion of the fragmented data and I handed them the entire finished product.
  3183. Another job offer popped up and a college of mine the me of this world went to encouraged me to join him. The name Umbrella Corporation has a ring to it so I have my Companions do some digging.
  3184.  
  3185. Some weird shit is going down here but I'm being given more work and a sizable pay check. It really doesn't mean anything to me but the materials here intrigue me so I'm staying on to see what I can find out.
  3186.  
  3187.  
  3188. Cracked a few more problems. Each month I've been getting job offers to finish strange projects and I keep delivering. I've been offered a much better job with better facilities and I've accepted. Then didn't like when I started modifying the projects and machinery but they can't deny the results. I've been slipping samples into my Warehouse when possible along with all the data I've accumulated.
  3189. I've been checked repeatedly and I think they know I'm smuggling out data somehow but can't figure it out. They have decided to move me to a more secure laboratory out in the middle of no where where I'm being added to a team to work on some big project.
  3190.  
  3191. A paycheck with a lot of zeros on the end was placed in front of me along with a very large stack of documents. Turns out I'm going to be creating Bio-Weapons. After practically signing away my life, I've been living out of these labs where they bring me whatever I ask for. I've been questioned why I need some materials and I've showed them all the schematics for the technical stuff I need built.
  3192.  
  3193. Umbrella ended up just adding a fabrication site to the labs. Its constantly being expanded and I'm being asked to keep producing results. My abilities in genetics and engineering aren't being ignored. The talents I've shown are being wrung out of me on a constant basis. Every day it seems like a new project or design is dropped in my lap and I keep fixing all their mistakes.
  3194. Crude modifications, glaring structural flaws, and other mind boggling junk passes through my lab all the time now. Some times I think vague ideas get pushed passed me just to see if I'll actually produce results. And results I do produce.
  3195.  
  3196.  
  3197. Seems someone broke protocol and the facility is now compromised. I'm locked in here with roaming undead and uncontrolled Bio-Weapons. Most of the staff have joined the undead ranks and I am serious upset with the security measures here.
  3198. I've ended up making several calls which alarmed the Umbrella Branch I was contacting but after I handwaved an explanation about having cracked security months ago they just let it drop. I've been ordered to sit tight and wait to be rescued.
  3199. I laughed and asked to be connected to someone with a bit more pull. When eventually denied I didn't cry much and went on to explain that all I needed was for Umbrella to stay out of my way while I clean up their mess.
  3200.  
  3201. After being told I was breaching several contracts and security measures, I forwarded all cameras and sensor data I had access too to Corporate. I told them to sit back and watch as I put their money to work by making my way to one of the deeper levels. With access to all the cameras and a few swiped key cards – which I explained were also a security hazard that needed patching – I made it to the specimen storage.
  3202. Once there, I ended up breaking out my pet project. Experiment 18. They ate Experiments 1 through 17 and were under my control. Nothing major was added to it from my personal collection. It was simply a heavily modified MA-39, also known as the Cerberus.
  3203. I fixed the necrosis problem, incorporated some simple cybernetics normally used only in heavier Bio Weapons and managed to sync their actions through a shared information network. That last bit took the most time to figure out and I know a lot of people who would love to get their hands on it. I also sneaked a few other tricks into my pets in the form of Licker modifications. Long tongues, wall climbing and more. What delightful pets I have.
  3204.  
  3205. After securing the specimen storage, I slipped lose my Dogs of War and started cleaning house. Everything was monitored the whole time and sent back to corporate; Even the video feed from the Dogs of War was streamed. I took few risks myself and used a bulky head-set and monitoring rig to keep track of the hounds as I guided them through the entire complex. I made it known that the current rig was only a proto-type and the end design was going to be more compact and easy to wear—possibly a vest and cellphone or tablet set up.
  3206.  
  3207. At various hours during my cleaning house, I was contacted by various shadowy figures and asked specifics on my Dogs of War, asked to have them perform various actions and more. Who ever was asking my questions were delighted when I showed the Dogs of War were capable of opening doors and using simple machinery such as elevators—I took this time to explain that I was still working on figure out how to grant them opposable digits.
  3208. After nearly sixteen hours of the dog and pony show, I made my way to my labs where I waited for the teams standing outside to come clean up. The hounds were ordered to the kennels where they locked themselves in and went into standby.
  3209.  
  3210. Afterwards, I was thoroughly debriefed, scrubbed and vaccinated before being shuffled off to some other test site until mine could be put back into order. During the time, I sent in my recommendations for how to better prevent such accidents from happening again. They were graciously accepted and I was back to work in less then a year after being offered a nice vacation; moreover, it should be said that I really didn't stop working as they just let me work from a nice beach somewhere called Paradise.
  3211.  
  3212. I continued to live this charade for a whole ten years and I'm sure I made Umbrella a whole lot of money. Towards the end I was given access to a whole lot more to play with and was in the middle of development for a Space Project when the laughter announced my time was up. I was ready for it though and had already stashed many a samples, specimens and back-ups in the Warehouse ahead of time.
  3213.  
  3214. What a delightful vacation this was.
  3215.  
  3216. [END]
  3217.  
  3218.  
  3219. Yu-Gi-Oh
  3220.  
  3221. Drop In
  3222.  
  3223. Miami City – Pendulum Monsters
  3224.  
  3225.  
  3226. Card Trick (Free Drop In)
  3227. You mastered the arts of Yu-Gi-Oh Card Throwing. Cards can be used as ninja stars. As an added bonus, you will never get paper cuts.
  3228.  
  3229. It's A Trap (100 CP, Free Technician)
  3230. You know when your opponent lays a trap. Bluffing with spells and useless traps isn't going to fool you. You also receive a heightened ability when it comes to distinguishing sexes: Alien, Adrogyny or Otherwise.
  3231.  
  3232. Outside Battle Luck (100 CP)
  3233. People are stupid or you're just lucky. You find cards on the ground that no one looks for. They're more often found than coins on the ground. Oh, also you find 5 dollars worth of currency every month.
  3234.  
  3235. Duel Spirit (150 CP)
  3236. You don't easily give in when it comes to special live-or-die duels. You will see these kinds of duels through till one of you loses, no bullshit fainting. This isn't limited to the card game, includes one-on-one physical dueling.
  3237.  
  3238. Misty Presents (300 CP, Normal)
  3239. You either travel with the mist or the mist travels with you. You're able to create an 8 cubic meter mist. Comes with a Mental On/Off switch. In addition, you can see clearly through mists and smokes.
  3240.  
  3241. Destiny Cards (500 CP, Collector)
  3242. Your cards that you own cannot be destroyed by anything. If they're stolen or lost they come back into your current equipped card box.
  3243.  
  3244. Expanded Card Box (100 CP)
  3245. Its bigger on the inside. It only accepts Duel Monster Cards, up to 10 Thousand. Essential for collecting and storing cards. Every card box you will own will have this effect.
  3246.  
  3247. Forbidden Cards (50 CP)
  3248. You can't use them for offical battle but fighting random people could be fun. Pick your favorite 10.
  3249. Spellcaster Deck (100 CP)
  3250.  
  3251.  
  3252. Drawbacks:
  3253.  
  3254. Rival +0 CP
  3255. What it says on the tin. I gain a rival that won't leave me alone.
  3256.  
  3257. Nightmares +400 CP
  3258. You get nightmares. They're not frightening when you think about them but you always wake up with a racing heart and cold sweat when having said nightmares. You're always without sleep and that ruins focusing on everything. You are likely to faint at least once a month.
  3259.  
  3260. [STORY]
  3261.  
  3262. Another world to be dropped in. Seems like I'll be having another vacation this time around. This is one of those places that returns to me fairly quickly. A card game I used to play a long, long time ago.
  3263.  
  3264. This world will be a good distraction for me. I've set up my Warehouse in the middle of no where and return to it when I need to rest via Door. Its also new yet comfortingly familiar. I think I'll spend my time here just collecting cards and dueling to pass the time.
  3265.  
  3266.  
  3267. Seems I have a rival here. A rambunctious young girl who seems to be my counter part. She hot blooded and runs a Warrior deck, compared to me who is more even tempted and running a Spellcaster deck. I think I have some sort of mentor role here.
  3268. I have been finding dropped cards all over the city and cleaning them up. I've been collecting them and sometimes come across a proper owner for the cards I find. A reputation is growing up around me as the mysterious mystic with strange powers and helpful advice.
