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Across Many Worlds... Children of the Gods [Jumpchain]

Discussion in 'Creative Writing' started by Imperator Pax, Mar 8, 2021.

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  1. Extras: List of preceding Jumps [Reference]
    Imperator Pax

    Imperator Pax Talon Master

    Joined:
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    Jump List
    [Prior to this Jump]
    1. Pokemon
    2. Infamous
    3. Mass Effect
    4. Fire Emblem
    5. Lord of the Rings
    6. Dragon Age
    7. Elder Scrolls [1]
    8. Age of Mythology
    9. Platoon
    10. Hellsing
    11. Overlord
    12. Fable
    13. Full Metal Alchemist (2003 Anime)
    14. Dragon Commander
    15. Castlevania
    16. Dark Souls
    17. Dark Sun
    18. Ravenloft
    19. Warhammer Fantasy Dogs of War
    20. 7 Kingdoms / A Song of Ice and Fire
    21. Bioshock
    22. Generic James Bond Jump [1]
    23. Generic 80s Action Hero [1]
    24. Harry Potter
    25. Dresden Files [2]
    26. Twilight
    27. Resident Evil
    28. Deus Ex
    29. Metal Gear
    30. Metal Gear R
    31. DC (Generic Comic) [1]
    32. Marvel (Generic Comic) [1]
    33. Cowboy Bebop
    34. Firefly
    35. Stargate SG-1 (December 2014)
    [1] All of these are the 2014 jumps, so generic isn't in their actual name, but they're for settings with a lot of potential origins, because they're from before Jumpchain started getting jumps for specific timelines or periods in franchises. For example the original Elder Scrolls jump is the 'morroblivion' jump basically being a mash of 3 and 4.
    [2] This is the very first Dresden Files jump before Wyldcard did his rewrite of it. I don't even think I have a copy of the original

    Perk text, and Item text will go up in a separate post, as even for just 35 words that's quite a lot of material.

    'In the beginning': Jumps 1-3
    'Sands of Time': Jumps 4-8 Fantasy Arc 1
    The world war, and the Major: Jumps 9-10 Potentially the same timeline
    'Sands of Time: Jumps 11-12 Fantasy Arc 1.2
    Amestris Interlude Jump 13 Somewhat continues the themes of the world war 2 jump
    Shadowed Fantasy Jumps 14-20 Fantasy Arc 2 'Dark Fantasy'
    The Cold War and after Jumps 21-23 Modern Action of Sorts
    Modern Magic 24-26 Fantasy arc 2.2 'Modern Fantasy'
    Darker Promise of Technology Jumps 27-30 Dystopian Future, Metal Gear are continuous back to back
    Brighter Promise Jumps 31-35

    If I could reorder (which I'm not going to do) my early chain I'd probably do something like the following:
    1. Pokemon
    2. Infamous
    3. Mass Effect
    4. Fire Emblem
    5. Lord of the Rings
    6. Dragon Age
    7. Elder Scrolls [1]
    8. Age of Mythology
    9. Full Metal Alchemist (2003 Anime)
    10. Platoon
    11. Hellsing
    12. Overlord
    13. Fable
    14. Dragon Commander
    15. Castlevania
    16. Dark Souls
    17. Dark Sun
    18. Ravenloft
    19. Warhammer Fantasy Dogs of War
    20. 7 Kingdoms / A Song of Ice and Fire
    21. Bioshock
    22. Generic 80s Action Hero [1]
    23. Generic James Bond Jump [1]
    Not much would terribly change though
     
    Last edited: Mar 21, 2021
  2. Extras: List of Perks [Reference]
    Imperator Pax

    Imperator Pax Talon Master

    Joined:
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    List of Perks
    Below is a list of perks from the builds, there are couple of minor mistakes, I'd have to double check to make sure I included all the freebie perks, and again all of these jumps are from 2014 so the formatting is ... a little odd relative to contemporary jumpchain. I.e. Classes and Skills.


