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  1. - Top - End - #1
    Titan in the Playground
     
    Lord Raziere's Avatar

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    Default Jumpers Vs. Wh40k ITP OOC 1

    Hello, This is a roleplay about "Jumpers" people who go to world from world seemingly in ten year increments having adventures and acquiring power, somehow being trapped in the Warhammer 40k universe.

    I am setting this of course Pre-Great Rift. The Imperium is still whole, and is as hilariously evil and full of corruption as it is in canon. Cadia still stands and guards the Eye of Terror. The Primarchs are absent. Things like this may of course, change as it goes along. Your goal is either to survive long enough (ten years is standard) or win against Warhammer 40,000. What defines winning may be determined by a few scenarios/victory conditions that we work out, but what is notable is that none of the Jumper were expecting or choosing to be in this universe.

    The universe and the encounters will not be scaled to the PCs. All Jumpers will have three jumps (or worlds they spent time on) to build their character and since there is no limit on what jumps you can choose, they can get pretty broken real quick, with some quite possibly becoming so powerful that most any combat encounter might not pose any actual danger. This will not be the most serious roleplay in the world and most of the fun might be in just messing around with the Imperium of Mankind with cool powers or something while they have over the top reactions. It depends on how powerful the jumper is on whether this is a "I'm locked in here with them" or "they're locked in here with me" situation. Who knows.

    Anyways, without further ado, the rules:
    Preliminary rules, stolen copied over from other RPs:

    Spoiler: THE RULES
    Show
    Rule the first, no godmodding. A far better explanation of godmodding than I can give is here.

    Rule the second, please remember that we plan to have a far more directed plot than Nexus. Please run any major spanners in the works past guys on this thread first.

    Rule the third, don't ruin anyone else's fun. I can't stress this enough.

    Rule the fourth, have fun! (Failure to abide by this rule is subject to immediate banishment. )

    Spoiler: New and Improved (but Loose) Rules v.1.1!
    Show
    These "rules" are more loose guidelines that serve another FFRPG very well so we adopted them into this one, because they work.

    1. Consider asking to join in fights before jumping in. Please respect that not all plots might be open. Alternatively, if you yourself want to keep a fight cordoned off from other participants, say so in the OOC, at the beginning of your post, or both.
    2. Talk major fights over with your opponent! This is to keep arguments about who's the better fighter, who should win, blablablablabla, out of the OOC. Of course, talk these things over in PM, or some kind of IM service. While arguments might break out over said PM/IM ... it keeps it out of the OOC. Which is what we're trying to do here. (This part is currently under review.) On that note ...
    3. Don't argue in the OOC! They make the atmosphere oppressive, they make things less fun, and generally unpleasant and maybe even make the arguments larger than they need be. So, if you have a problem with someone, try to talk it out in PM or IM before using the OOC. That said ...
    4. COMMUNICATE! This is the most important rule. We have had issues in the past with people not communicating properly, leading to arguments and hurt feelings, and even several people leaving for good. So please communicate your plans, if they affect everyone else.

    Spoiler: Rules Specific To This Roleplay
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    None right now, but will be added if needed.

    Spoiler: Useful Information
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    Jumpchain Term Glossary:
    https://i.4pcdn.org/tg/1569147300673.pdf

    The TJ All Jumpchains List
    (go to the Drives, Notes tab at the bottom for instructions)


    Sheet:
    <Your character's name here>
    Spoiler
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    Age: Exact number or rough estimation.
    Gender: Male, female, etc.
    Height: Centimeters and/or feet and inches.
    Weight: Kilograms and/or pounds.
    Species:
    Station:

    Description:
    Spoiler
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    What does your character look, feel, smell and sound like?


    Personality:
    Spoiler
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    How does your character think? What drives him and what kind of a fellow is he?


    History:
    Spoiler
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    What has happened to your character before the game and made them who they are?


    Story So Far:
    Spoiler
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    You can summarize and update here what has happened to your character during the game.


    Abilities:
    Spoiler
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    Other information:
    Spoiler
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    Anything you can't fit to the brackets above, such as equipment or property your character owns.


    If you want to join, read up on the last few pages of the main IC thread, or even better, ask one of us here what's currently happening. We will figure out a good place to introduce your character. After that, make an introductory post telling where your characters are and what they're doing, and we'll continue from there.

    Spoiler: Jumper Roster
    Show

    Raziere:
    Ensara
    Kalli, The Dark Jumper

    Rater202:
    Alexandra

    Gold Leaf:
    Ezekiel Olde

    Earl of Purple:
    Edward Sinton

    TeChameleon:
    Frode Tryggvassen


    Last edited by Lord Raziere; 2023-10-03 at 06:29 AM.
    I'm also on discord as "raziere".


  2. - Top - End - #2
    Colossus in the Playground
     
    Rater202's Avatar

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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    This was originally my idea but Raz is the one running it.

    To clarify, while the game itself is Freeform our primary characters are being made using Jumpchain Documents under "standard rules" that is to say, you the Jumper consciously chose which settings you jumped and what your items or perks were, they had 1000 points(plus any relevant stipends) to strt with, and can take drawbacks to get more points.

    You also get something called a "Body Mod" which are small cosmetic or quality of life improvements to your base body, and a "cosmic Warehouse/Personal Reality" to keep your stuff and possibly lie in based on your purchases.

    Technically there are documents for building this out, but I prefer to handle it abstractly as "you look like what you look like and are cured of any unwanted disabilities or mental disorders and are generally healthy by default" and "your warehouse has exactly enough room, facilities, and utilities to maintain your stuff."

    I also tend to include "you are immune to bodily dysphoria" as part of the body mod because some jumps have options to change sex, gender, or species but they don't always say that they compensate for the changes in body... And sometimes this is determined randomly.
    Drawbacks fall off after the jump ends.

    If someone wants to join in but doesn't have access to jump documents, I can probably find some for you.

    We also discussed that the Jumpers/PCs did not choose to come to 40k and do not have 40k resources by default. How they ended up here is one of those "does it matter" questions but probably has something to do with their respective Benefactors thinking it was funny.

    Some jump documents have options to combine them with other jump documents. I am operating under the assumption that combining two or more documents means that that jump counts for two or more.

    Finally... Not every Jump Document is safe for work. Please don't use any that are not. This forum has very strict rules about that kind of thing.
    I also answer to Bookmark and Shadow Claw.

    Read my fanfiction here. Homebrew Material Here Rater Reads the Hobbit and Dracula
    Awesome Avatar by Emperor Ing
    Spoiler: Ode To Meteors, By zimmerwald
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    Quote Originally Posted by zimmerwald1915 View Post
    Meteor
    You are a meteor
    Falling star
    You soar your
    Way down the air
    To the floor
    Where my other
    Rocks
    Are.

  3. - Top - End - #3
    Titan in the Playground
     
    Lord Raziere's Avatar

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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    here's my character, bit long
    Ensara
    Spoiler
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    Age: About 50, mentally
    Gender: female
    Height: 6ft
    Weight: 150pds
    Species: Vampire Planeswalker
    Station: Jumper

    Description:
    Spoiler
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    Ensara has medium length red hair and green eyes, and pale skin, she has vampire fangs on her mouth. She wears fancy red and pink xianxia silk robes for fighting martial arts in. When her anima banner flares, its a viridian green with red winds within it and her caste mark is a hollow green circle with a gap with two dots at the ends.

    Her Devil-body incarnation form floats off the ground and has five arms for seven limbs total, two horns that branch into seven tips. Her hair becomes a long rainbow, her skin becomes golden with green linings all over, her hearthstone appears on her forehead, her eyes become red in one iris and blue in the other, and a green ring with three balls for each color of mana floats behind her head. And various other such sublime details.


    Personality:
    Spoiler
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    Ensara is a staunch individualist with both artistic passion and a scholarly reason. She gathers power not just for ambition but to collect various strange powers and abilities that she is interested in learning about as well what she feels expresses her inner nature best. Currently this takes the form of learning various martial arts for the sake of knowing them because they do cool things, but this can shift to collecting a weapon, new spell or magic, an artifact, or just learning something new and interesting- her curiosity and enjoyment are just as important to her as her survival. Despite-or maybe because of- her black mana philosophy she recognizes the freedoms and individuality of others and thus will fight to give people them or preserve them from those who would take it away. She can at times be hedonistic and other times cunning and scheming, but she is always herself. Ensara does tend to leave chaos in her wake though.


    History:
    Spoiler
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    To make a long story short, Ensara, young modern girl of Earth, one day decided to try and jumpchain thinking it was fun but could never actually happen, picking a bunch of options without thought for the consequences then clicked on a button which said “Done! When you go to sleep, you'll wake up starting the jump, have fun!” and thought it was just a joke on the creators design.

    Jump 1: Exalted, First Ten Years
    So when she woke up in the Demon City of Malfeas as an Infernal Exalted, being screamed awake by a tomescu and looked up to see an unmoving green sun above, she was surprised and terrified. After a disorienting morning with meeting at the Althing Infernal to discuss giving the demons of the first circle rights of which all were in favor for but none agreed on the exact how, and dealing with the general horrors of the demon city on the way from her manse, she focused up and thought: she was stuck in Creation for ten years. She had to somehow make the most of it. Remembering that one of the options she picked was a Sidereal Sifu she went about trying to find hers, and soon discovered that she had been chosen in the previous Althing Infernal meeting to be the link between the Infernals and Rakan Thulio's faction of Getimians and Sidereals, as they both had a common enemy in Yu-shan.

    Her Sifu soon came and they both traveled to the strange place that is Zen-Mu to train, a Chosen of Battles named Shanari. There here Sifu taught her the beginnings of various martial arts, from White Veil to Dreaming Pearl Courtesan to Black Claw to Ebon Shadow but most importantly Prismatic Arrangement of Creation Style. The alternated between this training and going on espionage missions into Yu-Shan and the Realm, focusing on learning Prismatic Arrangement of Creation and Black Claw style while they did so. But then four years into the jump, on an important mission, her Sifu died, killed by another Sidereal of the Bronze faction and she felt sudden loss and despair. She had fell in love with Shanari...admittedly probably because of the Black Claw Style but she felt love, and now her Sifu whom she respected and loved was lost forever.

    So she devoted herself to the cause of fighting against Yu-shan. She started by sabotaging the Realm so that it would fall into civil war, assassinating the compromise candidate the Deliberative came up with and pinning it on Mnemon. This caused chaos to allow Solars and Infernals like her to seize their chance to carve their own kingdoms across Creation, while the Bronze faction scrambled to re-stabilize the Realm. Taking advantage of it, she further killed Sidereals that were acting more recklessly than usual, leaving messages to taunt and lure out Shanari's killer, who brought along a Wyld Hunt back up only for her to distract them with a bunch of blood apes and kill the murderer in single combat by tearing out his heart.

    The Bronze Faction leadership was a bit harder to get to. For years they evaded her, but soon enough she led an assault to kill Anys Syn, Bolok and Chejop Kejack. She fought Anys while the Getimians took out the other two. The Bronze faction at this fell into complete disarray, and the Immaculate Order began falling apart without anyone's guiding hand. After that, she didn't really know what to do. Both the Scarlet Empire and the Sidereals were in such chaos that they were never going to fully recover from this, their imperialism was as good as done, and other Exalts were more than suited to make make regimes themselves- one thing she wasn't good at was stabilizing or repairing the situation so she let others do it themselves.

    Instead she began mastering sorcery and other martial arts, taking martial arts manuals so she can find to finish up her less worked on styles. Unfortunately the only way she could learn a Sidereal Martial Art was if she learned it from a Sidereal, and Shanari only taught her Prismatic Arrangement of Creation- and she had foolishly not taken the perk that would allow her to learn them without such setting restrictions. She would help out with punishing corrupt gods or blasting a behemoth into oblivion or stopping a Lunar elder plot to genocide the Dragon-Blooded with a plague, but mostly focus on her training and studies, as well cultivating her soul hierarchy.

    When the ten years were up, a strange message appeared in her sleep: Go Home, Stay or Next Jump. She didn't want to go home, and she knew that staying in Exalted too long was a bit of a bad idea due to the great Curse, so she went to the Next Jump, choosing Magic the Gathering.

    Jump 2: Magic the Gathering, Second Ten Years
    She awoke on the plane of Grixis with the power of Black, Blue and Red mana, artificer knowledge, a mana geode and three empty lands, and of course a post-mending planeswalker spark. But she had taken a downside: she had made a pact with four demons for eternal youth as a vampire but now they a curse on her that would allow them to kill her at any time if she didn't follow their orders. She planned on this drawback, but first she planeswalked off the plane of entropy.