  3269.  
  3270. I keep running into that girl. Usually after I get a new Warrior card or start to get bored. I've also taken to stealing cards from time to time. I know its petty of me but occasionally I come across a stuck up punk who needs a good ass kicking so after I challenge him to a card game, I mark them for the Family to harass later. All the cards go into my Card Box which hasn't seem to hit max capacity yet. Been buying up cards too when I get the chance. Doesn't really matter what kind they are.
  3271. I've been trading away good cards for every ones spares. A lot of people think I'm crazy to trade a Rare card for dozens or hundreds of filler cards but I just know the cards need a good home and someone out there needs them.
  3272.  
  3273. My Family has spread out through the town and we've opened a traveling card shop based in the Warehouse. Most of the actual Warehouse is blocked off but we're re-purposed a portion of the available area into a shop. We have counters, mood lighting, a crystal ball and everything. Diamond and a few of the others have begun really working on the markets around here, buying low and selling high. We've been making a lot of money turning useless junk from the Scrap Pile into base metals and selling it off.
  3274. The money raised goes to completing collections and gaining new tech. This world doesn't have a whole lot to offer but the holograms are fantastic.
  3275.  
  3276. [END]
  3277.  
  3278. Card Fight Vandread
  3279.  
  3280. Cray Native [+100 CP] – So something happened, and now you've managed to get yourself locked into a card. Don't worry, a good Cardfighter can still Call you, but you're stuck there in the card until it happens.
  3281.  
  3282. Planet Cray – Oh, dear! It looks like you've landed on Cray itself! Whichever of the Nations you've chosen, you appear in that Nation's safest area – but you won't be safe for long, not with the constant war and the soon-to-come threat of Void. [Free for Cray Native]
  3283.  
  3284. Magallanica – An archipelago nation home to the naval Aqua Force, the Granblue Pirates and the mermaid idol singers who go by the name of Bermuda Triangle.
  3285.  
  3286. Cray Native: Gran Blue – Skeleton
  3287. You just so happen to be a member of one of the many Clans on the planet Cray, and you gain a new body in respect to this. Choose a Clan from the nation you picked earlier, then choose a race belonging to that Clan – your Race will affect how you look, but little else. You will appear as a Grade 3 unit.
  3288.  
  3289.  
  3290.  
  3291. Boost [Free Cray Native] – So long as you are present during an ally's endeavor, any allies you have gain a slight boost to their competency in said endeavor. You'll get it done even faster together.
  3292.  
  3293. Perfect Guard [100 CP] – When you throw yourself in front of an attack meant for someone you consider an ally, the entirety of the attack's damage will fall upon you – no shock
  3294. waves or bouncebacks can touch those you call friend.
  3295.  
  3296. What A Natural! [200 CP] – Turns out that unlike a lot of folks here, you actually know how to build a competitive deck. This also boosts your analytical, research, and organization skills elsewhere. Oddly enough, this doesn't make you more likely to win against folks like Aichi or Kai.
  3297.  
  3298. Terror of Void [200 CP] – You are scary, do you know that? Thanks to this, just about everyone knows that. Unless someone's actually powerful enough to last more than a few seconds against you, they'll think twice before attacking.
  3299.  
  3300. Re-Birth [300 CP] – Your soul is stronger than Void dares to realize. When forces hostile to you, such as the Reversed, attempt to corrupt you to their purposes, you instead siphon off a portion of their power and make it your own. This will not grant you their abilities, but rather adds to the pool of power you can draw on for your existing abilities – and the more energy they expend trying to corrupt you, the worse it will be for them.
  3301.  
  3302. Grade 3 Companion [300 CP] – These are some of the strongest of all Cray's peoples – and recognizing your strength in turn, they have decided to accompany you.
  3303.  
  3304. God-Eating Zombie Shark – A brief note, it can't actually eat gods (unless you do something to give it that capability, but why would you do that?). It would if it could though, as evidenced by its attempt to eat YOU. When you utterly thrashed it and sent it dropping back into the water, you earned the base Zombie's respect – and that tends to mean that it will eat your enemies whenever possible. Heck, it doesn't even have to stay in the water.
  3305.  
  3306.  
  3307. Grade 2 Companion [300 CP] – These companions truly transcend the definition of “mortal” - but they are still not the strongest around.
  3308.  
  3309. Stormride Ghost Ship – This is odd – it seems a ship of the Granblue Pirates has decided on its own to follow you. This will, among other things, provide you a means of transport upon the sea, and its cannons are nothing to sneeze at.
  3310.  
  3311.  
  3312. Grade 0 Companion [Free x4] – While these are among the weakest of the inhabitants of Cray, they are, it seems, willing to follow you into the worlds beyond. To simply choose one from the table
  3313. below costs 100 CP, but if you leave it up to chance, it'll be free. This can be purchased up to 4 times.
  3314. If you roll, roll 1d19 on this table.
  3315.  
  3316. Operator Girl, Reika – This communications professional, a Human, happens to be one of the quickest-working networkers in the Dimension Police. While she's utterly useless in a fight, her speed with digital systems might compare to that of some artificial intelligences – so long as she has a hardware interface to work with.
  3317.  
  3318. Abyss Healer – Not yet! I will not let you fall before we demolish the enemy! (Healer)
  3319.  
  3320. Popcorn Boy – It's yummy! Have some and you will be full of energy! (Infinite Popcorn)
  3321.  
  3322. Torn World Lady Healer – It's okay. I'll fix you this instance. (Healer)
  3323.  
  3324. -=-=-=-=-=-=-=-
  3325.  
  3326. Promo Card [Rated Free: For Everyone] - This card is neither magical nor tourney-legal, but it is a Vanguard Promo Card of you! That's right, you! A nice little keepsake.
  3327.  
  3328. Vanguard Fight Glove [Rated Free: For Everyone] – When this glove is worn during a Cardfight, the user is able to see 3-dimensional holograms of their cards, thus enhancing the play experience.
  3329.  
  3330. Cardfighter [Free Cray Native] – This Cardfighter, who may have joined you here or might be an existing Companion, gains the Cardfighter background (and benefits from its discounts), one free Deck, 400 CP to spend, and a free Deck Box, but cannot take Drawbacks, purchase Companions, or buy the Promo Card.
  3331.  
  3332. --Diamond (500 CP) Cardfighter Gran Blue Deck
  3333.  
  3334. Final Turn! [100 CP, free Cardfighter] – When it comes to Vanguard and life itself, you're always sure of when you mean to end something! Never again will you hesitate to finish off a foe you intend to kill or finish that project you've been planning for weeks.
  3335.  
  3336. What A Natural! [200 CP, discount Drop-In] – Turns out that unlike a lot of folks here, you actually know how to build a competitive deck. This also boosts your analytical, research, and organization skills elsewhere. Oddly enough, this doesn't make you more likely to win against folks like Aichi or Kai.
  3337.  
  3338. Critical Trigger [200 CP, discount Cardfighter] – Every time you attack in a Cardfight, you make a Drive Check – drawing a card to see if there are any Triggers on them. With this, you'll be a bit more likely to draw a Critical Trigger, which boosts the attack's damage. Perhaps you might get this lucky in other endeavors, too...
  3339.  
  3340. Boost [100 CP, free Cray Native] – So long as you are present during an ally's endeavor, any allies you have gain a slight boost to their competency in said endeavor. You'll get it done even faster together.
  3341.  
  3342. Who's Who [100 CP, free Reversed] – Whether via a magazine that suddenly appears or a sixth sense, you are always aware of who the strongest individuals in your local area are.
  3343.  
  3344.  
  3345. I Needed A Crit Trigger [+200 CP] – You just never seem to draw the right card – man, your luck is terrible. More specifically, however well-built it is, your deck will fail you at the worst possible times.
  3346.  
  3347. If you are a Cray Native, battles will suddenly turn against you at the most inopportune moments – leaving you to face armies alone, for instance.
  3348.  
  3349. Power Creep [+100 CP] – This card game gets more and more broken the longer it goes on – expect to always be buying new decks or booster packs to stay competitive. A Cray Native will find themselves
  3350. with outdated gear compared to their enemies.
  3351.  
  3352. [STORY]
  3353.  