    Pokemon
    Savant: Your mind is enhanced, granting you perfect memory, calculator like mental math, and better spatial awareness. Your aim with a firearm is better than annie oakley and simo Hayha combined.
    Psionics: You gain psychic powers like telekinesis and telepathy. You still can't understand your pokemon but can issue them orders via Telepathy. No mind reading. Skill cap is equal to gardevoir.


    InFamous
    Conduit: Electrokinesis: Arc Lightning: Continous, can chain to multiple targets. Pulse Heal: Heal others' injuries. Overload Burst: concentrated Bolt can chain. EM Shockwave: Omnidirectional energy puse. (Recharges from any electric source. Lightning wirses, etc)
    Ability: Strength: Your physical strength is enhanced above that of most humans. Bench press a car!
    Durability: You can take a bullet. Or ten. You still heal slowly, and enough damage will still kill you.
    Regen: Healing factor! You can heal from most non-lethal wounds in seconds.
    Toggle: Mentally turn off your conduit powers at will. No need to focus on not breaking your stuff.


    Mass Effect
    Class: Infiltrator: Combining Tech-savvy with martial skills, Infiltrators focus on quickly and stealthily picking off enemies one by one. Brining to bear a variety of specialized ammo types, explosives, and a tactical cloaking system that renders them invisible Infiltrators use superior range and positioning against foes.
    Perks: Tongue of a Shepard: Some people can convince other people to not jump off a bridge. YOU can convince other people to put a gun to their head and pull the trigger. Rallying speeches are old hat for an orator of your skill.
    Not a Stupid Grunt: Technology has always been your forte. You can hack into some poor shmuck's omni-tool or fix a Tantalus drive core. All you need to start making Mass Relay Jumps is a toaster and a chunk of Eezo.
    Tactical Readiness: You instinctively keep track of your surroundings. Constantly assessing the situation, finding escape routes, looking for potential hostiles, nothing gets past your eyes. Find a sniper's nest- or a good spot for anew one!

    Fire Emblem:
    Skills: Tactics (Free), Ignis: You can, around 1/5th, of the time add, add half your physical power to the power of your spells or half your magical power to your physical attacks. Allows for extremely powerful attacks.
    Manakete: You are one of the dragon-folk. You may transform into a large and powerful dragon for a short burst of time. Manaketes have very long lifespans. Comes with and requires a dragonstone.

    Lord of the Rings
    Skills: Forestry: You have experience out in the woods. Hunting, tracking, and trapping are second nature to you, and you can move quickly and quietly even over broken ground.
    Dwarven Craft: You are a master smith, able to singlehandedly run even a large forge. You can make weapons and armor that stand up to hundreds of years of continuous use, and even know how to mine and forge mystical metals such as Mithril.
    Elven Enchantment: You can enchant objects, if you pour your energy into them as they are created. Some of your enchantments are useful in battle, such as swords that never dull, and bows that always strike true, but most are simply to ease the life of the wearer, such as cloaks that weigh nothing and aid in hiding and water flasks that never leak. You may also perform great workings, such as the creation of hidden doorways, given time.
    Blood of Kings: The blood of kings flows through your veins. Your leadership skills and charisma are off the charts: convincing total strangers to follow you into certain death is as easy as drinking a glass of water. Further certain death isn't all that certain when you're in charge, you have a great mastery of tactics and strategy and the blood of kinds enhances your lifespan and retards your aging.


    Dragon Age
    Class: Mage: Arcane Warrior (Free)
    Equipment: Enchantment: Thats odd, you seem to understand the process of inscribing lyrium runes on items, to add or enhance properties. Without lyrium enchantments are temporary.


    Elder Scrolls

    Birth Sign: The Mage: Those born under the sign of the Mage have more magicka and a talent for all sorts of spellcasting. May find yourself absent-minded, and arrogant.
    Skills: Diplomat: You are highly diplomatic, capable of calming down even the most heated situations. You also get better prices when trading.
    Progress: You seem to pick up new skills very quickly and you improve quicker than usual through practice, seeing considerable gains from your efforts.
    Spellmaker: You are talented at crafting new spells from trial and error.
    Enchanter: You are capable of enchanting objects well. You know how to trap souls, and how best to get good effects.
    Highborn: You simply have more magicka than you would normally have. Magic tires you less to perform.