    Arriving on Esper was a bit safer for what she needed to do. She hatched a plan to use her Adamant Circle Sorcery to summon demons from Creation to defeat the demons here. After all she couldn't fight the four demons directly but she could figure out how to get others to do it for her. While she used plans to lure out the demons into traps over the years she found out these orders were benefiting Nicol Bolas's plan. She found Liliana Vess and it turned out these were the four same demons she was trying to kill and they both hatched a scheme, using manipulation to make a few paladins kill one with their holy magic, make another arouse the ire of Chandra Nalaar and get burned to cinders, a third fell into a trap of various blood apes beating him to death and the fourth knowing the death of the others met with them to discuss hiding him from whoever is assassinating them which they used to convince him to go to a secret underground cave....that Ensara detonated with red mana to collapse on top of him, killing all four.

    This endeavor took a few years over which Ensara gathered people from Ravnica, Grixis and Kaladesh to her town, fortress and temple, but the two planeswalkers knew that their business wasn't done. They had learned that Nicol Bolas was going to use the Elder Spell to harvest all the planeswalker sparks to attain ultimate power. But even Post-Mending he is still one of the most powerful beings in the Multiverse. To defeat him would require a plan so cunning as to be devious, with audacity to match. Gathering information they determined with spies that the plan hinges on certain artifacts: the Immortal Sun, a treasure that traps planeswalkers on Ixalan. Tezzeret as Nicol Bola's pawn would retrieve it through the Planar Bridge to give it to him to attract and use it to trap planeswalkers on Ravnica then kill them using the Dreadhorde from Amonkhet. But the problem was, the Dreadhorde was still dangerous even if the planeswalkers could escape, and Liliana's contract had just transferred to Nicol Bolas himself.
    So they agreed that Liliana would kill Tezzeret on Ixalan while Ensara would destroy the Dreadhorde of Amonkhet, the harder of the two jobs, she gave Liliana an artifact of her own creation to help kill Tezzeret instantly and went on her way.

    This artifact turned out to be a bomb that blew up both Tezzeret and Liliana Vess. After all, Liliana was still under Nicol Bolas contract and would still help him afterwards. Both of them dead meant both agents of Nicol Bolas gone. Meanwhile Ensara with sorcery and red mana magic as powerful as she could muster, blew up the Planar Bridge stolen from Kaladesh, keeping the Dreadhorde on Amonkhet. The priesthood was enraged at the Great Pharoah's portal being destroyed and she hid and ran until she could planeswalk away.

    Ugin and Sarkhan Vol approached her and congratulated her on preventing a deadly war from breaking out between planeswalkers and Nicol Bolas, but their plan had relied on it happening to get rid of him. As things are now, it was perfectly possible for him to recreate the Planar Bridge and find a new pawn to retrieve the Immortal Sun given enough time, but this delayed him- he wouldn't go back to Amonkhet to retrieve the Dreadhorde yet. So she went back to Amonkhet in disguise, and start the Hour of Revelation early. As the citizens realize their way of life was founded on empty promises, Ensara used black and blue magic to control as many of the Dreadhorde to attack each other, wasting his army on itself. Ugin and Sarkhan free and assist the five gods in killing the three corrupted by Nicol Bolas and evacuating the citizens from Naktamun, then Ensara used an illusionary message of Tezzeret completing his mission to lure Nicol Bolas in- then they all ambushed him, Hazoret using her spear to deal a critical blow then Ugin taking him to be imprisoned in his meditation plane.

    Such business done, she got the message again and this time would go to Anima Beyond Fantasy, with a huge drawback: the Gaian Imperium would out for her specifically, and she'd be focusing on collecting martial arts next jump.

    Jump 3: Anima Beyond Fantas, Third Ten years
    On the third jump she woke up in Bastel. A ruin with prison for supernatural creatures under it. She looked, and kill the two black serpents guarding it then find the water dragon Miyami, making a dragon pact with her and freeing the supernatural creatures within and rallying them to help fight against the Imperium. What follows is ten years of martial arts fighting, magical blasting of high technology as Ensara constantly ran across Gaia learning the ways of Ki and Nemesis, feeling a thrill as she cuts loose, copying martial artists they send to kill her with her Eyes of Destiny, answering their armies with ones of demons and undead, and so on. She was an Exalted and planeswalker by now, she could handle herself.

    Her own fists would shatter the Gaian Imperium, killing Barnabas its leader. She earns all of the Gaian Imperium's information as a result from completing such a scenario. But what she really wanted to learn more martial arts of ABF and she was jumper planeswalker now so no reason to not just stay here a little longer to learn all the martial arts she wants then go later or go to xianxia unvierses to collect interesting martial arts there, but then-
    She finds herself in the Wh40k verse unexpectedly, and unable to planeswalk out of it. Darn it, she wanted to learn more martial arts.


    Story So Far:
    Spoiler
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    You can summarize and update here what has happened to your character during the game.


    Abilities:
    Spoiler
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    -First Jump: Exalted
    Infernal Exalted:
    Ensara is a Green Sun Princess, an Infernal Exalted and thus gains an Unwoven Coadjulator, an affinity for Orichalcum artifacts and their evocations, and access to Infernal charms
    Nadir Caste:
    She furthermore is a Nadir Caste and thus gains anima powers that allow her to dampen her anima, hide her identity with her anima and create a zone of absolute silence around her.

    Soul Hierarchy:
    Has Malfean demon that used to a Neomah as her unwoven coadjulator within her but has transformed into her third circle fetich soul, Zinara, The Black Star.
    Second Circle Souls include:
    Azeko, The Crimson Inspiration
    Prolimas, The Azure Aethernaut
    Bosha, The Prismatic Cultivator
    Tara, The Sorceress of Deals
    Kyame, The Shadow That Deceives
    Aiyeku, The Collector of Treasures

    Stunt Master:
    Does things better when she does them in an excessive or over the top manner.

    Infernal Charms:
    Knows various skill charms equal to Solars in power but Infernal themed, often having some theme of defying established authority or heaven, bitterness and revenge, demonic transhumanism, warlock occultism or destructive energies

    Universal:
    Devil-Body Incarnation
    She can transform into demonic forms that reflects her innermost nature that is powerful and strange, as well as emit a field that enforces her inner world upon the environment around her. Devil Bodies Known:
    Crimson Whirlwind Devil Body, Sky-Twisting Devil Body, Untamed Apocalypse Devil-Body, Flowing Silver Devil Body, Prismatic Wings Devil-Body, Devouring Flower Devil Body, Black Mirror Devil Body, Mirror Labyrinth Devil Body, Passion Storm Devil-Body.

    -Caste:
    Stealth:
    can turn invisible like the silent wind, manipulate shadows or the wind to hide herself, blow away corpses and evidence into nothing, and other such infernal feats of stealth
    Athletics:
    Can run like the silent wind running up walls, ceilings and along water, run into the sky, create mortal splinters of herself, becoming crimson shredding wind and other such feats
    Larceny:
    has Infernal themed charms to disguise herself as someone else, to commit a crime in defiance of authority and thus convince others to do it to, steal something while making them think the item never belonged to them and other such feats
    Awareness:
    Has charms to peer at someone to know their deepest desires and see in the dark, extend her senses through the air, be ware of surprise attacks and so on.
    Socialize:
    has charms to turn peoples fondest memories into bad ones, make them keep something a secret, and other charms to enhance making deals the devil, secret conspiracies, convincing people to break oaths, taboos and so on.

    Favored:
    Resistance:
    Has Ox-body charms to take more hits, charms to resist desolate environments and eat any mundane substance without harm.

    Integrity:
    Knows charms to resist social influence from authority figures, gods and people she has feelings of bitterness and hate towards. Furthermore she has charms to resist shaping/transformative effects to her form as well as magical influences over her mind.

    Brawl:
    -Infernal Brawl
    Knows Infernal Brawl charms like One Hand Fury, Crack The Sky and Oath-Shattering Strike, as well as general unarmed fighting prowess involving rage, brutality and unrestrained violence, wrapping her fists in viridian flame and such.

    -Martial Arts:
    Ensara is martial genius comparable Solars, has been taught a Sidereal Martial Art by a Sidereal sifu and knows others from being taught them or figuring them out after her Exalted jump. Other Martial Arts she knows includes: Black Claw Style, Dreaming Pearl Courtesan, White Veil, Ebon Shadow, and Righteous Devil Style

    Sidereal Martial Art: Prismatic Arrangement of Creation Style
    A fighting style that allows her to grow starmetal claws, make her skin orichalcum to protect herself, punch people from range, redirect charms, annul charms, shatter spells with a palm strike, disrupts astrology and destiny effects with pressure point strikes, possess people or objects, imitate the anima of another exalt, take a stance to make people addicted to the stance as well as not want harm the user of it while its taken, channel essence into their blows, coalesce essence into a custom hearthstone on her forehead, and Prismatic Arrangement of creation form which allows her to be aware of everything around her and use all her other forms at the same time.

    Perk Shop: Jumper Hero Style -
    Your nature as a world (and dimension) crossing Jumper has changed the fundamental nature of your being and understanding. Your many experiences across many worlds has given you the necessary insight and mental fortitude to truly grasp the nature of Martial Arts. You can learn any supernatural martial arts style native to any world/Jump you happen to find yourself in, even if you don't actually have a mentor to teach you how to do it, so long as it is not an option that requires you to pay for it with CP (a restriction that is lifted Post-Spark). Through either dumb luck or keen insight you'll just stumble into the correct move set, frame of mind, and if necessary secret-hidden potential needed in order to become a practitioner.
    In effect this means you'll always be able to learn any form of supernatural martial arts even if you lack the qualities, genetics, special destiny, knowledgeable teacher, strong soul, or whatever that you would normally require in order to learn them. For this Jump specifically this means you can learn Sidereal Martial Arts even if you aren't a Sidereal (or even if you're just a mortal) and, further, you're a lot better at it than you should be. You've got a natural talent and insight for martial arts that allows you to get a lot more mileage out of these styles than normal practitioners, able to fight harder, longer, faster, and just all around better than your peers. You require less Essence, ki, qi, magic, chakra, chi, or any other energy source in order to power any supernatural Martial Art that you know. You must have been to a Jump in order to learn/practice any special martial arts from that Jump, so no learning how to make your hand glow with an awesome power unless you've been there first.

    Occult:
    Spirit Slayer:
    Knows charms to detect, touch, bind and slay spirits with the option to inflict a curse on the spirit when they're defeated instead.

    Devil Tiger Reminiscent:
    Ensara has an inner world within her soul that her jumper warehouse and other things is store within. Furthermore she has a soul hierarchy much like a primordial occupying her inner world representing aspects of herself. As she has only been an infernal for thirty years, this soul hierarchy is a bit small and rudimentary, often directly reflecting apart of herself in obvious ways. She can externalize this inner world and her souls in various ways either permanent or temporary.

    Transformative Devil Hexes:
    Can turn humans into a demon or mutate them to be more demon-like to enhance something they can do at a touch, curse them with bad luck or transform them in detrimental way with an unarmed attack.

    Adamant Circle Sorcery:
    Ensara has learned all three circles of sorcery. Her initiation came from a bargain with Mara and she can draw essence from immersing herself in shadow for her spells, as well as having a tattoo that manipulates shadows as weapons. The spells she knows are:
    -Terrestrial Circle:
    Control: Mists of Eventide
    Demon of the First Circle
    Cirrus Skiff
    Infallible Messenger
    Flight of the Brilliant Raptor
    Silent Words of Dreams and Nightmares
    -Celestial Circle:
    Demon of the Second Circle
    Impenetrable Veil of Night
    Ivory Orchid Pavilion
    Cantata of Empty Voices
    Magma Kraken
    -Adamant Circle:
    Demon of the Third Circle
    Death Ray
    Rain of Doom

    -Second Jump: Magic The Gathering
    Artificer:
    Is skilled at creating various Magic the Gathering artifacts and magitechnology. Investing into has in turn made her skilled at Craft from Exalted access to Oramus-themed crafting charms. Her artifacts mainly use red and blue mana in their creation and empowerment.

    Planeswalker Spark:
    can travel between planes, can intuitively cast spells, summon creatures that shares her colors, create new creatures from mana, and can form contracts with higher powers to boost her abilities. Has a ten mana mote capacity, filled by having lands. As she has completed this jump, the Spark has become a Pre-Mending one, making her pure mana and near unkillable and immortal.