  3354. Hell yeah, motherfucker! Seems I'm a Pirate Captain this time around and a kick ass skeleton one at that! I've got a sweet ghost ship and a bunch of new companions! I own a giant zombie shark to boot! How cool is that?
  3355.  
  3356. Wait, what? Card games? Diamond, is that you? Oh shit....I'm a fucking card? Well shit.
  3357.  
  3358.  
  3359. [END]
  3360.  
  3361. Macross
  3362.  
  3363. SDF Macross: You'll start where it all began! The human and Zentraedi war is in full swing this era,
  3364. albeit there are attempts at understanding the enemy on both sides. Will you fight with weapons, or
  3365. words? Either way, you're on Macross Island, the day that the SDF-1 fired its main cannon. Have fun.
  3366.  
  3367. -Human (Free)
  3368.  
  3369. Technician (100CP):
  3370. +Skilled in understanding and maintaining various forms of OverTechnology
  3371. +Can easily maintain and upgrade Variable fighters single-handedly
  3372. -Hope you you don't mind being a side character
  3373. -Nerd
  3374. You're poked awake by a fellow maintenance crew member after you had to do an emergency job for one of the pilots. Good thing you were woken up, the supervisor seemed pretty irritated with something. A new shipment? Something unscheduled? Whatever the case, it looks like you have a busy
  3375. day ahead of you.
  3376.  
  3377.  
  3378.  
  3379.  
  3380.  
  3381. -Serene Sinatra (Free): You're no slouch in the singing department. You may not be popular idol
  3382. material, but no one's going to complain if you decide to sing along to a song or randomly bust out a
  3383. tune with a voice like this.
  3384.  
  3385. -Basic Training (Free): Piloting a Variable Fighter can be pretty complex. There's all kinds of modes and maneuvers to worry about... with this, you won't have to worry so much. You'll know which button does what, and you won't end up turning into a mech when you need a jet.
  3386.  
  3387. -Wrench Wench (Free: Technician): You keep your skills and fine motor control regardless of working conditions, whether you have to work in a tiny box or if your hands are dripping wet in oil. On the plus side, claustrophobia is something you're immune to.
  3388.  
  3389. -Fingers of Silver (150CP): Meddling with machines and OverTechnology is as easy as breathing for you. By getting your hands on something, you can easily figure out how it works and how to copy its inner workings. The more advanced something is, the harder it may be... but with time and effort, you just might succeed.
  3390.  
  3391. -Eye of the Tiger (300CP): Know your enemy! You have a knack of determine what are the capabilities of an enemy weapon are, as well as any weak points it may have just by looking at it. Whether that space ship has a fault engine port, or if that weapon has a tendency to overheat, you know. They may try to hide it, but look at it enough and you KNOW.
  3392.  
  3393. -Music Meister (600CP): So not only can you sing well, but you can play your instruments REALLY DAMNED GOOD. You have the coordination to keep your singing up and play any instrument with supernatural skill so long as you don't need to breathe into it. Seriously, whether running or jumping or dancing, you can play your instrument flawlessly. You're also fairly certain that if you altered the controls for a vehicle, you could drive it around with the power of music.
  3394.  
  3395. -Savvy Sultan (300CP): When people think of building things, they think of you. Provided you had the resources and the understanding of the technology, you could construct all manners of machines in a fourth of the time it would normally take. By yourself. You're no slouch with any of your tools either, wielding them with the precision of a machine.
  3396.  
  3397.  
  3398. -Basic Variable Fighter (Free): Editions like the VF-1A, the YF-4, VF-2SS and the VF-4 Lightning III. It can transform in the atmosphere and operate in space, but it cannot reach escape velocity on its own.
  3399. Comes with basic armaments and like all Variable Fighters can transform into a Jet, a Mech, or a 'middle' form called Guardian Mode.
  3400.  
  3401. -Space Suit (Free): A futuristic, spandex space suit that will let you survive for 20 minutes in deep space. It's really more in case your vehicle gets stranded, but otherwise it's pretty darn cool looking.
  3402.  
  3403. -Tool Kit (Free: Technician): A handy dandy set of tools to accommodate for maintaining
  3404. Variable Fighters. This will make things easier if you want to keep things in shape.
  3405.  
  3406. -Drums of War (150CP): Well, this is an eccentric choice. By choosing this you replace all the normal
  3407. Variable Fighter controls with an instrument of your choice, and remove all weapons normally on the
  3408. plane. In exchange you gain a Sound Booster unit which converts music into a 'sound energy' that can be heard (or felt) even in space. Up to you how you weaponize this, but either way it is a powerful tool.
  3409.  
  3410.  
  3411. Drawbacks
  3412.  
  3413. -Big Red Target (+300CP): Uh-oh. Any time you're near a battlefield, for whatever reason enemy forces will target YOU. Whether killing you would be a morale booster, whether you're just tasty to them, or if they think you're an abomination, it doesn't matter. With conflict comes people who want you dead.
  3414.  
  3415. -Living MacGuffin (+300CP): Everyone will rely on you. EVERYONE. You'll be expected to morale boost, or be the front liner, or the one viewing the field, SOMETHING. You'll barely get a break from this, and it's going to be taxing as hell regardless of how good you are. Even if you're on the verge of collapse, people will still insist you do your part.
  3416.  
  3417. [STORY]
  3418.  
  3419. [END]
  3420.  
  3421. Spyro
  3422.  
  3423. Elder (50cp) - You're old but wise and well respected in the dragon community. Despite being the youngest of the elders you've proven your capabilities quite well. You have much to learn about being
  3424. an elder but you seem to have a natural knack for this old guy biz. Roll 1d8+45 for age
  3425. +Lots of experience
  3426. +Influence and position of power within the dragon community
  3427. +Natural knowledge of the world and your respective tribes secrets
  3428. -/+ Have responsibility to teach and guard younger dragons
  3429. -Unless you start in the Peace Keeper tribe you're not very good at fighting
  3430. -You're going to be the target for a lot of bad things happening soon
  3431.  
  3432.  
  3433. Magic Crafter - Are Sorcerers and Enchanters. Witty and thoughtful they value brains over brawn. So
  3434. while they aren't the toughest species they certainly are the most informed when it comes to magic.
  3435. This allows them and by extension you to selectively ignore the laws of physics. You become quite
  3436. capable at making magical artifacts and understand the nature of magic instinctively. And this isn't
  3437. limited to your own. (Sub-worlds: Alphine Ridge, High Caves, Wizard Peak, Crystal Flight)
  3438.  
  3439.  
  3440. Harbinger of Magic (Free) - As a being of magic you project an aura of raw magic that in large enough quantities allow weak spells, low power magitech, and magic reliant wildlife and fauna to function even thrive. It scales off of personal magic reserves and power. But it scales much faster when there are large numbers of those with this perk in a single place.
  3441.  
  3442. Am I cool yet? (Free) - People just laugh off your social missteps. That hip, new-age social lingo that
  3443. them there youngsters be using maybe lost on you but others find that endearing and point out the
  3444. proper definition for you. Great for bonding with others. Especially your students.
  3445.  
  3446. Words of Wisdom (100cp) - In times of danger, when there's naught but a few seconds to impart your
  3447. words onto others before they move on. You know just what to say. It only takes a few minutes of
  3448. instruction to give them a run down on what to do and how to do it. And they will at the very least take
  3449. heed for your words bear the weight of years of experience. Your words have immense staying power as well making your words hard to forget. They even pop up to remind your pupils of your words when
  3450. they need it most.
  3451.  
  3452. Councilor (200cp) - We all have our problems, and not everything is sunshine and rainbows. You've
  3453. experienced hardship and tragedy, giving you insight into their suffering. This is a double sided power.
  3454. Not only does it make you better at consoling and healing their mental and spiritual wounds. But also
  3455. how to cope with it yourself. Your willpower is boosted by a large margin when dealing with others
  3456. personal issues. You will not rest until your little ones are safe and happy.
  3457.  
  3458. Heroic Mentor (300cp) - Your teaching methods are superb, able to bring out the hero in everyone you
  3459. put time in to instruct. You gain a savvy intuition in how to build them up and learn more about them.
  3460. This also applies to yourself as well, you gain an improved self-control and awareness. Knowing that
  3461. you're a role model to your students and you must set an example of what it means to be strong, both in
  3462. mind and body. Your teachings will make it difficult to sway them from your teachings. You're just that
  3463. good.
  3464.  