    AoM:
    Boons: Isis Prosperity: You naturally make more money than you otherwise would. Effects are subtle but considerable over time.

    Thor: Dwarven Goldmine: You can cause the earth to part and a rich vien of gold to appear once every two days. You are also an extremely skilled miner.

    Skills: Titan: You can summon a titan's gate. Once cleared, a titan loyal to you will emerge. The titan is immensely powerful. Once dead you may summon another gate.

    Builder: You can plan and build things incredibly quickly. With a pile of wood you could knock together a reasonable house in a couple of hours without help.

    Gatherer: You are extremely dexterous and quick when it comes to menial work and know how to increase efficiency by reducing waste in all your endeavors.

    Platoon:
    Platoon Upgrades: Reinforced Platoon (Free), Runs on Electricity: Strange Technology and powers are second nature to your platoon. They're highly intelligent or intuitive with advanced or alien tech or other weird abilities that may somehow show up. Expect them all to be able to handle any superhuman abilities you and your companions have or grant them, and given a few days of familiarization they can be power armored badasses if you train them right. Explaining things to the rest of the army might still be a problem...
    Unshakeable: While most soldiers have a breaking point, when the horror of battle becomes too much, your men don't. They will follow you into the very mouth of hell (or Fortress Europe) with nary a flinch. Wither due to your inspirational leadership or to their native toughness they are resistant to thing that would shatter the morale of lesser men, including even truly supernatural foes.
    Runners: Your unit LOVES PT. 5-Mil runs are a nice wakeup, even in full kit. More useful than you'd think, as trucks and jeeps are only useful until you're actually engaged. Your unit makes the 100-yard dash to cover much faster, which is an amazing survival trait in itself.
    Total Strength: 58 Men
    Attachments: Engineers, Anti Tank crew (600)



    Hellsing:
    Unassuming: Enemies will underestimate your full potential until you prove them otherwise.
    Weapon Channeling: You are skilled in augmenting your weapons with raw magical power. Blades will never break, and will cut through almost anything while guns will no longer need to be reloaded, and you maybe cause projectiles to ricochet, and change paths in midair you may also channel this ability throughout your body with similar effects. Tiring if either ability is used extensively
    Dark Binding: With each and every kill, you may consume the souls of your victims and tram them within you own making yourself stronger with each additional soul. However though the souls belonging to the wicked may not affect you those from the innocent may eventually corrupt you. With practice and experimentation you may learn to utilize binded souls for a myriad of different purposes.
    Holy Bayonets: You can spawn an unlimited supply of blessed silver bayonets out of thin air, and throw them with pin=point accuracy at speeds and power rivaling fire arms. You can also cause them to explode violently at will.

    Overlord
    Minion Master: You are better with mentally controlling your minions with your armor, you don't even need to move your arms to make them attack, defend or move around, as a side effect of being so good at controlling them, your minions like you a lot to a whole new level, even the older, smarter and more independent ones will feel at ease around of you, as if there is a bond of sorts between you.
    Minion Logistics: In- You are a genius when it comes to managing on your own or with help the logistics for your army of minions or simple ensure that the flow of goods in your Domain remains strong. As such its easy for you to ensure that your army is properly equipped and they got enough food for you to get them where they need to go, provided you had the money to pay for all the things they needed of course, either way you don't have a big problem with making a system to ensure that your minions remain happy, fed and equipped with something better than wooden clubs as weapons.

    Fable
    Abilities: Will User: You're one the lucky few that can oppose his/her Will upon the world. Casting spells in quick succession is tiring. Will Lines appear on your body and they look like vibrant blue streaks that increase as you know more spells. You get 200cp worth of spells for free.
    Enflame: Punch the ground to create wave of fire in a radius around you.
    Assassin Rush - Propels you through space in the blink of an eye. Allowing you to move behind the target instantaneously.
    Multishot: When this spell is cast each shot you make is multiplied from 1 projectile to 6 projectiles of the same quality. Lasts for four shots.
    Vortex: Summon mighty elemental forces to create powerful whirlwinds that sweep your enemies up and send them flying. Target individuals for massive damage, or use an area effect more enemies for less damage.
    Augment: Devastation 300,


    FMA
    Abilities: Truth: The result of your loss is that you gain the ability to perform alchemy without a transmutation circle and your knowledge of the science is expanded to the point where you have effectively mastered both simple and Advanced Formulae.