    Color Magic:
    Is aligned to three colors, red black and blue. Her primary color is Black with Red and blue being secondary. While has specific talents in each, she is capable casting spells outside of those talents as long as they remain within the colors theme.

    Black Mana Magic:
    Has particular talent for Sangromancy, Necromancy, Shadow magic and Demonology, allowing her to summon undead, ghosts, demons, shades of all kinds, control blood and people with blood. As her primary color she receives greater side benefits:
    -Seeing into the Darkness: can see into the darkness and the nature of other people clearer than most, becoming an excellent judge of character and more perceptive what people want
    -Amorality: can discard morality and/or immorality at will to accomplish goals by doing actions that would either otherwise be a difficult decision or be considered foolish or overly generous.
    -Blade in the Dark: skilled assassin, infiltrator, poisoner, pragmatic fighter and can counter other assassins using the same methods
    -Lying with Demons: can more easily get in contact with greater entities and make deals with them at less steep prices, furthermore has a black mana demon adviser that is fused with her Unwoven coadjulator allow her to boost her black magic, and forcibly bind demons to her service using unfair terms only working on demons weaker than her, and with more powerful demons allow her to shrug off some the conditions of a willing contract such as trading a different powerful soul to the demon than her own

    Blue Mana Magic:
    Has particular talent for cryomancy, mental magic, illusion magic and chronomancy in this color. It grants her strong mental defenses. Mixing with black mana allows her mental magic to be used to break or dominate minds. Chronomancy does not allow her to travel back through time, and only allow her to do local time manipulation on individuals or visible areas.
    -Secret Hunter: Can discern truth from legend and find out what rumors hold merit or just just nonsense, won't lose the lead when she starts pursuing it, she might not be up to the trials involved getting the secret/artifact/whatever but she will never be at a loss at what to do next, and in addition is not just merely good at finding such things but she's lucky when it comes to stumbling upon rumors and and legends of interest to her.

    Red Mana Magic:
    She has particular talent for pyromancy and electromancy in this color. Some of its used in her blood magic with black mana and to make hellfire. Mixing with it blue magic she can help power and make artifacts and technology.
    -Improvised spellcasting: can create improvised spells within her colors with flaws.

    -Third Jump: Anima Beyond Fantasy
    Dabbler:
    Ensara took a perk during this jump to be a dabbler in every skill of ABF, and thus has some skill in all of them which can be enhanced with her Infernal Exaltation.

    Dragon Pact:
    Ensara has formed a pact with a ice dragon named Miyami. Miyami is a dragon who can breathe ice and is Ensara's companion, summonable through the Dragonpact.

    Ki Warrior:
    Can use the ABF version of ki. She can learn Dominion techniques, knows Technique Imitation, Improvised Techniques and do Inhumanity and Zen actions.

    Nemesis User:
    Can wield Nemesis ki to weaken magic, psychic powers or ki but only one at a time, use Nemesis as energy barrier against attacks, touch intangible beings, has enhanced resistances, has no needs, use Movement of Emptiness, temporarily become intangible, exude an existential cold aura that applies penalties to people who can't resist it, use nemesis to become hard to detect using ki, magic or psychic power.

    Legacy of Blood: Eyes of Destiny:
    She can predict others martial arts when fighting against them as well as copy their techniques.

    Mors: Limit of Death:
    Regains ki when she kills foes, power of the foe doesn't matter as its the act of killing itself that does it, but can't get it from killing insects or animals.

    Basic Martial Arts:
    Knows Aikido, Tai Chi, Kung Fu and Shotokan as prerequisites to learn Advanced Martial Arts

    Advanced Martial Arts:
    Knows Suyanta, Selene, Shephon, Mushin, Hakyoukuken and Godhand martial arts of Gaia. They technically aren't ki techniques, but martial arts that enhance her unarmed fighting in slightly supernatural ways and are related to ki techniques.

    Dominion Technique Tree(s):
    Knows Anima, Song of the Fallen Angels a powerful ABF Dominion Technique martial art of five techniques that uses four wings of light to fight with, as well as the beginnings of Gunhell and Cosmos but hasn't fully learned them yet.

    Ars Magnus User:
    The most powerful singular abilities of ki users, they are only learnable by those who have achieved inhuman or zen levels of martial mastery. While powerful, they seem only useful in personal combat.

    Ars Magnus, Rem: The Eyes of Destiny
    This Ars Magnus scans incoming martial arts technique for weaknesses so that the user can counter them incredibly well. While not required, Eyes of Destiny enhance this Ars Magnus.

    Ashuriam: Dimensional Assault:
    a technique to move between a pocket dimension and the normal world to make attacks through small portals, vulnerable to any being supernatural enough to exist on multiple layers of reality at once.

    Agnitum: Absolute Eye:
    Can fire a missile and guide its path by projecting her senses through it. Makes perceiving whats happening with her own body difficult

    Chaos Meister: Control of Chaos:
    Can control space time to limited extent to either:
    -Existential Alteration: redo an action.
    -Duality of Destiny:see the two most likely results of an action and choose the one they like
    -Null Tempus: undo an event and reattempt it as long as the first result doesn't leave her unconscious or dead.
    This can only be done in combat.

    Etherial: Infinite Attacks:
    Make a barrage of incredibly fast attacks that doesn't seem to do anything at first, only for the results to appear seconds later.

    Infinium: Fluctuation of Space:
    Basically allows her to flash step short distances.

    Cancer Magister: Monofilament Weapons:
    Can wield monofilament wires as weapons with expertise

    Ophiucos: Lord of Infinite Swords:
    Can bind, summon and control dozens of swords with thought and gesture alone. The swords used must be of sufficiently high quality to use this Ars Magnus, it cannot be combined with other ki techniques.


    Other information:
    Spoiler
    Show

    Items:
    Artifact: Viridian Fury and Psychedelic Joy, Twin Orichalcum Flame Pistols
    These two orichalcum flame pistols carved to look like dragons and covered with an emerald patina, they fire viridian green flames of malfeas as normal attacks but has evocations to spew prismatic flames that inflict mental conditions on people instead, making them euphoric, mad or otherwise.

    Exalted Martial Manuals:
    Has various Exalted Style Manuals she has yet to learn in her warehouse. This includes: Charcoal March of Spiders, Obsidian Shards of Infinity, Orgiastic Fugitive, Water Dragon, Crystal Chameleon, Shadow Throne and Violet Bier of Sorrows.

    Orichalcum Daiklave collection:
    As a bunch of Orichalcum daiklaves she has made to use with Ophiucos

    Wealth Aplenty:
    Ensara obtained a wealthy income and all that comes with for any jump she goes into from this first one.

    An Artificer's Dream:
    She possesses in her warehouse an ever regenerating source of raw Orichalcum that can be used to make artifacts.

    Mana Geode:
    Can produce one mote of mana. In addition looking into it she can see the future to a limited extent but these events are blurry and may not come to pass.

    Lands:
    All her lands and people who dwell in them are in her warehouse and consequently her inner world of her soul due to her Infernal Exalted soul.

    Little Malfeas (Red/Black Town)
    A las vegas like town of hedonism, gambling, entertainment and pleasures from Creation, Malfeas and Ravnica. Populated by demons from malfeas who view as a liberator who gave them rights, creation humans who revere Ensara as a goddess and MTG humans who view her as a weird planeswalker. Generates red and black mana and is an excellent place to recruit people to her cause, and is a source of revenue as well as where her mansion is located wherever she Jumps to

    Shadowflow Fortress (Blue/Black Fortress)
    Generates blue and black mana, and acts as a fortress protecting this town with skeletal troops, shades, ghosts and the like, commanded by vampire and necromancer underlings. Is constantly making plans and preparations for any attack. Has a water supply and a place to grow food, is an excellent staging ground for military maneuvers, hard to breach by an army of similar size, is a fine place to make a last stand.

    Izzet Labs (Red/Blue Research Temple)
    Generates red and blue mana. Its a place of “worship” that she can gather scientists from, and is also a place of foresight providing minor divination through scientific prediction.

    Anima Beyond Fantasy:
    Scenario: Scattered Shadows Reward
    Ensara has an black metal piece from shattering the Imperium of Anima's world, having downloading all the spells, blueprints, modified genetic code and everything they ever created into her mind, replication is possible but not as easy you'd think.

    Other items of ABF
    Arachne, Zebah sword, Portal Key, Gram, Caliburn, The Lawbringers, Zelber and Ruin.
    Last edited by Lord Raziere; 2023-06-30 at 12:50 AM.
    I'm also on discord as "raziere".


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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    So, say I thought this concept was super cool and I wanted to make a character, but I've never seen this type of thing and don't really know where to start. How would I go about that? What kind of character can I make, and what details would I be expected to add?
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    well its based on jumpchains, my character was roughly made using these three jumpchain docs just as an example:
    Exalted:
    https://i.4pcdn.org/tg/1493836936074.pdf

    Magic the Gathering:
    https://drive.google.com/file/d/1meM...s_Rjzaacz/view

    Anima Beyond Fantasy:
    https://drive.google.com/file/d/0By8...3OGnjm_vMI3j2A

    the thing is, these docs only determine what you start out with in each jump. if for example, you made a character that went through the Star Wars universe and started out with force sensitivity, that doesn't prevent them from picking up a lightsaber or better use of force power over the course of the jump, so for this you get what you start out with plus whatever you think the character would plausibly get within ten years in that universe-which might be more than you think if you purchase something that accelerates your ability to learn or gives you lots of stuff at the start. so really they're only a basis or a guideline, think of it as a writing prompt more than hard rules. its like an isekai, but you can keep going to other worlds after the first one. like just google "(whatever game/book/videogame/setting you like) jumpchain" and it will give you some, there is tons of these.

    as for what kind of character, Rater has said and I paraphrase "am fine with something like a timelord autobot with S2 normandy vehicle form" so the potential can be pretty crazy. like the jumpchains assume that your probably a normal human who somehow acquired the ability to go to other worlds on the condition they have to survive in it for ten years or solve the scenario to win. now of course the human can through their purchases become a whole lot of different things, and what they are kinda stacks, you don't lose the powers you gain, they build with each world you go to, you can take drawbacks to lock yourself out your previous powers for a jump sometimes, some even have options to temporarily lock your memories but this isn't consistent and you always get that sort of thing back at the end whether you win or lose. (I'm not actually too clear on how you can lose a jumpchain)

    for this roleplay we're assuming you have done this for three worlds as default baseline assumption, you could have less if you want to, but the minimum is 1 jump, I'd say, no drop ins with no powers at all, that just wouldn't be fun for the player, because Wh40k isn't a good universe to be powerless in. survival horror is something more default 40k already does, we're specifically trying for "your from another world, you have powers, how are you going interact with Warhammer 40k?", and I'm assuming anyone who wants to do this wants to wreck 40k because everyone in it is evil and deserves whatever they get, though a compassionate character who wants to show everyone a better way isn't out of the question so long as it doesn't ruin another persons fun, I guess.

    I mean I guess there is nothing saying the jumper has to start out human but that'd be like having an extra jump in a sense if they're sufficiently fantastical, so I'd count their original universe as their first jump in that case.

    now explaining HOW this character goes from world to world....doesn't seem all that relevant to jumpchains? they just assume that it happens somehow. Rater mentions something about a Benefactor but that also doesn't seem relevant to them? it could be relevant if we want. there could be plot points about how jumps work and what is causing us to be trapped here if we want. I try to not make assumptions.

    I also am assuming that your going to a Jumper, a character from outside 40k and that your not interested in playing a 40k native. now I could be wrong, so what would dealing a player who wants to play a 40k character in this be handled? I generally assume that I'm going to be running all the 40k stuff, so I'd guess you'd have to run the concept by me and tell me what you have in mind, though I generally assume a comedic take on 40k for something like this- think Ciaphas Cain, All Guardsman Party, If the Emperor Had a Text to Speech Device or Warhams. In my mind, 40k is just not a universe to take all that seriously due to what I'm influenced by and I'm one running this so....keep that in mind. Its also because well...a bunch of weird people with potentially any strange or goofy power showing up in 40k to screw with the Imperium? comedic 40k is the only way I can reconcile it.

    ....oh you probably meant the sheet to use or something. sorry forgot to include a sheet thing to use when copying the rules, I'll get to that.
    I'm also on discord as "raziere".


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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Note that under normal circumstances if you didn't pay points for it it might not work right because it won't be "fiat-backed" but we can be lax about that here.