  3465. Heroic Radar(100cp - free Sensei) - You seem to have a 6th sense when it comes to finding talent or
  3466. latent potential. You can see greatness in others. You're going to need it if you intend to find and teach a
  3467. proper pupil up to your standards or tastes. After all you're teaching future warriors and defenders of
  3468. the weak, pre-emptive quality assurance is a nice thing to have.
  3469.  
  3470. Dragon-Kata (600cp) - You are a master of the ancient art of Dragon-Kata. A martial art that focuses
  3471. magic into chi attacks. This turns your body into a lethal weapon against shadows and evil forces. With
  3472. this comes the ability to weaponize your internal reserves from energy blasts to energy laced strikes to
  3473. enhanced voice and much more. With some creative usage you could adapt your alt forms to this style.
  3474.  
  3475.  
  3476.  
  3477. Sacred Charm(free): A neat box of 7 magic suppressing ornate metal necklace charms. It has a secret
  3478. interface dial on the back that controls exactly how much magic needs to be safely suppressed. This is
  3479. merely a safety precaution for the jump. Don't want you breaking things before we even start to have
  3480. some fun. In emergencies it removes the limits entirely so you can temporarily go all out. It cannot be
  3481. tampered with magically or otherwise.
  3482.  
  3483. Magical Parchment(Free Elder): A wonderful piece of reed paper laced with magic allows anyone to inscribe and cast spells from it. It has a 'reserve' of magic woven in to allow it to cast weaker spells. But it mostly draws in magic from around it to cast. (Note: Purchasing this if you didn't choose the Magic Crafter Family will grant the knowledge to make more.)
  3484.  
  3485. Scepter of Power(300cp): Scepters are cool right? Of course they are. You are now in possession of a powerful magical artifact infused with your personal essence while you can do a wide variety of things with it. Others not you will have an impossible time controlling it as it now has taken on your likeness so any magic they channel through it will only cast spells or effects that represent you and the spells you cast. With it your magic is magnified and consumes much less energy than before. It will grow in strength as you use it more and more. Just don't be surprised if you get worried or suspicious looks from the others, as this kind of stuff is pretty popular among villains. What this thing looks like exactly is up to you. But at first it will be no better than hardy wooden staff.
  3486.  
  3487. Companions:
  3488. From Beyond the Realms(100cp): They gain a dragon form, a free background choice and 600cp to spend.
  3489. --Diamond:
  3490. Sensei -You've trained to have far more bite than those chumps. Taking a more direct approach you've learned a great deal about self-defense and more violent means to problem solving. It's going to take a lot to keep you down. Roll 1d8+45 for age
  3491. +Lots of experience
  3492. +Knowledge of fighting and are far more physically fit than most elders
  3493. -/+ Have responsibility to teach and guard young dragons
  3494. -Loner and stingy about lending your knowledge
  3495. -Not as knowledgeable about your families inner workings
  3496.  
  3497. Artisan -You become far more wise, cool headed and much better at controlling your emotions. You also gain a mastery in two academic and/or Artistic fields of your choice you also gain a significantly stronger intuition into dealing with others, granting you a natural aura of empathy and charisma.
  3498. Singing and Health
  3499. Heroic Radar(100cp - free Sensei) - You seem to have a 6th sense when it comes to finding talent or
  3500. latent potential. You can see greatness in others. You're going to need it if you intend to find and teach a
  3501. proper pupil up to your standards or tastes. After all you're teaching future warriors and defenders of
  3502. the weak, pre-emptive quality assurance is a nice thing to have.
  3503.  
  3504. I still got it (200cp) - Even at your advanced age you can still kick tail and take names. While it's still
  3505. possible to lose your figure and skill, your physical attributes never seem to fade. You could be well over 1000 years and have never physically trained since your younger years and still be able to bash some heads.
  3506.  
  3507. Papa Dragon(400cp) - As a teacher you treat your students like your family. When under your guidence
  3508. you will do what ever it takes to keep them from harm. When your students are in danger you gain a
  3509. dramatic boost to your power and determination. As long as you draw breath they will remain safe.
  3510.  
  3511. Dragon-Kata (600cp) - You are a master of the ancient art of Dragon-Kata. A martial art that focuses
  3512. magic into chi attacks. This turns your body into a lethal weapon against shadows and evil forces. With
  3513. this comes the ability to weaponize your internal reserves from energy blasts to energy laced strikes to
  3514. enhanced voice and much more. With some creative usage you could adapt your alt forms to this style.
  3515.  
  3516. ShadowStone(Free Sensei): Sharpens and focuses your magic and can let you travel to and from
  3517. shadow realms. It also helps track foreign objects to said realm. But its real bonus allows others to use
  3518. the full extent of Dragon-Kata. And can be used to teach others the secrets of this powerful ancient art.
  3519. Think of this as training wheels for aspiring students. When they truly master it they won't need it
  3520. anymore.
  3521.  
  3522.  
  3523. Drawbacks:
  3524. League of Supervillains(500cp): Oh dear. It appears the villains have banned together and are no longer playing nice guy. They'll be moving to maintain their own ends and goals by any means necessary and they'll start with the two beings who could stop them. Spyro and YOU. They'll pull all the villainous stops to crush any opposition and you darn well know they'll try and seal you away if they can.
  3525.  
  3526. Oldfart(200cp): Not all dragons age gracefully and WOAH boy did time beat you good. Ignore your age roll. You're so old you've lost your ability to use your breath weapon and your advanced age has made you very weak, frail, and forgetful. Hope you like sitting around being old for 10 years! Roll 1d8+72 for your age.
  3527.  
  3528. Flight limitations(100cp): This is embarrassing, you can't seem to fly without external assistance. Sure you can glide but any kind of flight on your part just doesn't work. Hope you have something on hand to substitute for it.
  3529.  
  3530. [STORY]
  3531.  
  3532. What? WHAT!? SPEAK UP! I CAN'T HEAR YOU!
  3533.  
  3534. Oh, gods above. I feel old. I..I'm a dragon? Thats cool but...my bones ache. My scales ache. Everything aches so much. At least my companions are willing to help me out and I have a large Onsen to bath in to relax my tired body. I'll let Diamond do most of the heavy lifting this time.
  3535.  
  3536. What? Huh? Oh, why yes! I wouldn't mind. Gather around and I'll teach you so much. Now where was I? Right, right...
  3537.  
  3538.  
  3539. A decade of kicking ass from the comfort of my home and teaching the young. What a nice life I've had here but I am getting old. I know I haven’t aged well. Mmmm...I think its time to move on...What? No, I'm not dying, damn you! Time for my next adventure! My time is up here but I've got a multiverse to see! Hehehehe!
  3540.  
  3541.  
  3542. [END]
  3543.  
  3544. Elona
  3545.  
  3546. Lich – When a powerful magus grows near death, their desire to live on makes them attempt lichdom.
  3547. Of the many who try every century, barely a handful succeed. Most fail and die, but some few partially
  3548. make it, though the process robs them of much of their memories and skills. Their young "age" is their
  3549. new "life" beginning anew, but they are patient. After all, they have all the time in the world now.
  3550. Liches are resistant to poisons, cold, and darkness, and they have significantly larger pools of mana at
  3551. the cost of a slightly reduced pool of health. Age Roll: 1d8+10
  3552. [100 CP]
  3553.  
  3554. Adventurer – Having heard about the legendary Town Boards in your homeland, you came to North Tyris on the promise of there always being work for the stupid- er, brave adventurer. Willing to cook, slay monsters, and perform at parties, you're a jack of all trades and willing to jack anything not nailed to the ground. Starts with up to 4 perks, each worth 200 CP or less, for free.
  3555. [Free]
  3556.  
  3557. Epithet – You get to pick any two word title when you arrive. It will be announced before your name on
  3558. any official paperwork. Perennial favorites include The Drunk and Flaming Rainbow.
  3559. [Free, Mandatory for Adventurer]
  3560.  
  3561. Interference Music – "The whole world is my stage!" On occasions when you can make rhythmic noise
  3562. (like say, tapping your toes) you can negate incoming sound based attacks. It needs to be done loudly,
  3563. but not necessarily as loud as the sound it's negating. More powerful with musical instruments.
  3564. [50 CP]
  3565.  
  3566. Awfully Tough – Your body is all around better. You're more resistant to disease, able to carry more
  3567. weight, and you can run a bit longer. A good constitution is a great thing to have.
