Kuroji

Jump 319: Seven Deadly Sins

Jan 29th, 2018
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  1. Jump #319: Seven Deadly Sins
  2. >The Tower: An abrupt change, perhaps leading to a new lifestyle and enlightenment.
  3. Several of my companions occasionally gripe about the whole 'you were an evil vampire' thing.
  4. I'll give them a reason to gripe.
  5. >Location: Free Choice
  6. >Race: Vampire (-100)
  7. Seemingly one of the last vampires, considering they were almost all nuked not too long ago.
  8. >Identity: Fugitive (-100)
  9. Well, obviously if a vampire shows up and is playing up the part, they're going to bring the wrath down on themselves.
  10. >Drawbacks: Punching Ban (+200), A King's Burden (+300), Traitor (+300)
  11. Well, this is about typical, I suppose. If I take damage, I REALLY take damage, and thanks to A King's Burden I am going to be taking that damage more often than I'd like. And it turns out the vampires aren't as extinct as I expected... and they pretty much all hate me. What a joy!
  12. >The Next Generation (1400)
  13. Hm, well, at least now I can impart a hefty number of perks onto others via blood donation.
  14. >Surprisingly Classic (Free, Vampire)
  15. WHAT IS A MAN?! A miserable pile of secrets! But enough talk.
  16. >Darkness Fears Not Light (1300, Vampire)
  17. Granted, I've got perks that make me a daywalker, but having a backup to keep direct sunlight down to the level that an albino human would suffer rather than turning into a pillar of ash. The corresponding decrease of other vulnerabilities helps as well.
  18. >Till There's Nothing But Bone Left (1100, Vampire)
  19. Oh hohohoho! If you'll excuse me I have a philosopher's stone full of trillions of Dark Eldar souls to consume. I'll be right back.
  20. >Lord of the Night (800, Vampire)
  21. You realize I'm going to use this to troll other vampires. Let them come after me in my domain where it is seemingly night, cause things to get confusing, get everyone on the roof, and then turn night to day. Fwoosh.
  22. >Just Checking (Free, Fugitive)
  23. A vampire ought to always turn up the charm.
  24. >Foxhound (Free, Fugitive)
  25. Being sneaky is also a perk. Not to mention picking pockets.
  26. >The Deadly Truth (700, Fugitive)
  27. Forcing people to be truthful about me, no matter their attempts to screw me over... nice.
  28. >Zombie (400, Fugitive)
  29. A completely immortal body. This is a world apart from the rest of the perks that let me regenerate. Yes, this is EXACTLY the sort of thing a master vampire needs.
  30. >Bug Control (Free, Fugitive)
  31. I get 200 points because I'm a Fugitive, and now I can pretend I'm Skitter!
  32. >Balor's Power Eye (Free, Fugitive)
  33. >Companion import x8 (0)
  34. Ooh, I was an evil vampire, right? Congratulations, now you're all vampires. In fact, here, you can have some of my blood and get ALL of the vampire packages I had. Ungrateful jerks.
  35.  
  36. I did not get involved in the main plot. Tempting, but no.
  37.  
  38. I did spend ten years at odds with some of my companions. Who were also at odds with each other.
  39.  
  40. It's kind of weird when you and your companions group into three factions, each following either you or one of your two copies-turned-companions.
  41.  
  42. It's weirder when you bury the hatchet, only for squabbles to erupt and everyone to play musical chairs as to which faction they follow.
  43.  
  44. It's weirdest when you and your companions end up carving little out-of-the-way dominions, some pull other vampires in to follow them, some pull demons in to work with them, you create holy magitech knights, they all fight each other and it ends up in a zero sum game. Not to mention the constant assassination attempts.
  45.  
  46. It was a pain in the ass, quite honestly, but... on the other hand, I feel like we need to do this more often. It was kind of fun, oddly.
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