    As for how it happens, on a Standard Chain, you have something called a benefactor, or more informally a "Jump-chan," a "Random Omnipotent Being" who approached you and offered to send you on the chain, and is "sponsoring" you(IE, the one granting you the stuff you paid points for and making sure all of your stuff still works, among other things) and typically the reason they did that is "they were bored and think you'll be entertaining."
    Last edited by Rater202; 2022-07-28 at 09:00 AM.
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    Spoiler: Ode To Meteors, By zimmerwald
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    Way down the air
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Aight, well, here's the guy. I hope this is okay. (History's a little light because, despite evidence pointing otherwise, I am not that creative)

    EZEKIEL OLDE
    OLDE HABITS DIE HARD

    Spoiler: Ezekiel Olde
    Show

    Age: Mentally 75
    Gender: Male
    Height: 6 foot 4
    Weight: 75 kg
    Species: Human
    Station: Jumper

    Spoiler: Physical description
    Show
    Ezekiel is a tall, lean man with dark, wrinkled skin, brown eyes, good muscle, and a hard expression. He has short dreadlocks that have started to grey at the roots. He always wears his white labcoat with 2 deep pockets on the outside and many more inside, under which he wears a Grapple Pilot's suit (even though he was an A-Wall pilot).
    Spoiler: What he wears under his labcoat
    Show



    Spoiler: Personality
    Show
    Ezekiel is a honest, but pragmatic scientist who values empirical evidence over belief. His background in science stems from a desire to fully understand the world around him. As such, he’ll jump at the chance to research the unknown, and isn’t afraid to try taking apart animals or machines to see what makes them tick. His greatest skill, though, is not as a biologist or engineer, but as a physicist. As such, he is fascinated by systems that seek to defy the laws of physics, and it’s these he wants to research more than anything else. This also makes him somewhat bitter towards magic and its users, since magic is the natural enemy of science.


    Spoiler: Short-form History
    Show
    Ezekiel Olde was an olde dude who lived with his two adult sons, and hung out with his two scientist friends. When he was offered the opportunity to be part of science the world had never seen before, he jumped at the chance. After all, real scientists would go to any length for research, no matter what it cost.

    First Jump: Portal, as a Test Subject: Completed GlaDOS’ testing, escaped the facility, got recaptured, did it all over again, managing to survive the entire time through a mixture of physics knowledge, quick thinking, and daily stretches, and at the end of the 10 years, decided to jump again.

    Second Jump: Borderlands, as a Drop-In: Woke up on a bus with some fat dude shouting at him, hopped off to find himself at the town of Sanctuary, helped clear it of bandits and bring it glory, met Patricia Tannis and convinced her to teach him basic biology, combined this with the knowledge from Portal to legitimately become a renowned scientist in his own right, was a little reluctant to jump again but who doesn’t want their own Titan?

    Third Jump: Titanfall, as a Pilot: Found himself in the cockpit of a Titan working for the IMC, made a great bond with it, fought and won many a battle, was lucky enough to never have to fight Jack Cooper, retired with all his stuff and chilled on a farm, doing his favourite activity (being olde).
    Now: Finds himself in WH40K. This sucks.


    Spoiler: Story So Far
    Show
    TBD


    Spoiler: Abilities/Items
    Show
    First Jump: Portal

    Aperture Science Handheld Portal Device: A fully functioning portal gun, capable of opening
    and closing quantum tunnels on suitable surfaces. Portals can only be opened on solid, mostly smooth surfaces which are capable of conducting portals the size of a human person. What materials conduct portals? Certain tiled floors, metal, any kind of prop, doors and windows cannot conduct portals, while other tiled floors and the surface of the moon can. Anything with conversion gel on it can conduct portals.

    Conversion Gel recipe: This is a recipe for Aperture’s Conversion Gel, which makes any surface it coats able to conduct a portal. More importantly, it’s a huge improvement over Aperture’s current bank-braking recipe. Ground up rocks from any object considered a moon will work, mixed with the recipe for especially thick Jello. Washes off with water.

    Thinking with Portals: Has an exact knowledge of how much force is required to cause a specific outcome, and an understanding of what gravity and kinetic energy will do to his own body.

    The Enrichment Center regrets to inform you that this next test is impossible: Can get workable results and data out of tests that would never be considered acceptable in a real lab.

    That’s not just flattery. You are great at science: Is found hard to genuinely hate by authority figures he is not actively working against or trying to kill.

    Long Fall Boots: Footwear which allows a human moving at
    terminal velocity to impact a solid surface without any harm or loss of balance. It doesn’t make
    movement difficult and can easily be adapted to nonhuman forms. Robot feet, for example.

    We’ve both done a lot of things that you’re going to regret: Ouch!
    You gain the abilities of a successful insult comic at the top of their game. You’ll have no trouble coming up with endless insults, passive aggressive statements, and comebacks. Whether they’re hilarious to everyone or just funny to you is optional. You can use this ability to mislead people if what you're saying is outlandish enough to seem false. Promising a test subject cake and a party at the end of a test when you're planning to kill them, for example.

    Second Jump: Borderlands

    Fight For Your Life: After having suffered a fatal blow, can have adrenaline kick in and stand back up as long as he manages to kill an enemy between suffering the blow and actually dying.

    INCOMPREHENSIBLE SUBTITLE!: GE-I’m not putting that in allcaps. Can get a badass subtitle that gives your name when you do something awesome or enter a battle or room. If meeting other badass people, will see their subtitle and name when they meet the same conditions. Can provide hints for defeating them. Ezekiel’s subtitle is “OLDE HABITS DIE HARD”.

    Seventh Sense: If someone is breaking into your place, can talk on their radio to scare them off/interrogate them. This works even if it would be impossible to tell a burglary was taking place, or get in contact with the burglars.

    Echo Recorder with HUD and a Melee Weapon

    Hero-Killin’ Gear: For Ezekiel, his Olde Heroic Demon. This long, silver, double-barreled pump-action shotgun will successfully fire any and all shotgun and/or sniper rounds that are loaded into it, with accuracy and stopping power to boot.

    Shield: Has a regenerating energy shield, partially of his own design, that blocks incoming damage by canceling bullets’ momentum. After doing this, the shield becomes extremely hot to the touch (though for its user, it maintains room temperature) and can even set flesh on fire if having absorbed a lot of damage.

    Weird Glowy Rocks: A small supply of Moonstone and Eridium that can be used as a power source. The moonstone mostly just makes things shinier.

    Your Face Will Remember That: If Ezekiel does or says something that the person he’s interacting with will remember forever, he’ll be aware of this.

    Storage Deck: Gives Ezekiel a storage deck the size of a small room, accessible at any time, as well as four active weapon slots that can be hotswapped between and some space reserved for ammunition.

    Third Jump: Titanfall

    Krampus Was Waiting For Your Soul!: People instinctively react to that which is different. The person who sounds foreign (in this case, Ezekiel with his deep voice and slight African accent) will be treated with more respect and expected more of. It’s odd, but true. And for whatever reason... he does actually improve when you’re the odd one out, becoming more competent and intimidating.

    Scarves and Suits: Ezekiel’s lab coat is very easy to clean when it’s convenient and always looks good on him.

    Jumpkit Training: Along with general mobility and acrobatic training, is also trained in the use of a jumpkit, a limited thrust pack that can boost the wearer higher or nullify their weight for wall running while also protecting them from long falls.

    Titan Cowboy: Whenever Ezekiel mounts a machine, he always seems to be able to find a spot or hatch where he can shoot directly into the machine’s internals, killing the crew or damaging delicate systems.

    Titan Piloting: Can operate a Titan as if it’s an extension of his body.

    Pilot Augmentation: Gene therapy and cybernetic replacements are installed under the skin, improving durability while reducing weight and making limbs more responsive. The eyes are replaced and cochlear implants installed, providing vision to distances of two kilometers unaided.

    Helmet: There are two iconic pieces of equipment that makes a Pilot. The first is the venerable jumpkit, and the second is the Pilot’s helmet. What started out as simply the helmet piece to a pressure suit, the helmet and visor have evolved into significant stand-alone pieces of equipment. A Pilot’s helmet features an independent air supply, along with a miniature neural lace, similar to the one found in a Titan, but far less intense. This allows for hands-free radio operation, jumpkit activation and tactical ability operation. The helmet also has an integrated computer and ‘Significant Intelligence’ program (SIGINT) designed to break most forms of security on helmet peripherals, allowing access to devices such as enemy radios or the data storage on other helmets. It could also hold fragments of an AI, if one wished to transfer it. Ezekiel has a Cloaking Device installed in his helmet that, due to its smaller size, renders it perfectly invisible whilst he wears it.

    Smart Pistol MK5: Probably the most exotic Pilot weapon, the Smart Pistol is a semi-automatic
    handgun that automatically locks-on to valid targets in the direction its targeting sensor is aimed. The sensor itself is a module attached to headgear worn by the operator, and links into the display of the helmet that scans for targets based on thermal and optical imaging. Once a valid target is identified, the module automatically locks onto these targets in order of identification, a process that takes several seconds as the module calculates for current weather conditions and position relative to the barrel of the pistol. After lock is achieved, the computer estimates the number of shots required to kill the target and queues that number from the pistol, up to five at a time, once the trigger is pulled, the pistol automatically fires specialized fin stabilized anti-personnel discarding sabot rounds containing a tiny computer that automatically deflect themselves on the proper trajectory, guaranteeing a hit. The process may be spoofed by a target rapidly altering it's thermal or optical signature, such as when cloaking, which will immediately cancel the lock as the computer attempts to regain lock. This process is fairly short range, requiring targets being within twenty meters, although the pistol may still be manually aimed. This pistol has an integrated suppressor and advanced targeting computer, which locks on faster and over a slightly longer range. Optimized targeting procedures reduce the amount of rounds requiring for most targets by about one.


    A-Wall – Another example of miniaturized technology, the A-Wall is a descendent of the Titan-sized Particle Wall, being deployed by a small projector lain at the Pilot’s feet. The A-Wall blocks all projectiles entering from it’s ‘strike face’- that being the convex side of the field – while allowing shots originating from it’s interior face through. While it is eventually limited by battery life, the emitter provided here recharges instead of self-destructing, returning to usability after a period of roughly three times as long as it was active, so don’t throw it away.

    Orbital Drop: Attachment to Ezekiel’s warehouse that automatically loads and preps drop pods with the contents of his warehouse, managed by a helpful AI. The pods have a maximum size of about a Titan, but that’s a lot of space when it comes down to it, although the launcher can only load and launch one pod at a time. Good for moving lots of stuff fast, but it’s big, flashy and noisy.

    Titan Chassis - Heavy:

    Vanguard-class Titan: The Vanguard-class Titan is the first Titan designed solely by the Militia, rather than being stolen and manufactured in secret. Aside from being a generally powerful Titan, it is designed with highly modular systems in order to make both repair and field rearming much more practical, to the point that many Vanguard Pilots have cannibalized other Titans for their loadouts in the past. Ezekiel's Titan is called XS-5072, and these are its capabilities:

    Cluster Missile – Scraped together by Militia engineers, Cluster Missile pods fire a singular missile that explodes into a shower of timed explosive charges on impact that continuously detonate over several seconds. These next generation missiles are engineered to IMC standards and are more accurate and longer-lasting.

    Dumbfire Missiles – A simple dumbfire missile pod, when fired it sequentially releases the entirety of its payload of unguided missiles. This model has an expanded firing bay, increasing that number of missiles released with each salvo. Missiles are modified to carry plasma munitions, dealing increased damage against armored targets.

    Particle Wall – This system deploys a stationary forcefield for the purposes of artificial cover. It allows firing through the side it was deployed from and blocks attacks from the other, although it can be taken down from prolonged fire. Expanded battery capacity and a secondary projector allow for the storing of two particle walls at once to be deployed independently of each other.

    Gun Shield – An attachment to the firearm rather than to the Titan, the Gun Shield deploys a portable particle shield similar to the Particle Wall around the Titans weapon. While it has the tradeoff of being smaller, the Gun Shield can take more of a beating than the Particle Wall, and has the advantage of being portable.

    Leadwall – At first glance, this weapon may look like another Triple Threat. However, this weapon is actually a tri-barrel shotgun, firing powerful short-ranged spreads that can strike across a Titan’s arms and body at once to potentially hit more weak points. While devastating at short-range, the Leadwall suffers from severe damage fall off from more than twenty or thirty meters away, while most infantry-sized shotguns can be used at ranges of over one hundred meters.