  3568. [50 CP]
  3569.  
  3570. Circulation Magic – "If it's not on fire now, it will be soon." Any magic or supernatural ability that
  3571. draws from a limited pool of resources now takes 10% less total energy from that pool. Spam spells all
  3572. day, every day.
  3573. [100 CP]
  3574.  
  3575. Vampiric Power – A vampire has taught you how to use the powers of the underworld to steal the
  3576. health of others with a touch. What a nice guy! The power of this ability is relative to how dextrous
  3577. your fingers are, for some reason.
  3578. [150 CP]
  3579.  
  3580. Cook – You are a masterful chef, and even with the worst tools you can create 5 star meals so long as
  3581. you have the right ingredients. Making parfaits and baking cakes over the campfire is a snap. And if
  3582. that food enhances your abilities in some way? Well, it enhances you much more than eating it raw
  3583. would.
  3584. [150 CP]
  3585.  
  3586. Master Arm Wrestler – Years of challenging the regulars at the local tavern has tremendously increased
  3587. your strength. You practiced right-handed, left-handed, and even leg wrestled on occasion. Your arms
  3588. have strong definition as well.
  3589. [150 CP]
  3590.  
  3591. Martial Artist – You've spent enough years getting into brawls that you figured out the best ways to
  3592. punch people. Your fists are now deadlier than before, and can take more damage without breaking. See
  3593. how quickly you can beat up a tank!
  3594. [150 CP]
  3595.  
  3596. Magical Body – Your body is now so full of magic it's impossible to tell where biology ends and your
  3597. supply of mana begins. This grants you a significantly deeper pool of energy to draw from when
  3598. casting spells, and will help prevent overcasting immensely.
  3599. (Free)
  3600.  
  3601. More Concentration – Your focus can't be interrupted by anything less than a threat to your life, and
  3602. even then you can choose to ignore it. No amount of thrown rocks will stop you from reading, and
  3603. casting spells in the gravest of battles is as easy as casting them in the safety of your home.
  3604. (Free)
  3605.  
  3606. Poison Nail – Your fingernails are naturally your favorite color of nail polish. They are also incredibly
  3607. poisonous. By scratching someone you can choose to inject a poison into them that will slowly melt
  3608. them, and possibly kill them. The more poison you can inject at once, the stronger the effect.
  3609. (Free)
  3610.  
  3611. Greater Evade – Your first attempt to dodge failed? You somehow get a second. If there's even a split
  3612. second to correct your mistaken movement, you could do it. And what's more, even attack that are
  3613. usually guaranteed to hit could be dodged this way.
  3614. (Free)
  3615.  
  3616. Softcap – More practice means more results. Your skills and physical attributes (including your ability
  3617. to cast spells) will never reach their apex. Not because they can't get better but because they can
  3618. always climb higher. Getting stronger may take a few million pushups, but if you got the time you can
  3619. always seem to eek out a little more power. The only limit on your growth is how much time you can
  3620. spend training. It should be noted that at the higher levels of power, it takes significantly more training
  3621. to see even the slightest of results.
  3622. [300 CP]
  3623.  
  3624. A shining rock – It seems much heavier than most rocks it's size. If thrown, it will return to your hand.
  3625. [50 CP]
  3626.  
  3627. A previous companion – your old friends! Import up to 8 for free!
  3628. [50 CP after the first eight] (9 Companions)
  3629.  
  3630. >>>>>All Goblin Adventurer: Starts with up to 4 perks, each worth 200 CP or less, for free.<<<<<<<<
  3631. More Concentration, Magical Body, Greater Evade, and Master Ascetic
  3632. Dodrio – Trey Galvantula – Parker Greninja – Unnamed
  3633. Pyroar – Sister Klingklang – Giga
  3634. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
  3635.  
  3636. Carbink – Diamond (+100 CP) – Adventurer Goblin
  3637. Vampiric Power, More Concentration, Magical Body, Greater Evade
  3638. Expert Quartermaster – Every month the kingdom will send you a small salary to thank you for
  3639. existing. With this perk, you know how to get them to send you the good stuff. When it comes time to
  3640. get paid for your quests and your monthly salary, you make a fair amount more than other adventurers.
  3641.  
  3642. [100 CP]
  3643. Small Army (+100 CP) -- Adventurer
  3644. [100 CP]Fairy – Gifted with superior skills of using magic and evading. In contrast, a lack of physical power, making it impossible for them to wear anything other than the lightest equipment. Outstanding resistances to all elements except fire and receive major bonuses to evading attacks.
  3645. Vampiric Power, More Concentration, Greater Evade, Poison Nail
  3646.  
  3647. Stormride Ghost Ship – Adventurer Goblin
  3648. Vampiric Power, More Concentration, Magical Body, Greater Evade
  3649.  
  3650. God-Eating Zombie Shark – Adventurer Goblin
  3651. Vampiric Power, More Concentration, Magical Body, Greater Evade
  3652.  
  3653.  
  3654. Shooter – The good news is that you get access to some very advanced weaponry, like the Gravity Gun
  3655. and HMG. The bad news is that you're trapped in your starting town by hordes of enemies. Everything
  3656. from dragonflies to dragons will be trying to kill you, and they're going to destroy the town to do it.
  3657. You have no choice but to defend it with a ranged weapon while they come at you in waves. Any
  3658. companions you take into this jump with you will do the same. If the town falls, you all fall.
  3659. [+300]
  3660.  
  3661. [STORY]
  3662.  
  3663. I'm a Lich in a fantasy world. I've got all my companions with me as either Goblins or Faries. Seems I'm stuck defending a town from endless attacks that come in waves.
  3664.  
  3665. First thing first, I Final Form to bring out my best assets. I'm now a Draconic Metal Lich. Good enough. Next I get a Zerg Hive set up and start dropping Creep everywhere I can. The endless supply of bodies supply us with building materials. Everything not dissolved in the bio-pools are tossed in my transmutation circles to be turned into usable products.
  3666.  
  3667.  
  3668. Good thing I have an endless supply of ammo and plenty of guns. Its going to take some work to keep this town defended. Need to get walls up and turrets too. My newer companions seem to really be getting into the hang of this kind of thing. I've been letting Sharky just wreck as much havoc as he wants, bless his zombie heart.
  3669.  
  3670. For my more non-combatant companions, I'm sending them out with Diamond to explore the world and enjoy themselves. This includes the Fair Lady and my Wives. When needed, I take a brief moment to Door to their location and drop a Portal before popping back to protect the city.
  3671.  
  3672. They bring back interesting stuff but nothing absolutely amazing.
  3673.  
  3674. [END]
  3675.  
  3676. Sitcom Jump
  3677. Drop-In Big Bang Theory
  3678.  
  3679. Laughter Track – Free
  3680. Your life has a laughter track that you can turn on and off. You can also decide who hears the laughter and have vague control as to whether it's canned laughter or seems to be a live studio audience.
  3681.  
  3682. Where Everybody Knows Your Name – 100 CP
  3683. You know how to foster a great atmosphere and you are nearly always able to either find or create an environment that feels well and truly like home to you and the other inhabitants.
  3684.  
  3685. Straight Man – Free
  3686. You are capable of externally presenting a calm, serious demeanor in the face of practically any circumstances.
  3687.  
  3688. Heart of the Show – 100 CP
  3689. The people around you tend to be affected by your emotional state- your happiness is infectious to those nearby, your confidence gives others a little more nerve and when you're sad others will be a little more sombre.
  3690.  
  3691. Eyyy! – 200 CP
  3692.  
  3693. You're a cool guy – you can bang malfunctioning machinery to make it work and your jet-skiing abilities are downright ridiculous.
  3694.  
  3695. Everybody Loves... – 200 CP
  3696. You're consistently more popular than you used to be, even when such popularity is unwarranted. Those who like you will like you a little more, those who don't know you will be more willing to give you a chance and those who hate you will only dislike you immensely.
  3697.  
  3698. Loveable Rogue – 600 CP
  3699. You get around, people know it and simply don't care. People find your unfaithfulness or the existence of your multiple partners amusing rather than heart-breaking and when relationships do end they tend to do so under amusing circumstances. In matters of romance you'll find that things are basically always less work, are a great deal more relaxed and feeling don't get seriously hurt.
  3700.  
  3701. Drawbacks
  3702. Do the Catchphrase +100 CP
  3703. Axed +100 CP
  3704.  
