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Percy Jackson jump rough draft

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Jan 1st, 2015
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  1. Percy Jackson jump
  2. [opening blurb here]
  3. Drop-In (free): You wake up in your starting location with your Divine Benefactor (if you have one) nearby. From there they'll give you your items and give you some cryptic advice. In the event you choose to have no benefactor you'll wake up with your items at your side.
  4. Monster (100): You're one of the various species of supernatural being. Your appearance is largely chosen by you within the bounds of being no more than double human height without perks. Your divine benefactor is your choice of being a deity who created you, a parent or just someone you managed to catch the attention of. Technically as a monster you're very hard to put down permanently due to your essence returning to the underworld and slowly reforming if you're defeated but getting vanquished counts as a death so it's not useful until you've finished your chain.
  5. Magician (100): One way or another you've been inducted into the art of Egyptian magic or another similar style of magic. You were likely trained from an early age by at least one of your parents. Unlike most other backgrounds Magicians lack a connection to a divine patron by default. (Really needs more background)
  6. Greek (200): You are a child of one of the gods of Olympus in their Greek aspects, you grew up with your mortal parent up until either a scout for Camp Halfblood found you or you wound up having to go on the run to avoid the monsters inevitably drawn to your location. From there you learned to survive and eventually made it to the camp one way or another. Your starting location is likely either wherever you've wound up on your latest adventure.
  7. Roman (200): (description to come)
  8.  
  9.  
  10. Perks:
  11. Old Traditions (100 cp, first free for everyone) You are knowledgeable in the ways of the ancient civilization corresponding to whatever mythology you're most connected with. You can read their languages, know the proper ways to honor the gods, and have a decent grasp of their mythology. Otherwise unassociated Drop-ins may choose any one ancient culture to know of. You may purchase this multiple times, each time gaining insight into a new culture.
  12.  
  13. Monstrous Strength (100, free Monster)
  14. Whether by oddity of birth, ancestry, or mystical experiments you have gained a obviously inhuman form. On the plus side this boosts your physical abilities in proportion to how obviously inhuman your current form is. This boost also applies to other monster discounted perks.
  15.  
  16. Mist Manipulation (100, free Drop-in)
  17. The Mist prevents mortals from seeing what's actually occurring in supernatural fights. With this perk you may also call upon it to cause mortals to see other minor illusions or make them more suggestible. More importantly once the jump is finished you may invoke the Mist to make whatever passes for normal people in your current setting view and remember your feats as having occurred through means they consider ordinary and your appearance as something similar in shape to you but largely mundane.
  18.  
  19. Minor Benefactor (100 free once for all but Magician)
  20. You've got a god who cares slightly about you and has seen fit to grant you some minor boon within their domains. Choose one god from any pantheon and gain a minor boon from them. (Boons will be covered in the gods supplement, minor ones are stuff along the lines of breathing water, lucid dreaming, or appropriate vague extra senses).
  21.  
  22. Hero Training (200, discount Greek)
  23. Born into a life of conflict and further trained by other demigods you've gained skill in combat and thinking on your feet. You're largely used to fighting by yourself or with a couple friends though and therefore tend to perform somewhat poorly when trying to fight alongside large groups.
  24.  
  25. Legion Training (200, discount Roman)
  26. You've been trained in the fighting styles of the Roman Legions, while not as effective as hero training for fighting by yourself, you and anyone else who's received basic training in this style (which you're able to give with a few days work) will be able to work together like a well oiled machine, swiftly reacting to orders and covering eachother's openings so long as they can maintain formation.
  27.  
  28. Unnatural Skill (200, discount Monster)
  29. Whether from your heritage or just being that good you've got one particular mundane skill that your feats with border on supernatural. Whether you're a smith on the level of the Cyclopses, a near prescient tactician or a swordsman who is ny unstoppable with a blade your feats will be legendary.
  30.  
  31. Pull of Fate (200, discount Drop-In)
  32. You gain an ability to vaguely sense what prophecies are at work on people and get a general idea of what general role they play within those prophecies. Also you tend to have slightly improved fortune. (Trying to expand this one slightly)
  33.  
  34. Blood of Kings (400, discount Magician)
  35. You are descended from some great member of your background. For Magicians you claim descent from the Pharaohs (or other similar Priest kings) and gain greatly improved aptitude and strength of your magic (this jumps' only). Monsters are related to some truly amazing specimen of their kind and are generally stronger as well as getting a major boost to any esoteric abilities stemming from their species (Hydras regenerate faster and are more venomous, Minoutars get burlier and gain a greater talent for navigating architecture, and so on). Demigods have a relative a few generations back who was also a demigod with a different divine parent meaning you likely received better care and training in addition to some additional abilities passed on to you in a lessened state. (No clue what to do for Drop-Ins)
  36.  
  37. God Slayer (800, discount Magician incompatible with the Path of the Gods), You've been trained by the House of Life or some similar group in the art of fighting and sealing gods and their kin. You learn many spells or tricks very effective against those of divine blood. Keep in mind that while some monsters have divine heritage or empowerment, many don't and you won't be much more effective against those without it than somebody without your training,
  38.  
  39. The Path of the Gods (800, discount Magician incompatible with God Slayer) You may choose one god that you're housing a fragment of the power of. You may channel this power for many great feats within the portfolio of that god, however the fragment has a consciousness of its own and you must be largely in tune with its personality to draw upon its full might. If you manage to truly offend the fragment then it can cut off your access to any of its abilities until you make amends. On the other hand truly acting as one alongside the fragment can temporarily make you into a force of nature with your powers and the fragment's truly merging and getting exponentially more powerful. This is however quite hard to accomplish and is taxing to maintain.
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