    Amp Core – Some Pilots don’t want fancy attacks or extra missiles. Instead, they’d simply rather their Titan’s performance was boosted for a set period of time. The Amp Core provides this. A single parameter of the Titan may be boosted or extended for a set period of time. Ezekiel’s titan’s Amp Core grants a massive boost to the firerate of the Leadwall.

    Fathoms of Missiles: Where are all of these missiles coming from? Somehow, whenever you’re not looking, someone refills your missile stocks. The racks still take time to load new missiles into the firing position, of course, but for some reason they never seem to run out of missiles to load.

    Buckets of Ammunition: Weapons like the Predator Cannon or the 40mm Tracker Cannon have ammunition boxes that are as big as a Titan’s fist. Needless to say, where the Titan keeps the three dozen or so boxes that can be consumed in a single engagement is a mystery, but whenever they’re needed, the Titan manages to pull out another one. There is also a helpful ammunition cache under the seat.

    Sub-Arms: These small mechanical arms are attached to the back of the Titan and designed to quickly grab and use small modular ordnance pods, which allows for ordnance to be swapped out simply by exchanging the pods. The arms are fairly strong and carry additional potential uses such as holstering weapons and melee combat.

    SERE Kit: It’s unavoidable, but sometimes your Titan will be destroyed. This is inevitable, considering the dangers of warfare, but when this occurs, you will not be left alone. Now, upon Titan destruction, it’s AI core will eject from the chassis and either be pulled out by the ejection sequence or ejected away from the Titan. Once recovered, the AI core will provide a single set of potent emergency tools before ejecting from it’s rigging. The specifics of this kit vary depending on where one is, and cannot be accessed beforehand, but are always potent and useful. In Warhammer 40k, the SERE kit contains a combat knife and a one-hand boltgun.

    Trust Me: Titans seem to be smart simply because of their sheer ability to crunch numbers as AI. They can solve simple equations and perform tasks set before them but can only problem solve to a very limited extent. However, this Titan has become truly creative. It has it’s own initiative and ideas, which it shares and debates with it’s Pilot, to the point where it becomes unclear if either is truly in control. This boosts the effects of all other Titan Perks.


    Spoiler: Other
    Show
    Ezekiel's warehouse contains his bed, a research and testing facility, an enormous supply of shotgun shells, and, most importantly, his Titan Hangar, Titan, and Portal Gun. Everything else is kept in one of his many pockets. He has a small door that he took off a kids' mini safe, and he uses this along with the warehouse key to grab the Portal Gun and/or shotgun ammo.

    Titan Hangar: A sophisticated auto-factory, this attachment to the warehouse will manufacture any Titan you have the plans for. The designator now causes one of these Titans to be deployed to the point you designate in a drop pod when used. Once deployed, another Titan won't be produced until you return it to the warehouse or it is destroyed. Additionally, a Titan is now constructed once a day for free, but if you want more than one Titan per day, it will still construct you more if you can feed it the necessary raw materials.


    Last edited by Gold Leaf; 2022-08-02 at 02:04 PM. Reason: Noticed Storage Deck perk was missing for some reason, so I readded it so as not to cause confusion when I use it
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Quote Originally Posted by Rater202 View Post
    Note that under normal circumstances if you didn't pay points for it it might not work right because it won't be "fiat-backed" but we can be lax about that here.

    As for how it happens, on a Standard Chain, you have something called a benefactor, or more informally a "Jump-chan," a "Random Omnipotent Being" who approached you and offered to send you on the chain, and is "sponsoring" you(IE, the one granting you the stuff you paid points for and making sure all of your stuff still works, among other things) and typically the reason they did that is "they were bored and think you'll be entertaining."
    See, my ideas for Benefactor would less generic than that but still keep the motivation, and be something like "Chaos Incarnate" or "Avatar of Freedom" or "The Jester Who Laughs At All Things". or given her demon theme, some demon/devil goddess.

    yeah, Ezekiel is fine. I'm not enforcing a power level for this. particularly like some of the perks involving "remember this" and "subtitles" that'll allow me to a few cool things.
    I'm also on discord as "raziere".


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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Alexandra aka "Starheart".
    Spoiler
    Show

    Age: Biologically 13, mentally several decades older.
    Gender: Currently Female... Possibly Nonbinary.
    Height: 5'0''
    Weight: Average for a fit, athletic build.
    Species: Amazonian Meta-Mutant.
    Station: Jumper

    Description:
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    The jumper who currently answers to Rachel appears to be a fit and athletic girl of 13, fair-skinned with vaguely Mediterranean features, with dark brown hair kept at neck length, light freckling just around her nose, and vibrant green eyes.

    She dresses in a "superhero" outfit modeled on the traditional garb of an Amazonian Warrior but composed of a mixture of kevlar, Nomex, armored panels, and unstable molecules

    When channeling her powers to their fullest, Alexandra's eyes and possibly other parts of her body grow green or else she ignites in brilliant Emerald Flame.


    Personality:
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    Alexandra is a complete and total geek. Particularly regarding superheroes, but also anime, videogames, and a variety of movies, western cartoons, webcomics, ghost stories, and so on.

    She also has a very strict anti-authoritarian streak coming from "Traumas from my first life" but she's trying to do the work to get over it. Perks help.

    Finally, she tries to put on a mature air and really does not act her apparent age... Which makes sense, because she isn't her apparent age.


    History:
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    Alexandra was born as a man in a mundane reality who had... Issues due to their life experiences and a strong preference for escapist fantasy. After discovering Jumpchain, he decided to play around with them, finding three he particularly liked.

    One was based on the Amalgam comics event, a Co-Production by Marvel and DC detailing what if their two Universes were one and the same inhabited by such heroes as Clark Kent: Super-Soldier and Princess Ororo of Themyscira as well as villains like the genocidal Thanoseid and the immortal dictator Doctor Doomsday.

    Another, by the same author, which detailed out living as one of MArvel's many teen and child superheroes, a Young Avenger, a member of the Power Pack or Runaways, or a student at the Xavier institute.

    And a third, unrelated one, based on a Young Justice Fanfic that the author... Honestly never read and had heard mixed reviews about but it had some interesting perks and items.

    Of note, the Amalgam Jump had an option to be combined with one DC Comics Jump and One Marvel Comics Jump, allowing the user to make purchases from those jumps and incorporate minor story elements(and drawbacks) from those two to be incorporated into the Amalgam jump's world.

    One day, while bored, the man combined the three jumps and made choices based around what he would actually choose if he were to actually go Jumping. Powers and perks he thought were cool, drawbacks he thought he'd be able to handle, and a few narrative choices that he felt would be interesting if only for the experience.

    Later that night he dreamt of being approached by an otherworldly child in a dress made of stars ad inky blackness who said in a voice that echoed with Eternity "are you sure?" and in his dreaming state answered "yeah..."

    And on the Island of Amazons awoke young Alexandra, with memories of both an adulthood in a mundane world and a childhood on Themyscira blended together seamlessly.

    That day was, incidentally, also the day her Mea-Mutant abilities, and just a touch more, awoke in her. Powerful psionic abilities with a touch of magic lead her to be reluctantly sent to "Man's World" to be trained by experts of such things... For a single year, until a Black and Gold Figure, the Death-Sentry, fell from the sky and started a plauge... A virus combined with an incomplete form of the Anti-Life Equation created out of the World's heroes an army of undead marauders who worshipped a gospel of Hunger.

    The plague had spread worldwide within hours and it was not long until most life on the planet was consumed. Eventually, the Silver Racer and Galactiac arrived on the planet, slew most of the Zombies, but were overwhelmed and devoured by the few they missed who split The Power Cosmic amongst themselves and then fled into space to devour life across the rest of the universe.

    The bulk of the threat gone, Alexandra emerged to pick off straggling Zombies, scavenge for supplies, and try o find survivors... And it was here that she found two amoral former street kids, superpowered Runaways from Toxic home situations who'd turned to crime on the streets of New Gotham to survive and resisted the Zombie Apocalypses solely by their raw power and shear determination to live free...

    ...And Alexandra recognized "Mad" Molly Quinn and Pamela "Poison Rose" Prast as semi-original creations of her original self, a thought experiment on creating "Amalgam" versions of his favorite comic-book characters. Feeling a mixture of parental affection and protectiveness for them, she carefully convinced them to come back to her hiding spot which they elected to do more or less for lack of better options.

    Objectively several decades passed, but Alexandra was the only one to fully notice and no one aged, due to a drawback that her original self had chosen when assembling his build. In this time Alexandra first went to great efforts to survive in the face of resource shortages and assorted foes, surviving villains and killer machines, who targetted her and hers for reasons both petty and not so petty, and later gathered resources to better train and educate herself in her assorted powers to better cope with said threats.

    In this time, Alexandra confessed her interdimensional nature to her new companions and admitted that she couldn't well leave them behind in a world, a universe, with little to no life and they agreed to join her on her chain...

    ...and then the zombies who devoured Galactiac began to return. Taking desperate measures, Alexandra prepared herself and then faced them head-on, defeating them in a long, drawn-out battle that pushed her to her absolute limits... And claimed a portion of the Power Cosmic for herself in the process. The "Jump" ended not long after that.

    Context: Alexandra took the following Drawbacks from Amalgam Comics: Secret Crisis of the Infinity Hour(,600) The Doctor is In(,600) Not Easy Being Green(400,) Law of The Land(400,) Science!(300,) Editorial Mandate(,800) Unmasked(200,) Trio(200,) JJoke's On You(200,) Interesting Times(200,) and Price(100) Drawbacks from Amalgam Comics giving her 4800 points to spend on that Jump.

    Beyond Your Reach(600) and Darkseid's Interest(600) in With This Ring, giving her 2200 points to spend in that Jump Document

    And from Marvel Comics Kid Heroes took Cosmic Bannhammer(600) Snark Wars(300,) Master Mold(300,) A Very Special Issue(200,) Too Short To Ride(200,) and Comic Time(300) drawbacks giving her 2900 points for that jump. How each affected her backstory will be elaborated on in character.

    Additionally, she took the Marvel Zombies scenario, which granted her a free Perk(detailed) and an additional 500 points.

    (Note, because this was the first jump, and because all three were combined by the Amalgam Cinematic Universe toggle, Cosmic Banhammer and Editorial Mandate were both effectively free points.)


    Story So Far:
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    You can summarize and update here what has happened to your character during the game.


    Abilities:
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    Amalgam Comics: Alexandra's Race is a Hybrid of Amazon(100) and Mutant(200) which gives her enhanced physical attributes, eternal youth, and a bonus of 400 points to spend on powers only.

    Her Origin is Vigilante.

    Her perks from this jump include the Free Have at Thee and Well Drawn perks that respectively make sure she's competent in a fight and doesn't freeze up as well as that she looks good.

    From the Vigilante Perk Tree, which is discounted to her, she has Intimidation(free) perk that makes her good at extracting information from others with threats of violence, Motivation(free) which ensures that she is always motivated and never suffers from self-doubt, Artist(free) which makes her an expert in all forms of Art, A Certain Skill With Violence(200) which grants the skills of a veteran fighter and lets her cope with killing bad guys easily, and You Saved My Life(200) which ensure that she is always adequately rewarded for saving someone's life or sparring an enemy.

    She additionally possesses the Non-Discounted Perks: Well-Adjusted(400), which lets her cope well with Trauma and protects her from all outside changes or influences and Power is Power(400) which gives her an instinctive intimate understanding of her powers and resources, how to best use them, and the ability to do so with nanoscale precision. She also never has a problem gaining new powers, never suffers unintended consequences of her powers, and masters her abilities and integrates them into her skillset easily.

    Powers: Alexandra's Mutant Race Stand is spent on the first level of Psychic, and she'll spend 400 points directly to gain the second level, granting her ungodly levels of telepathic, empathic, and psychokinetic ability. She also possesses the mystical and cosmic powers of the Human Lantern(600) which allows her to generate and shroud her body with a magical green flame that serves as both a form of the Green Light of Will and a variety of magical powers that can be used to form a variety of energy constructs or generate magical effects and, presumably, burn the hell out of things(and may include radiation) Magnetic(600) gives her psychokinetic control over the forces of electromagnetism on par with Magneto... And also allows for the control of all metallic elements, not just ferromagnetic ones. Tempest(400) which grants her the power of atmokinesis, or weather control, Teleporter(600) which lets her teleport within Solar System Range, displacing anything she enters the space of, Enhanced Self(200) which make her ten times as fast and strong as she otherwise would be with perfect memory and photographic reflexes, Aim(50) which gives her superhuman aim and coordination, Enhanced Senses(100) which are... Daredevil. It's Daredevil. And Energy Blasts(200) which let her shoots blasts of energy from her hands that very in intensity from "perfectly nonlethal" to "can blow up a tank."