  3705. [STORY]
  3706. Seems I'm human again and have been dropped into the Big Bang Theory. Its...strange. Almost a vacation really all things considered. I'm just a normal person again. I think I'm going to drop my Companions on a beach somewhere and just kick back again for a couple years.
  3707.  
  3708. Not much really happens here. I get pulled into some schemes and occasionally start a few of my own. If I'm not sleeping on someone's couch, I'm taking someone on a date (generally a Wife) or helping one of the Cast. Some of them are getting tired I keep poking holes in their plans and finishing their work when they are away. I mostly do it when I'm bored and know whats going on.
  3709.  
  3710. Generally I've been staying in a human form so I don't bother anyone. Occasionally I turn into a Lich just so I can mess around in space. Turns out I can Door just about literally ANYWHERE I can see. Not other stars yet but I'm sure I'll figure that out in time.
  3711.  
  3712. Hm...Maybe I'll take up cooking in earnest while here. I know I can cook but I haven’t really don't anything good lately. I also have an option here to catch up on all those old things I used to enjoy. Never had a chance to play some games and the like but I do now. Seems almost pointless really but I'm going to do it cause I can. Should probably also just stock up and store stuff in the Warehouse just in case for future use.
  3713. Now I just need to figure out why I keep being bugged to say shit. Weird.
  3714. [END]
  3715.  
  3716. Beyblade
  3717.  
  3718. Zero-G (Shogun Steel) – Again starting in Japan seven years after the end of Metal Fight, we find
  3719. ourselves following the story of the Synchrome Bey-user Kurogane Zyro... or perhaps not. In either
  3720. case, old enemies of Gingka's rise up again in this era, threatening to take over the Beyblade world.
  3721.  
  3722.  
  3723. Bey Control [Free] – You can give your Bey mental commands, and it will generally follow them.
  3724. You're more likely to succeed if your shout commands at it, though.
  3725.  
  3726. Go Shoot! [Free] – You can pull the ripcord hard enough to send your Bey up to 3 meters straight ahead
  3727. before gravity starts pulling it down – unless something hits it on the way, of course.
  3728.  
  3729. Rise Above The Storm [Free] – During your most dramatic battles, a special song of your choice will
  3730. play in the general vicinity for all to hear.
  3731.  
  3732. Let's Beyblade [Free] – You can be taken seriously by adults, even though you're deciding the fate of
  3733. the world with spinning tops. In other worlds, this will simply make others not question your choice of
  3734. weapon.
  3735.  
  3736.  
  3737. Bey Coordination [100 CP, free Bakuten Shoot] – You are more competent with your Bey in general,
  3738. and can also communicate verbally with your Bit-Beast.
  3739.  
  3740. Blader's Spirit [100 CP, free Metal Fight] – Whether in Beyblade or in life in general, you never really
  3741. give up. Even the most demoralizing defeats take a day at most to recover from.
  3742.  
  3743. Intensive Training [free Zero-G] – Your physical strength, speed, and stamina increase to peak
  3744. human levels, and when specifically using a Bey, you can launch it hard enough to break down a steel
  3745. door with it. Continued strenuous exercise will increase your Blading skill even further, and you will
  3746. have an insatiable craving for hamburgers.
  3747.  
  3748. Beylin Arts [200 CP, discount Metal Fight] – You have mastered the 4,000-year-old techniques of the
  3749. Beylin Temple, putting you in physical synchronization with your Bey, granting you superhuman
  3750. strength and agility, and allowing you to use the Solid Iron Wall technique – a Bey stance that makes it
  3751. nearly impossible for an enemy's attack to budge your Bey.
  3752.  
  3753. Stadium Mastery [100 CP] – While your Bey is slightly stronger and faster in a Zero-
  3754. G Bey Stadium, you are also more adept at adapting you strategies to just about any kind of stadium,
  3755. natural or man-made.
  3756.  
  3757. Mutli Synchrome [400 CP] – The power of your friends is always with you – not only
  3758. can your Bey Synchrome with theirs remotely, but it even boosts the power of your Special Attack by
  3759. five times and factors its Element into the damage.
  3760.  
  3761. Bit-Beast Evolution [800 CP] – Your Bit-Beast evolves to its most powerful possible form, as does your Bey. This makes your Bey's Special Attack approximately five times more powerful, as well as giving it unnatural stamina and allowing you to fly so long as it is spinning.
  3762.  
  3763. BEYBLADE
  3764.  
  3765. Zero-G: Your Bey is about half-metal, has a Bit Beast corresponding to a mythological creature that
  3766. acts as a specific type of warrior, and has an element – one of the four classical elements, or God (the
  3767. light/holy element) or Darkness. This element is mostly aesthetic, however.
  3768.  
  3769. The Beyblade [Free] – This is your Beyblade's most basic form. It's Balance-type with a rather generic
  3770. set of parts. However, you can change this.
  3771.  
  3772. Type Configuration [Free] – Specifically, by doing this. You've reconfigured your Bey to better fit one
  3773. of the four Types – Attack, Defense, Stamina, or Balance. An Attack-Type is fast and hits hard, but
  3774. loses energy quickly and doesn't take hits well. A Defense-type is just the opposite. Stamina-types are
  3775. generally somewhat speedy, and while they don't dish out hits or take them well, that doesn't matter
  3776. when they can keep spinning for a half-hour or so after their enemies drop. Balance-types have a nice
  3777. mix of all stats, but aren't as good at any of the strategies as the more specialized Beys.
  3778.  
  3779. Special Attack [Free] – Your Bey has a signature move based on its construction, utilizing its unique
  3780. abilities to the best of their effectiveness.
  3781.  
  3782. Element [Free] – Your Bey's Special Attack now bears the aesthetic qualities of either Fire, Water
  3783. (including ice), Earth (including metal, poison, and plants), Wind (including sound and lightning),
  3784. Darkness (including gravity), or God (the holy/light element). If you're in Zero-G, this will also affect
  3785. the design of your clothing and the fashionable asymmetry of your Bey.
  3786.  
  3787. Ball Bearings [100 CP] – A set of ball bearings are set into the side of the Bey,
  3788. allowing it to slow or speed its spin by extending them outward or retracting them inward. This also
  3789. boosts its defensive abilities.
  3790.  
  3791.  
  3792. No Bey [+800 CP] – Your Bey is missing! Don't worry, you'll find it in your warehouse in ten years and
  3793. a day, in a fancy case and everything! Of course, until then, you can't participate in any of this world's
  3794. actual action! If that weren't bad enough, however, you're back in your original body, you lost that
  3795. fancy trans-dimensional key of yours, and all of your powers are gone! Even your skills have vanished,
  3796. leaving you exactly as you were before you left your home world!
  3797.  
  3798.  
  3799. [STORY]
  3800. I.I am vaguely aware of where I am but I'm not sure why I'm here.
  3801.  
  3802. I have no powers. I have no skills beyond what I've practiced. I have no Warehouse.
  3803. And I have no Bey in the world of Beyblade.
  3804. This is...disappointing.
  3805.  
  3806. The worst part by far though is that my Companions are missing. I've searched high and low but I can't find them, sense them or feel them anywhere.
  3807.  
  3808. I.....I really need a hug right now.
  3809.  
  3810.  
  3811.  
  3812. Its been several years in this world so far. I've been living out in the woods on the edge of the city. I've tried doing the Hobo thing but I just couldn't do it. I saved up some money, bought a few things and am headed out into the wilderness. At least I feel a bit more at home out there.
  3813. I don't hate this world but I am far from being a part of it.
  3814.  
  3815. I am not entirely distancing myself from this world though. When I've had the chance, I've been collecting materials. Mostly reading materials. Interesting stuff on Beyblades. It helps pass the time when not fishing, farming or harvesting food.
  3816.  
  3817.  
  3818. [END]
  3819.  
  3820.  
  3821. Red Alert
  3822.  
  3823. Empire of the Rising Sunday
  3824. Beijing, China
  3825.  
  3826. Technician 150 CP
  3827.  
  3828. Analysis (Free Technician)
  3829. You can immediately identify any defects in hardware upon casual observation. This is effective on devices, vehicles and buildings.
  3830.  
  3831. The Ore Is In Good Hands (100 CP)
  3832. Due to well-timed investments, you receive the equivalent of $200,000 USD each month. Just be sure to cash out before the war comes to an end.
  3833.  
  3834. Power Is Sexy (600 CP, Discount Commander)
  3835. With each cumulative victory, others see you as more desirable. Your charms will eventually titillate even your most cold hearted peers and subordinates.
  3836.  
  3837. Who Needs Friends? (400 CP)
  3838. Free Makeover
  3839. Emasculate Jacket with Faction Emblem
  3840. Hairstyle becomes Saiyan
  3841. Omega Program Letter of Recommendation
  3842.  
  3843. Beastmaster (200 CP)
  3844. You may speak ti dogs, bears, dolphins or other mammals and be understood perfectly by that animal. They may choose to ignore you.
  3845.  
  3846. Honourable Discharge (100 CP)
  3847. You can detonate any owned vehical.
  3848.  
  3849. Soviet Power Supreme (100 CP)
  3850. You can outfit any of your tech with a soviet power core. Upgrade equipment gains a healthy glow and operates with 250% more power. Has toxic byproduct.
  3851.  
  3852. The Omega Program – 5 Years of excruciating tests under Dr. Shimada's cruel practice.
  3853. Gain: Telekinesis, Domination and Psionic Shield.
  3854.  
  3855. Imperial Blueprints (50 CP)
  3856. Psionic Decimator
  3857.  
  3858. Drawbacks:
  3859. +600: Yuriko-Chan
  3860. A teenage girl unwillingly submitted to the Omega Program is out for your blood. She has powerful telekinesis, psychic domination and psionic shielding.
  3861.  
  3862. [STORY]
  3863. Spend 5 years in hell, competing with Yuriko-chan and then get unleashed on the world. Spend the next 5 years doing my best to sweep through battlefields using Door Lord while collecting everything I can.
  3864.  
  3865. Note: Get Tesla Tech, Chrono Tech, Nano Tech and Psionics Research.
  3866.  
  3867.  
  3868. [END]
  3869.  
  3870.  
  3871. Borderlands
  3872.  
  3873. New Haven
  3874.  
  3875. Marcus drops you off safely in New Haven. A secure place, with plenty of loot in the adjacent Rust Commons, this is a relatively nice and smooth-running city.
  3876.  
  3877.  
  3878. Vault Hunter: 100 CP
  3879.  
  3880. Everyone has their reasons for coming to Pandora, but you’re one of the few who had a choice. You’re here looking for TREASURE. The Vault burns strongly in your mind. It’s all up to your luck and your skill with a gun; you may get rich, or you may get dead.
  3881.  
  3882.  
  3883.  
  3884. Boom, Baby, Boom: 100 CP, Discount Drop-In
  3885.  
  3886. You love explosions. And they love you. Your hearing is effectively immune to damage from loud booms, and you always know the perfect angle at which to walk away from any explosions you cause. As long as it's physically possible to be at the minimum safe distance from your own bombs, you'll always be right there, wearing shades. However, don't expect this to help you with OTHER people's big booms, and if you look at an explosion, you could still be blinded.
  3887.  
  3888. Bandit Gunsmith:100 CP: Free for Bandit Lord
  3889.  
  3890. You have amazing technical insight and when shown to a pile of broken weapons or energy shields you can use parts from some to reassemble others into decent condition. Don't expect it to be pretty, but you can nail 15 repeater pistols together to make a functional shotgun, or use bits of five shields to make one that works.
  3891.  
  3892. Fight For Your Life: Free Vault Hunter
  3893.  
  3894. You don't want to go down alone. When a single attack would kill you, you have a chance to get a true second wind; if you kill an enemy before you bleed out (so, for a normal human, in 20-30 seconds; significantly longer with other powers) your dose of adrenaline kicks in and you can stand back up. Beware, this won't save you from continuing damage (like being on fire) or from things that just aren't plausible (such as a nuke), but if you get shot and can kill your "killer" you might just walk away fine.
  3895.  
  3896. Don't Do It For Free: Free Vault Hunter
  3897.  
  3898. Everyone has a job only they can do. You're good at finding jobs only you'd get PAID for. You always have a steady flow of work, coming from random people on the street, robotic vendors, or great and powerful corporations. The jobs may not be easy, and they may not make sense, but hey; they're paying you to collect Bandit eyeballs, not think about the meaning of life.
  3899.  
  3900. Maliwan Intern: 200 CP
  3901.  
  3902. At some point, you got lucky and figured out how Elemental Weapons really work. You know how to use them to best effect, allowing you to set enemies on fire regularly, melt people with acid bullets, and have ALL kinds of shocking adventures with electrical ammo. If you have any technical training, you can even jury-rig ways to apply elemental effects to other weapons, as well.
  3903.  
  3904. Bad Ass: 200 CP
  3905.  
  3906. You are a particularly imposing specimen of... whatever you are. You're in peak physical condition, or maybe a little bit farther, and your pain tolerance is MUCH higher than normal. Expect to be able to run around in truly heavy armor, or win fistfights against even Pandora's animal life. Alternatively, any creature you summon with the Phone A Friend skill is much tougher than it should be.
  3907.  
  3908.  
  3909. Ain't No Rest For The Wicked: 400 CP Discount Bandit Lord
  3910.  
  3911. You become a stamina monster. You can run marathons and barely break a sweat and require much less rest to recover that stamina. You only need a few hour's sleep each night, and even if you can't get it some peace and quiet is good enough. You can't really be active 24-hours a day, but you can easily pull all-nighters when you need to, and in a pinch you can just relax instead of sleep, as long as you're not doing anything mentally or physically stimulating.
  3912.  
  3913. Mechanical Master 400 CP: Discount Corporate Raider
  3914.  
  3915. You are a master armsmith and roboticist. You can build and maintain standard weapons and shields with ease, and if you put some effort into understanding it you could probably make E-Tech your bitch. Further, you can make temporary Digistruct items, though they tend to explode after brief use. If you find the right components, you might even be able to modify good stuff into truly unique weapons; some might call them Legendary. Though for some reason they always look kind of pearly.
  3916.  
  3917.  
  3918.  
  3919.  
  3920.  
  3921. Gear and Supplies
  3922.  
  3923. Free: ECHO Recorder with HUD and a melee weapon
  3924.  
  3925. The Basics: Free Vault Hunter
  3926.  
  3927. You have the basics you need to defend yourself. Two simple guns, which could be anything from rocket launchers to revolvers, and a nice pack of Digistruct grenades with no modifications, as well as a simple energy shield. It'll work until you find something better.
  3928.  
  3929. Storage Deck: 100 CP
  3930.  
  3931. You gain a basic storage deck, an extra-dimensional container able to hold a small room's worth of stuff, as well as four active weapons and some ammunition in single hot-keyed containers. Plus, if you have any allies that don't need to breathe, you can stick them in here when you're not using them (though they may complain about the view).
  3932.  
  3933.  
  3934. Disadvantages
  3935.  
  3936. We wouldn't want your life on Pandora to be boring, would we? So here are some things that can make it more interesting. Animals and Bandits trying to kill you is just so last year.
  3937.  
  3938. You may take up to three Drawbacks, worth no more than 600 CP.
  3939.  
  3940. Party Invite: 0 CP
  3941.  
  3942. As soon as she's old enough to reach the radio, Tiny Tina finds your number. She's also determined that you're her bestest buddy. She'll call you all-day, every-day, and won't leave you alone even if you "incentivize" her with gunfire. She gets even WORSE if you refuse her invitations to those deathtraps called "tea parties."
  3943.  
  3944. New-Them: 600 CP
  3945.  
  3946. Well, New-U Stations do exist. Unfortunately, they don't work for you, or any of your allies. All of your enemies, however... They'll keep respawning, at least until they run out of money. Even the local critters seem to have accounts! It could be a LONG time until they start running out of dough, and they'll be learning every time they try to kill you....
  3947.  
  3948. So, Good Luck, and remember; Always buy Marcus Munitions!
  3949.  
  3950.  
  3951. In any case, all your drawbacks are now revoked. Though the memories of your time as a Psycho may haunt you forever. Have fun wherever you go!You do get one bonus reward for surviving this hellhole; an ammunition vending machine mysteriously appears in your Warehouse (perhaps Marcus is trying to franchise to other universes?). You can buy ammunition for any of your Borderlands weaponry there, but it only accepts dollars, so not every world will have money you can use. You can try counterfeit dollars if you wish, but the machine probably won't accept them, and it's totally willing to shoot you for trying to cheat it.