    With This Ring: She took the Standard Race Option, the Mage Origin, and the option to set her Starting Location to Themyscira.

    She took the Perks Expanded Metaphysique(200) the maximum number of times which means that her soul is 15 times larger/stronger than normal, making any and all divine, spiritual, magical, or otherwise sou based abilities that she possesses far more powerful than they'd otherwise be, Bandwidth and Wavelength(200) which allows her to understand and establish connections between herself, objects, others, and sources of power, Alchemy(300) which allows her to create repeatable magical rituals and potions whose costs are fully covered by rote action and ingredients and thus can be done by anyone and, combined with the prior perk, lets her freely mix and match every system of magic or supernatural power she had access to, as well as the Non-Discounted perks, Bull**** the GM(600) that let her push the raw versatility of her powers to absurd levels given enough effort, Enlightenment(Willpower)(600) which gives her a full understanding of how Willpower affects and defins her life, lets her better use Willpower derived weapons and powers, gives her a full understanding of herself, and makes it so that she can't be overwhelmed by her emotions or any emotion based abilities and lts her immediately detect forign thoughts or influences in her mind, Intelligent Design(200) which makes all of her powers far more energy efficient and requires that specific counters be used to surpress them, and Evolution is a Function of Time(100) which gives her a slight boost to all physical and mental attributes and means that her "peek" is roughly 50% greater than it would otherwise be.

    Marvel Kids: Her Origin is Astonishing X-Baby.

    She has the discounted Perks Children of the Atom(free) which makes her immune to harm from radiation and causes radiation exposure to make her powers slightly stronger and Secondary Mutation(300) which makes all of her powers a vital, living part of her and allows them to grow stronger over time. She additionally has the Undiscounted Perk Legacy(300) which makes all forms of training 5 times more effective for her while providing her with a further boost of motivation.

    Powers: Alexandra has the magnetic Magnetic(300,) which she has a Discount on, grants her another Magneto's worth of electromagnetokinesis on top of what she already had, but leaves out outliers like the time he grabbed a giant bullet from lightyears away and pulled it to earth at FTL speeds. Matriarch(800) boosts her existing telepathic abilties by the equivalent of a Cerebro-boosted Charles Xavier and allows her to use her powers on or through anyone that she can establish a psychic connection with. Genius(600) grants a major boost to raw intellect and gives her an understanding of Marvel Universe Super Science, and Mystic(600) which gives her a talent, skill, power, and knowledge of Marvel Universe Magic sufficient to potentially be Sorcerer Supreme someday.

    After clearing the MArvel Zombies Scenario, she gained the free Perk To The Victor which gave her a portion of the Power Cosmic roughly on par with the Silver Surfer, and an additional 500 points that were spent on the Super Soldier(100,) Powerful(300) and Cannonball(100) powers. Respectively these powers make her genetically perfect and bring all of her physical nd mental attributes up to peak potential, give her a psychokinetic aura that grants her hulk or thor level superhuman strength, and give her super-sonic flight that she is invulnerable while using.


    Other information:
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    Amalgam Items: A costume with the Armored(50) Upgrade and one purchase of the Money, Dear Boy(100) Item giving her a significant amount of cash in the local currency every jump.
    Marvel Kids Items: Using the Jumpchain Standard Item Import/fusion rules, the Free Costume she gets here, which gets a free Unstable Molecule Upgrade due to her Origin, is combined with the one she got from Amalgam comics.

    Alexandra has two companions, Mad Molly Quinn and Pamela "Poison Rose" Prast

    They're both seemingly eleven or twelve, both meta-mutants with additional enhancements, and both almost utterly amoral prioritizing their survival and freedom over anything else with a particular distrust of adults.

    Poison Rose has long black hair with natural red streeks that she keeps pulled back in a braided tail as well as emerald eyes with the whites tinted a pale green and inhumanly pale skin with a greenish hue. She wears an old-fashioned dress with a knee-length skirt and a hooded cloak both made entirely out of living foliage generated by her powers but leaves her legs and feet bare.

    Mad Molly is a fair-skinned girl with long brown hair who always wears a Jester's cap and, when "in character" dresses in a pink and blue full-body gymnastics uniform and wears white greasepaint and black lipstick and eyeshadow to give the appearance of a clown.

    Using the Companion Import Option from Amalgam, they both have the Mutant Race, the Villain Origin, both of Amalgam's Free Perks, and the Discounted Perks: Crimes(free) that make them experts at picking locks and pockets, burglary, safecracking, con-artistry, and other "make lots of cash quickly" crimes, Fighting Dirty(free) which makes them familiar with every dirty trick in the book when it comes to scraping out a qin against a superior opponent and being brutal fighters in general, and Style(free) which just makes them cool villains. Additionally, they have Power is Power(200,) Genius(300)which makes them both absurdly intelligent and able to scale their intelligence up with effort, and the Non-Discounted Perk Doctor(100) which respectively gives them PHD equivelent Knowledge in Bio-Chemistry(Pamela) and Psychiatry(Molly) due to a combination of their natural intellect and opportunities to learn from their backstory.

    Pamela's Mutant Race Stipend is Spent on Divine Domain(Botany) representing a potent connection to The Green, the primal source of all plant life, which grants her a degree of power and authority over plants and related organisms that naturally compliments her native powers as a metamutant(detailed later.)

    Molly's, meanwhile, is divided up among the Enhanced Self, Enhanced Senses, and I'm Mortal(eternal youth and disease immunity) powers representing enhancements that Pamela gave her in their backstory.

    From the free version Marvel Kids Create/Import Companion Option, both Girls have the Runaway Origin.

    Molly has the Powerful(150) Power and Streetwise(free,) Fool Me Once(150,) and Never Stop Running(300) Perks which respectively give her a bonus to Survival Crimes, let her known imediatly if someone can't be trusted, especially if they're an authority figure, and make it so that she can't be tracked by anything short of line of sight if she doesn't want to be found.

    Pamela has the Green Thumb(250) power which lets her talk to, control, and modify plants, even create them, though a given plant can only do so much before it needs to rest... Unless she uses this in conjunction with her power over The Green. She also has the Super Soldier(100) power representing physical enhancements as a side effect of channeling the Green and the mutations that established the connection. The same Streetwise(free) and Fool Me Once(150) Perks as Molly, and the Children of The Atom perk(100)

    Shared Items: Alexandra, Molly, and Pamela all get a free "Home" from their respective origins, Respectively a Room at the X-Mansion and a pair of sunken California Hotels. For the sake of bookkeeping, the three are combined into a rather sizable but secure manner home located in a pocket reality attached to Alexandra's Warehouse.

    Notes: Powerful and Green Thumb are Moly and Pamela's respective "natural" powers, the others are the result of artificial enhancement.


    Alexandra prefers She/Her when referring to her current self and He/Him when referring to her previous self. They is acceptable for both.


    The numbers are mostly for my own benefit but feel free to check my math.

    The Jumps I Used are Amalgam Comics, Marvel Comics Kid Heroes, and With This Ring

    So, the gist of it is that Alexandra is a very potent physically, but where she really shines is the variety of psionic, mystical, energy-based, and cosmic powers she either has naturally or accumulated with training that she can use with perfect precision and integrate together seamlessly. By Marvel Comics Standards she would be an Omega Plus level mutant and is almost certainly going to be considered an Alpha Plus Level Psyker by the in-universe authorities in 40k.

    She also has two companions who may or may not only exist because her previous self dreamed them up.

    She is definitely a "big stick" kind of character. She goes in and she breaks stuff but doesn't have a super-lot of non-combat utility compared to what she does in a fight. She has some, but not a super lot.

    Due to the options she took, she only has one Jump under her belt but t was a 40-year-long jump where she fought a variety of supervillains, including some very nasty ones, as well as aliens, giant killer robots, zombies(some of which were cosmically powered) and was in general just constantly busy and on the back foot on a regular basis.
    Last edited by Rater202; 2022-07-28 at 06:59 PM.
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    So we have....Ezekiel who seems to be a mix of action hero and mecha pilot with a portal gun, Alexandra who is both a magically and physically powerful superhero, and my character who is kind of a sorcerer-martial artist-ninja-vampire or whatever.

    since sheets are done, do we have any specific preference about where to start, what victory conditions we might want to go for, things like that? If we just want to get going I can just roll 1d4 to determine which Segmentum we start in then figure out a planet we all appear on, which might just be Generic Imperial World in that segmentum. (not Segmentum Solar, while it could be funny, lets not go for the center or Terra right out of the gate) or I can just put us in the Calixis Sector, the default setting of Dark Heresy.
    I'm also on discord as "raziere".


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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    I don't have a specific preference but I do have the mental image of us spawning in all at once rather confused about how we got here.
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    Rocks
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    I don't really have a preference, since I don't know that much about Warhammer. Anything's cool with me.
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    I'm... tentatively interested. Never actually heard of jumpchains before this, so I'll read the documents and see what I can figure out. Got vague ideas already. I'm guessing the document answers my main questions, which are: If I choose a film/book universe, does the jumper take over one of the main character roles and play a big part, and how much knowledge of the setting they enter with, if they're aware of the magic rules and stuff. Because I'm currently tempted by Mistborn, and the magic systems are all very secretive for various reasons.

    Actually, one question for real: Do they have to 'earn' stuff that needs earning in the source material? For example, I know very little about Exalted, but did Ensara 'earn' her Infernal Exaltation by impressing the Yozi or whatever or was it given to her by the Benefactor?
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Quote Originally Posted by Earl of Purple View Post
    I'm... tentatively interested. Never actually heard of jumpchains before this, so I'll read the documents and see what I can figure out. Got vague ideas already. I'm guessing the document answers my main questions, which are: If I choose a film/book universe, does the jumper take over one of the main character roles and play a big part, and how much knowledge of the setting they enter with, if they're aware of the magic rules and stuff. Because I'm currently tempted by Mistborn, and the magic systems are all very secretive for various reasons.

    Actually, one question for real: Do they have to 'earn' stuff that needs earning in the source material? For example, I know very little about Exalted, but did Ensara 'earn' her Infernal Exaltation by impressing the Yozi or whatever or was it given to her by the Benefactor?
    It depends on the Document: For example, Mass Effect: Legendary edition has a Scenario where you essentially become commander Shepard and have to save the Galaxy from the Reapers(with the note that you get a pass on Shepard's canonical deaths)

    And no, if you paid points for it you just have it and it can't be permenantly taken away.
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    Quote Originally Posted by zimmerwald1915 View Post
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    To the floor
    Where my other
    Rocks
    Are.

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    Where are the documents? When I posted earlier, I thought they were linked in the OP, but can't see them there.
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Quote Originally Posted by Earl of Purple View Post
    Where are the documents? When I posted earlier, I thought they were linked in the OP, but can't see them there.
    All over the place in differant drives and archives. Differant people make differant docs.

    You said you were interested in Mistborn?

    The general rules are "spend points to buy stuff. If not enough points, take drawbacks. Drawbacks fall off just before the end of the jump and are not carried into the next jump."

    You also get a Cosmic Warehouse, a place to keep your stuff and that any "properties" you buy attach to after your jump, and any objects you bought with points that are lost or destroyed will reappear in pristine condition in your warehouse after as set amount of time—usually a week unless it specifies otherwise.

    Consumable items that don't have a specified refresh time are assumed to replenish after a decade or at the start of the next jump, whichever comes first.

    If you can think of two other settings you're interested in I'll try to find documents for them.
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    To the floor
    Where my other
    Rocks
    Are.

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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Thank you; I've found the community on Reddit but I don't use the site often and haven't got an account there. I have weird ideas and I'm half thinking MineCraft but more seriously Skyrim/Fallout (undetermined which) or Practical Guide to Evil.
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    I think that this one is the best option for Skyrim but if you're not satisfied there are a couple of others.

    Ther'es only one each for Practical Guide to Evil or Minecraft.