  3952.  
  3953. [STORY]
  3954. A new world, a new life to assimilate.
  3955. I...am here to make a fortune. Hrm...Change of plans I guess. I've got all my necessities and then some for the most part. Time to just get filthy stinking rich.
  3956.  
  3957. Its a strange world here. Its an Alien world but very familiar. Its been colonized by Humans so that makes things easier. I've been to harsher worlds but this seems to be fairly harsh. Some sort of cataclysm? Mass extinction event when the seas dried up.
  3958. Not that it matters.
  3959.  
  3960. I have new samples to collect for now. Biological and technological. People even pay me to do so which makes things easier. I don't think I'll be doing anything personally here for the time being. Going to set up a base near the ocean and work from there. My Jurian Ship will work for transport for now.
  3961.  
  3962. Time to learn how this digistruct stuff works and bring new strength to the Family.
  3963.  
  3964. [END]
  3965.  
  3966. Wuxia Jump
  3967.  
  3968. Generic and Randomized Wuxia setting
  3969.  
  3970. Male, 23 Drop-In:
  3971.  
  3972. You actually don’t come from anywhere in particular. You wake up one day in the middle of a rice paddy, with a whole new set of skills.
  3973.  
  3974. Drunken Fist Free Drop-In:
  3975.  
  3976. You are a master of the Drunken Fist style. Your movements in combat appear random and clumsy, but are in fact precise; watchers can never predict your next moves, and trying to find a hole in your defense is like trying to find the pattern in an avalanche. You are also highly resistant to intoxication, and are skilled at using jugs, bottles, and glasses as improvised weapons.
  3977.  
  3978. Ki Accumulation 200 CP:
  3979.  
  3980. You are skilled at meditating and gathering your ki. You can use ki (or chi, or qi, or spirit energy) to strengthen your body and mind, and to use many higher-level martial arts to their highest potential. All Youxia can use Ki, but only you have the purity of focus to gather your energies and restore them even during the fury of battle.
  3981.  
  3982. Buddha’s Palm 200 CP:
  3983.  
  3984. You can infuse ki into your strikes, granting them great power. Though it may take a moment to gather the necessary concentration, your attack, be it unarmed or with a weapon, will be more than twice as strong, and may even (should you have great reserves of ki, or exceptional training) have other unusual effects, such as creating “bow shockwave” or striking with great heat as well as force.
  3985.  
  3986. Adaptability 400 CP:
  3987.  
  3988. Most martial arts are designed for a very specific circumstance; standard humans facing standard humans. You, however, have the ability to adapt to when that situation is not true. You can continue to use your forms despite being encased in inches of powered armor, or being shaped like a dragon, or being a dragon in power armor. Further, you can adapt joint locks, nerve strikes, and other attacks that target a human anatomy to beings with a very different structure. You also are incredibly quick to adapt to new styles of martial arts; within a few hours, you can pick up the basics of a new school, and just a few days of hard training can make you a master.
  3989.  
  3990. Student 100 CP: x2
  3991.  
  3992. You have an apprentice who follows you on your journeys. He or she is trained in 200 points of martial arts skills above, with no discounts. You may choose to have one of your Companions assume this role, learning several martial arts and Chinese.
  3993.  
  3994.  
  3995. Small Army (+100 CP RWBY)
  3996. The Art of Yun-Woo 300 CP:
  3997.  
  3998. Your reactions and dexterity is incredible, and you’re excellent at dodging and returning fire with thrown weapons. You position yourself just so in fights, moving between daggers.
  3999.  
  4000.  
  4001. Diamond (+100 CP RWBY)
  4002. Pressure Points 300 CP:
  4003.  
  4004. You have knowledge of what pressure points there are on the human body, and how to use them. Assuming you are accurate enough, you can strike pressure points to cause nausea, debilitating pain, unconsciousness, or paralysis. You can also use these points to heal. Advanced practitioners can even cause death with a series of precise strikes, or save a person from a heart attack. Either way, you usually must be using your bare hands or a set of specialized needles (gloves and other weapons aren’t precise enough to hit specific points). Don’t expect pressure points to be useful on nonhumans without special training, or a chance to examine their anatomy carefully!
  4005.  
  4006. Master 600 CP:
  4007.  
  4008. Impressively enough, your master is still alive. He is trained in 900 points of the martial arts above, and will be happy to serve as your shifu. He is old, so he may not survive extended combat against the horrors of other worlds, but he is willing to try for his favored student; he will even follow you on future jumps as a Companion.
  4009.  
  4010. Aikido 100 CP:
  4011.  
  4012. You are a master of Aikido. Your direct attacks are not very skillful, but the style has a plethora of ways to dodge and redirect an opponent’s movement, forcing them to make mistakes until they are stuck in a joint lock or they “meet the floor.”
  4013.  
  4014. Ghost Cutter 400 CP:
  4015.  
  4016. You can harden your Ki and let it flow into your hands or weapons. You can then strike even those foes that are not truly in your realm. Your strikes can harm even ghosts and spirits, and other creatures such as demons are more vulnerable to you. You are even free, as long as you maintain sufficient focus, to block strikes by creatures that can phase through matter.
  4017.  
  4018. Qinggong Lightfoot Style 200 CP:
  4019.  
  4020. You are extraordinarily light on your feet. You can run on walls briefly, and jump much farther than you should. When supplemented with Ki, you can perform more extraordinary feats, such as balancing on single leave or, briefly, running on air.
  4021.  
  4022. Aromatherapy 200 CP free Noble:
  4023.  
  4024. You are trained in the mystic arts of aromatherapy. You can use incense and powders to do simple things, like make a headache recede or enhance someone’s meditative state. Beyond that, however, you have a number of more advanced skills; you can create incense that banishes demons, make poison gasses that force others to cough and choke, and can even make rudimentary flash-bombs out of incense sticks.
  4025.  
  4026.  
  4027. Drawbacks:
  4028.  
  4029. Everybody was Kung Fu Fighting: 0 CP
  4030.  
  4031. For some reason, you are not unusual as a trained warrior. In this world, everyone has incredible skill, and all are willing to utilize advanced techniques for daily chores. Expect Ki-Powered Laundry, and beware as courtroom battles turn into actual battles. And NEVER anger a little old lady.
  4032.  
  4033. Japanese Dogs! +300 CP:
  4034.  
  4035. You keep being accosted by Ninja invaders from the land across the sea. They are often dishonorable, using disguise and stealth to attack from hiding. You’d best check every shopkeeper and teacup, lest you be caught unawares.
  4036.  
  4037. Dishonor To the School +300 CP:
  4038.  
  4039. Another student of your primary martial art has stolen forbidden knowledge from the temple or masters. You may be disinclined to hunt them down, but that’s what they believe you’re doing anyway, and they will attack you preemptively. They are well trained in your martial arts, and are also the master of a dangerous forbidden technique.
  4040.  
  4041. [STORY]
  4042. I wake up to be slapped by my new Shifu. Apparently I fell into this world right in the middle of a fight and gave someone a chance to run away with some forbidden techniques or something. Now its my responsibility to get the same techniques back.
  4043.  
  4044. Okay, things got worse. Turns out my teacher, who's name I still haven't earned the right to learn, is some sort of run away Japanese Ninja turned honorable warrior turned wizened old man; moreover, seems he left on back terms and since he's teaching me his techniques, his old school is trying to kill me now. Its mostly a tiring exercise in finding them and knocking them out really. They are VERY, VERY sneaky. I'm starting to learn a thing or two from them.
  4045.  
  4046. News flash! Turns out my Diamond and my small army also got some nifty new duds and techniques. Neat. Been learning from them too. Been learning from a lot of people really. I don't know what it is about this world but everyone under the sun here seems to have some sort of technique for everything from combat, to cooking and cleaning. Like. Damn.
  4047. I also seem to be very good at learning new techniques. Strange. I know I was fairly good at learning before but it seems to have improved significantly this time around.
  4048.  
  4049.  
  4050. Well, Shifu is getting upset with me. I tried to explain I'm a magic user to get around dealing with explaining all my powers and he isn't happy. I've been banned from using any powers while here. I think I'll humor him for the time being. Its about time I learned to fight without powers anyways. God knows I've been dropped into enough worlds without my full capacity and regretted it.
  4051.  
  4052. [END]
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