    You'll have to be more specific for Fallout.
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    Quote Originally Posted by Earl of Purple View Post
    Actually, one question for real: Do they have to 'earn' stuff that needs earning in the source material? For example, I know very little about Exalted, but did Ensara 'earn' her Infernal Exaltation by impressing the Yozi or whatever or was it given to her by the Benefactor?
    She paid points for it. though its technically possible the other way. just, given that its Creation, it isn't all that likely. getting an exaltation is kind of winning the lottery at the best of times.

    @ Rater: sorry, did I not implement the "You Saved My Life" perk correctly? you technically spared their lives there by scaring them off, but I'm not sure how they'd logically be "thankful" for you doing so when you made them afraid of a Psyker being present, so I tried to introduce the mutant girl to be an ally instead.
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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    IT's not that.

    It's that Alexandra doens't have a perk that would let her see notifications.
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    Quote Originally Posted by zimmerwald1915 View Post
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    To the floor
    Where my other
    Rocks
    Are.

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    Quote Originally Posted by Rater202 View Post
    IT's not that.

    It's that Alexandra doens't have a perk that would let her see notifications.
    I didn't want to confuse you, so should I change telling you this kind of thing to be OOC?
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    Quote Originally Posted by Lord Raziere View Post
    I didn't want to confuse you, so should I change telling you this kind of thing to be OOC?
    IT can be.

    It can also be a quirk of the circumstances that brought us here that we get notifications.
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    To the floor
    Where my other
    Rocks
    Are.

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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    well I've already put the notification in, so I might as well have some explanation for how this is happening, so I'm thinking to put in an entity called The Process, a highly abstract being that only cares about representing things fairly and accurately when everything is taken into account that is sort of a....compromise between any other possible omnipotent benefactors managing this because they could all be biased or doing things that aren't supposed to happen.

    that sound good to you?
    I'm also on discord as "raziere".


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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    That works.
    I also answer to Bookmark and Shadow Claw.

    Read my fanfiction here. Homebrew Material Here Rater Reads the Hobbit and Dracula
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    Spoiler: Ode To Meteors, By zimmerwald
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    Quote Originally Posted by zimmerwald1915 View Post
    Meteor
    You are a meteor
    Falling star
    You soar your
    Way down the air
    To the floor
    Where my other
    Rocks
    Are.

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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    I am still working on a character, please don't give up on me yet. Stuff's happened- good stuff, I've got family 'round- which is making it a little harder for me to dedicate the time to read stuff and get a character sheet done.
    Terrowin Avatar by HappyTurtle. Much thanks!

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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Never did, really we're still establishing things as the Jumpers try to figure out how things work in WH40k, so basically all your missing is culture shock moments. its actually pretty fun explaining the setting through some underhive mutants perspective, because its not a viewpoint that is often written about in 40k.

    anyways some Wh40k quicksheets:
    Spoiler: Manyclops
    Show
    Name: Manyclops
    -Personality:
    A sensible underhiver mutant, understandably afraid of getting purged by the Imperium
    -Description:
    black haired girl, covered in eyes, wears mad-max-style underhive gang clothing like all people of her social strata.
    -Capabilities:
    Homeworld: Hiveworlder
    Manyclops is a hiveworlder and is adapted to its particular conditions, such knowing the basics of tech or feeling more comfortable in the city than outdoors.

    Career: Scum
    Manyclops makes her living as a criminal doing any odd illegal job to get by and has various skills relating to that, such as social skills, wielding basic weapons, and deception.

    Common Knowledge:
    Knows common things that every imperial citizen would know about their life, but lacks knowledge in many areas more forbidden or specialized.

    Gear: Autogun and 1 clip, autopistol and 1 clip, brass knuckles, knife, beast furs, street ware (Poor Quality Clothing).

    Abhor the Mutant:
    Manyclops due to her mutant status is regarded with suspicion by the Imperium in places where they can't kill them all or hatred where they already have. Her many eyes mutation is particularly disturbing to any normal Imperium citizen looking upon it. Her Threat rating is considered Hereticus Minima by the Inquisition.


    Spoiler: Iota-Phi 34
    Show
    Name: Iota-Phi-34
    -Personality:
    A Heretek who wants to tinker and modify technology, doing various minor modifications to his gear and devices to test to see what works and what doesn't, wondering about the possibilities the machine spirits could show him.

    -Description:
    looks like a tech priest but with black robes, full of cybernetics hidden under them.

    -Capabilities:
    Homeworld: Forge world
    Career: Tech Priest Heretek
    Is skilled in tech use, chem-use, scavenging for supplies, as well as more criminal activities to make ends meet. Often does back alley work modifying weapons or implanting poor quality cybernetics into underhivers.

    Mechanicus Implants:
    Can interface with machines, emit or siphon power, resist airborne toxins and gasses, and has enhanced mental processing power.

    Secrets of the Mechanicus:
    Knows some of the mysteries of the Adeptus Mechanicus, such as what is considered tech heresy, the ultimate goal of the Mechanicus, how the Mechanicus functions, and when to turn a device off and on again to fix it and the proper rituals to do so.

    Guard Veteran Knowledge:
    Knows things from fighting various things when he was in the Imperial Guard, such as shallow and basic knowledge of Chaos, what xenos the Imperium is fighting, how the Imperial Guard and some of the Adeptuses work, has combat experience, and a justified contempt for the Imperial Guardsman's Uplifting Primer.

    -Gear: laspistol, Re-breather, clothing, data-slate, laspistol clip


    Spoiler: Rhiannon's Acolytes
    Show

    A group of newly chosen acolytes of the inquisition under the orders of Inquisitor Rhiannon, chosen for their investigative skills and cool heads, with an eye towards grooming them to be Inquisitors of the Amalathian faction mainstream. To be honest, they're all Rank 1-2 in Dark Heresy, they'd go down like tissue paper against a lot of things in Wh40k alone much less a Jumper.

    Adept: Clovis Edmigove
    a scribe of the Adeptus Administratum. Has an autopistol, but knows more than most citizens and skilled in medicae, logic and navigating bureacracy

    Arbitrator: Maiya Maghildr
    A hardboiled taciturn arbitrator, even though she is just starting out. She Is The Law. Equipped with shock maul, laspistol, flak armor and a book of judgment

    Tech Priest: Grant Nabek
    A relatively normal tech priest. Equipped with las carbine, las pistol, mechanicus robes, tools for his trade and knows the secrets of the Omnissiah

    Psyker: Cyniss Darkhame
    A newly Sanctioned Psyker, her hair has been bleached completely white from sanctioning and she has nightmares. Has some skill in divination and telekinesis

    Scum: Mattius Shamblebat
    A scum who joined for the higher pay from an Inquisitor but does his job best he can...or else. Knows the criminal underworld of the Imperium. Equipped with autogun and knife.
    Last edited by Lord Raziere; 2022-09-11 at 11:11 PM.
    I'm also on discord as "raziere".


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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Something to make note of.

    Even if Alexandra's powers don't interact with the Warp At All, her soul is still 15 times larger and stronger than it would otherwise be so she'd presumably still have a sizable presence in The Warp.

    ...And if they do, she's basically The Sun.
    I also answer to Bookmark and Shadow Claw.

    Read my fanfiction here. Homebrew Material Here Rater Reads the Hobbit and Dracula
    Awesome Avatar by Emperor Ing
    Spoiler: Ode To Meteors, By zimmerwald
    Show
    Quote Originally Posted by zimmerwald1915 View Post
    Meteor
    You are a meteor
    Falling star
    You soar your
    Way down the air
    To the floor
    Where my other
    Rocks
    Are.

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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    Quote Originally Posted by Rater202
    (OOC: I'm assuming that this kind of thing only works on Mooks.)
    Short answer: it works on them if its logical for someone to die to that which is probably a vast, vast majority of the time.

    Long answer:
    Spoiler
    Show
    Well here is the thing:
    most worlds we do this freeform roleplay in are animes based on a certain shonen trope assumption: that a normal person can rise to great heights in the settings power scale through training alone. that with enough training, low class PL 5 Goku can one day become Ultra Instinct Goku, that talentless Rock Lee can one day train to master all eight gates and fight Madara, or find some other hax way of attaining power to counter the other guys hax. thus while it is possible for some to take out a bunch of mooks, it is also possible for a single seemingly normal person to actually be far stronger than one normally expects and take on a powerful being single-handedly. that in theory, there are singular heroic people capable of just, through incredible power and skill, just shrugging that off.

    Warhammer 40,000 does not have this assumption. It is a grimdark future with no hope, only the laughter of thirsting gods and whatnot. For example Ciaphas Cain while a favorite character of mine, would probably die to you doing that just as much as any other guardsman, no matter how named character he is, no matter what deeds he has done or whatever. Ciaphas Cain can possibly train his mind to resist psychic powers to a degree.....against normal psykers of his universe but against something on par with Magnus or the Emperor like you? he wouldn't stand a chance, because the resistance only goes so far and isn't an immunity even against normal psykers, without a logical reason why he survives? he dies. Now, his assistant Jurgen beside him being a Blank and thus emitting an anti-psychic field that protects him from psychic powers is far more likely to survive if Blanks interact with out of universe psychics in that matter which lets assume it does for this example, Jurgen survives! and if he is close enough to Ciaphas Cain because they're always together because Ciaphas cain is smart enough to keep a rare Blank like Jurgen around, hooray! Ciaphas Cain survives......for however long he has until you figure out some way around that. first punch may not kill him but the second probably will. and no matter how much Ciaphas Cain trains his master level chainsword skills, he is never going to do anime stunts with them.

    and more generally, your basically playing a character on the rough power level of I'd say....Superman. WH40k is weird because its power scale can be all over the place, but falls into two general categories:
    Group A and Group B:
    Group A is all the things people actually design tabletop figures for to do battle with in the actual wargame, which is like, a vast majority of the setting. Thus they are weak and limited compared to something like Superman. Superman pretty much defeats them all like mooks because they are designed to be mooks, expendable soldiers in a war game where no individual unit is truly important compared to the overall strategy and strength of the forces. Superman is a one man army and its hard say if most anything in Group A is even capable of hurting him and or capable of being a threat to him or you on their own.

    Group B is a small group of incredibly elite and godlike beings that no tabletop figures are made for. These are things like the God-Emperor of Mankind, the Chaos Gods, the full C'tan, Cegorach, the combined Tyranid hivemind that are of incredible power and hax largely there to explain how the entire rest of the setting functions and why it exists as it does. all these gods are largely there to be in the background and not do anything so that people can keep writing stories about whatever imperial guard regiment or space marine chapter they want, or make whatever army they want on the tabletop, these gods being nothing but an explanation of why Team 1 is fighting Team 2 and why they don't just be at peace or whatever. They are probably fully capable of being a singular threat to Superman and in some cases might be more than that.

    (though Chaos Gods/Daemons is a unique case because thinking about them real hard might actually EMPOWER them, given how the Warp works.)

    now there might be a few people in Group A that I could plausibly bend to be a singular threat to you, but these examples are few and far between. There is probably a couple tricks others can do to survive a little longer like the Blank thing, but nothing I've read in canon or in the roleplaying books implies or says that there is anything on your level that isn't some big setting cosmic keystone or some random slumbering horror that some poor foolish doomed person wakes up to everyone's detriment. this might be a roleplay where most of the combat is facing armies rather than single foes and the best chance most named antagonists has to survive someone like you is running away as fast as they can and sending more forces to kill you while they come up with horrible and risky plan involving some big warp sorcery that does something destructive and horrible or an ancient weapon that does something destructive and horrible and even then....none of that is a guarantee. the settings grimdark nature and rules applies more to the native inhabitants than it does to you- and its to their detriment, because they will have to constantly resort to extreme, utilitarian measures to try to kill you rather having the "singular powerful hero/person rising from nothing" safety net to fall back on because all the people who can face you like that are in short supply, once they're dead they're gone forever and them showing up at all will be me deciding they do so by fiat because many of them are probably canonically already dead or somewhere in the warp.

    like sure I could throw an entire chapter of space marines at you, but even with all their enhancements fighting as one, do you really think an entire chapter of space marines can beat Superman? I'm pretty sure they can't. and most protagonists of Wh40k are weaker than an entire chapter of space marines.

    (Now if we were talking about Ezekiel Olde, he'd be a different case entirely, but thats a different can of worms)
    I'm also on discord as "raziere".


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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    I mean, just giving any given character a stroke to get rid of them isn't exactly narratively satisfying.

    So, since this basically a narrative game, I'm assuming that it won't work on named characters for some reason or another.

    The exact reason why doesn't matter.
    I also answer to Bookmark and Shadow Claw.

    Read my fanfiction here. Homebrew Material Here Rater Reads the Hobbit and Dracula
    Awesome Avatar by Emperor Ing
    Spoiler: Ode To Meteors, By zimmerwald
    Show
    Quote Originally Posted by zimmerwald1915 View Post
    Meteor
    You are a meteor
    Falling star
    You soar your
    Way down the air
    To the floor
    Where my other
    Rocks
    Are.

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    Default Re: Jumpers Vs. Wh40k ITP OOC 1

    I went with Dishonored rather than MineCraft or Practical Guide to Evil. It was only later that I realised that this could have given me access to three different ways of slowing down time- allomantic cadmium and bendalloy, the Outsider's Mark and the Slow Time shout. It was getting rather long so I haven't put down everything he can do, though I did rather quickly discover that his trip to Dunwall left him with a noted preference for sneakery. I'd also say there's a few minor souviners in his warehouse, but probably nothing super unusual.

    Edward Sinton
    Spoiler
    Show

    Age: Physically, early thirties. Mentally, nearly fifty
    Gender: M
    Height: 194cm.
    Weight: Bit more than expected, but not unusually so.
    Species: Human
    Station: Jumper

    Description:
    Spoiler
    Show
    Tall and reasonably athletic, Edward is pale-skinned and red hair, freckles spattered across his face as well as intricate blue tattoos about his eyes. The back of his left hand is marked with an intricate design vaguely resembling a circle with wings. He usually leans on a fine hardwood cane carved into a twist, but walks without a limp and it seems to be more for show than disability.


    Personality:
    Spoiler
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    How does your character think? What drives him and what kind of a fellow is he?


    History:
    Spoiler
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    Whilst commuting to work one day on the train, Edward was daydreaming and very nearly actually dreaming, imagining a life of travel and adventure- one far removed from his job answering telephones for a faceless corporation. He's not sure if he was awake or not when his phone pinged and he received a text from an unknown number, offering the life he'd been dreaming of seconds earlier- all he had to do was text his reply, which he did. He'd never heard of jumpchains before, and did not have much opportunity to learn more before he was catapulted from the train to a canal barge, wearing robes and with tattoos around his eyes, the power of Allomantic tin burning in his gut. He was an Obligator of the Canton of Resource, albeit one still in training. For the next few years, he spent most of his time learning the ropes, travelling the canals and the roads making sure the Final Empire ran smoothly and the canals were dredged and safe from bandits, thieves and rogue Koloss. Occasionally, using the transport network and his position, he aided criminals; Skaa runaways escaping brutal oppression, half-blood children fleeing the Canton of Inquisition, and sometimes thieves and smugglers seeking to avoid taxes. And then the Lord Ruler was killed, what was thought impossible coming to pass with shocking finality, the empire he'd built crumbling into countless petty kingdoms, anarchic communes and warring city-states as every powerful lord, charismatic thief and High Prelan trying to claim power, enforce stability and spite their rivals now there wasn't anyone with the power to prevent them. At the time, he was in the Eastern Dominance, near Erlac, and was able to claim a position as advisor to the king who seized the city using his knowledge of the city's transport links and logistics. He survived several assassination attempts, performed one of his own to surrender the city to Emperor Elend Venture and was crowned as a replacement, and was offered a gold spike by a Steel Inquisitor so he could better serve the Steel Ministry- an offer he could not easily turn down, allowing Ruin's influence to guide most of his subsequent behaviour. He was able to break free, possibly with his Benefactor's help, and was able to lead the refugees from the eruption of the ashmounts and the day-mist to the storage cavern under Statlin City. He doesn't know what happened to them after that, as he went to sleep and woke up elsewhere.

    He knew he was in a new world before he ever awoke; an entity appeared in his dreams and marked him with its sigil. He awoke in a flat with a strange shrine in it, just as Overseers from the Abbey of the Everyman broke open the door. Edward grabbed a nearby bag and jumped out a window, landing poorly and breaking an ankle, nearly draining a metalmind to fix it before he figured out his new powers and disappeared onto the rooftop. He'd never had much opportunity to sneak before; on Scadrial his criminality had not involved running around or breaking and entering, and so he had a lot to learn. Fortunately, the bag contained food, medicine, some money and a bone charm, as well as a pistol and some bullets. He fell in with one of the gangs of survivors roving Dunwall, and did what he could to keep them alive. Stealing food for them, disabling security so they could escape dangerous areas, and sometimes killing watch officers or whalers who threatened his group. He didn't pay attention to the larger threats; Corvo killing off corrupt officials and murdering his way through his enemies. In retrospect, this was perhaps a mistake. Corvo was too brutal, and taught Emily Kaldwin all the wrong lessons, and when she sat the throne once more she was as vicious a tyrant as any traumatised ten-year-old whose father and personal bodyguard is an incredibly talented assassin could be. Even after the monarchy was restored and the plotters were slain, Dunwall remained a dangerous city, and Edward's gang of desperate survivors was no safer than before. Edward decided he had to do something, and so he did. He'd mostly been keeping his head down, and this was too much. He stole some Tallboys, gave them to an anarchist gang (except one, which he kept), and led a rebellion to overthrow the empress and institute a republic. The war was bloody, and killed more than Edward was expecting, and ultimately he lost. He didn't have enough experience as a leader to be effective, and whilst he was good at assassinating the empress' supporters, he never got close enough to her or Corvo to deal the blow that was ultimately needed for victory- but also he was always able to escape and try again, the gold spike in his chest granting him the ability to heal from otherwise-fatal wounds. He burnt out, unable to see more people die for no appreciable purpose, and eventually fled to Tyvia, keeping his head down and trying to avoid trouble as he trained, explored, and learnt about the world's sciences.

    After his third jump, he found himself tied in the back of a wagon with a group of captured soldiers, one of whom was gagged, and a horse thief. This was a bit of a worry, especially when after their arrival one of the soldiers was executed. Fortunately, he was saved by a dragon attack, and escaped, reclaiming most of his confiscated gear as he did so, with the aid of one of the escaping soldiers. He went to Riverwood, and from there was sent to Whiterun with news of the attack, and from there was sent back to Riverwood and Bleak Falls Barrow. Slaying the bandits and undead haunting the ruins, Edward found a wall that impressed a word onto his mind. He returned to Whiterun with the stone tablet, just in time to be impressed into combat against another dragon attacking a watchtower, killing it and getting called to High Hrothgar. So he went, trained his Thu'um, and was sent across Skyrim, where he did what he could to help people. He tried to stay out of the civil war, but eventually realised that a quick end to the fighting would be better and aided the Imperials, though also openly made it clear he didn't trust or like the Thalmor and helped several Talos -worshippers escape Thalmor arrest. He slew Grelod the Kind, but also wiped out the Dark Brotherhood, releasing their captives, and aided the Thieves Guild recover its lost glory. He did not join the Companions, preferring to sneak past his problems than fight them head-on, and only joined the Mage's College in Winterhold to learn about Alchemy and develop healing and mana potions. He defeated Alduin and eventually settled down at Lakeview Manor.


    Story So Far:
    Spoiler
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    You can summarize and update here what has happened to your character during the game.


    Abilities:
    Spoiler
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    Scorched Physiology: Edward's biology has been tweaked to survive on the hostile, ash-choked planet of Scadrial. As a result, his physiology is tougher, he requires less food to survive, and he's largely immune to airborne toxins.
    Misting: After his arrival on Scadrial, Edward discovered the ability to metabolise tin, sharpening all his senses at once, and he has trained himself in ignoring unimportant dross from the more important information- though sudden and unexpected loud noises and bright lights are consequently more hampering.
    Pinch of Copper: Edward has received training on how to identify an Allomancer's touch upon his emotions, and the training works upon other methods of manipulation that do not require zinc or brass- influence by psychic powers, poor-faith arguments, and similar methods are all easily detected. It will take a good trick to pull the wool over Edward's eyes.
    Synod Spike- Gold: A hemalurgic spike of gold has been pounded through Edward's chest, where it looks as though it intercepts his heart. It grants Edward the ability to store health in gold, lowering his immune system and getting sick whilst he's doing it, but he can empty that store as well in order to heal faster later.
    Canton of Exploitation: Edward always knows how to find someone to bribe to get what he wants, and is very good at finding their price as well.
    Mark of the Outsider: Access to a number of supernatural effects; including
    -Blink: Short-ranged teleportation,
    -Pull: Pulls things towards Edward, up to people; whilst pulled, they're restrained and unable to react.
    -Darkvision: Sees through walls, highlights vision cones, living things (yellow), and machinery (blue), as well as weapons & items of interest (green). Actual range of sight halved, but Allomantic tin mitigates this a little.
    -Agility: Can double-jump, and moves faster, quieter and sneakier in general.
    -Windblast: A powerful gust of wind blows things away in a straight and sudden burst, breaking weaker doors, windows, etc and with enough force to kill.
    -Vitality: Edward's healthier and recovers from injuries faster, even without using his feruchemic gold.
    -Devouring Swarm: Conjures a swarm of rats that rush around attacking anyone- including Edward- nearby and eating corpses.
    Shadowalker: He's stealthy, and always knows how to avoid attention.
    Transitory: He can synthesise the whale oil that powers Dishonored technology from any sufficiently whale-like creature, and avoids blowing up when he does.
    Ritual Stone: Once a day, he can animate every dead creature within a short distance of himself for an hour. He doesn't do this often as he finds necromancy a little disturbing.
    Quick on your Feet: Edward's quick and light-footed, able to dodge blows in combat and avoid setting off most traps.
    Dovahkiin: Edward is the dragonborn, and after ten years knows many Shouts.


    Other information:
    Spoiler
    Show

    Carried items:
    Metal vial: Filled with tin suspended in alcohol, this is enough for several hours' burn.
    Metalmind: A gold ring, storing health for when he needs it- so long as the spike remains in his chest, at least, and the gold spike also serves as a healthmind.
    Duelling Cane: A sturdy hardwood stick, serving as a walking aid but not primarily intended as such, this cane is a well-balanced weapon capable of holding its own against a sword. In addition, it's been enchanted to shock enemies on a hit.
    Spirit Water Bonecharm: Drinking from taps recharges the mana used to power his Outsider powers.
    Unnerving Target Bonecharm: Attacking Edward with guns is less accurate.
    Rat Scent Bonecharm: Rats only attack if in close proximity (this should be linked to Devouring Swarm; if it summons not-rats, this should effect whatever is summoned instead).
    Explosives Bag: Filled with clockwork grenades, springrazors, explosive bullets and bolts, replenishes weekly.
    Dunwall Pistol: As used by the guards, this is a pretty standard whale oil-powered pistol with no upgrades. Edward usually wears it concealed inside their coat, and keeps several spares inside his Warehouse. He's lost one already, confiscated by Imperial soldiers before he arrived at Helgen.
    Bolt Pistol: A new weapon, to replace the Dunwall pistol he found ineffective against the power armour of a corrupt Astartes sorcerer.
    Warehouse equipment:
    Whale Oil Refinement Lab: Everything a natural philosopher needs to refine and stabilise whale oil into a volatile fuel source that doesn't explode quite so readily; also works with other, not-whale creatures if they're whale-like enough. Also produces bullets and explosives from whale oil.
    Crate of Pistols: Spares, stolen from the Dunwall City Watch.
    Mehrune's Razor: The Daedric artefact is a mighty weapon, though Edward mostly keeps it in his warehouse to avoid someone else finding it and using it.
    Tallboy: A long-legged whale-oil powered walker that Edward's keeping mostly as a momento.
    Koloss Sword: Six feet of crude iron forged into a hefty blade, it's not intended for a human to use it.
    Outsider Shrine: A three-legged altar with a bone rune resting on it, surrounded by drapes.
    Food Store: Several shelves filled with canned food, Edward initially gathered this during his time in Scadrial, but he's been topping it up every chance he has had since.
    Complete set of Dragonscale Armour: A suit of light armour crafted from the scales of a dragon, with a dragonbone sword sheathed at the waist.
    Nirnroot: A humming, glowing, magical plant.
    Spare Metalminds: A collection of gold jewellery, each filled with health for when he needs it most.
    Purified Power Armour: Taken from a Thousand Sons sorcerer Edward killed by sticking a grenade to his face and purified by some of Ensara's minions, it doesn't fit him and he can't wear it. Also, the helmet's smashed open and the limbs have been cut off.
    Last edited by Earl of Purple; 2023-04-23 at 09:48 AM.
    Terrowin Avatar by HappyTurtle. Much thanks!

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