    Dragon commander
    Dragon: Mountain
    Abilities: Devestation/ Permanently increases the damage done by all breath attacks by 50%.
    Aura of Annhilation: Permanetly increases the damage done by friendly units in a 1500 metere radius around you by 30%.
    Mass Restoration: You fully heal a friendly target and all friendly units within a 500 meter radius around it. 30 SEcond cooldown.


    Castlevania:
    Abilities: Power of Dominance: Somehow, you have gained a measure of the Dark Lord's own power. Any time you slay an inhuman creature, you may attempt to gain mastery over its soul. The weaker the creature is, the more easily it will yield - the strongest may hurt or even kill you unless you relinquish your claim. With this power comes an additional boon - you gain absolute dominion over your own soul, and none may attempt to harm or claim it without your consent.
    Thaumaturgy, which allows you to focus your spiritual energy through magical words and gestures to perform miracles; Arcana, which infuses it into a set of magical cards to invoke an array of effects;

    Dark Souls:

    Economic - Whether it's souls or money, you're able to manage your funds more capably than the average Joe, and can talk even the most hardened merchants into small discounts. Won't help you if you're working through an intermediary, however.

    Feeling Lucky - Somehow, some way, you have the luck everybody wishes they had. Rare items fall into your hands like raindrops, enemies line up in the perfect way for an ambush or a quick booting off the ledge, and swinging wildly usually leads to hitting something vital more often than not. Do not rely on this luck though, for as you will soon find out, you'll need a lot more than just luck in these lands. . .

    Sorcery - A form of magic that manipulates pure magic for a variety of uses and requires a staff or catalyst, which is basically just a shorter staff. Different spells included a number of ranged offensive spells, self-augmentations and general utility spells. Offensive spells can bypass normal forms of physical durability such as iron armor, tough scales or thick hide, allowing them to do great damage against foes who rely on such forms of protection. Spells become more powerful, effective and efficient as the wielder becomes more intelligent and strong of mind. Buying this makes you talented at the art and bestows a free staff.

    Miracles - A type of "holy" magic used primarily for healing. Miracles require the wielder to use a talisman or sacred chime. As previously mentioned, most spells are used for healing yourself or others. Miracles also boast a healthy repertoire of other utility and support based spells. While few, there are several Miracles meant for offensive usage though, a few hit with magic damage like Sorcery while most do lightning damage. Miracles become more potent the more faith the wielder has in something. It doesn't necessarily even need to be a god. It could be in one's self, an ideal or another person as examples. Buying this makes you talented at the art and bestows a free talisman.


    Dark Sun

    Abilities: Desert Survivalist: You can survive in the wastelands of Athas like an expert, you know where to find or build shelter from the heat, where to find water, how to track, as well expert knowledge of most the wild flora and fauna.
    Magic: You have training in Arcane Magic. If you're not taught to preserve you can only defile. Defiling is defined as taking enough energy from the environment to turn the surrounding vegetation to sterile ash. Your magical powers start off at around a level 1 wizard in D&D, but you quickly grow in strength if you exercise this ability enough.
    Friendship is Magic: You have an aura of trust, you put people at ease letting their guard down around you. You gain true friendship twice as fast as someone without this ability.
    Polyglot - With this ability you can learn new languages four times as fast as normal, and have ability to read any language you know in half the time.

    Ravenloft
    Abilities: Mist walker: The mists of ravenloft seem to have little negative effect on you in fact they seem to be your ally. The darklords can not bar you from leaving their domain even if their borders are closed they have no effect on you. Also you walk into the mists to transport to another domain that your familiar with, you can even take a small group of people with you.

    Magic Resistance: Spells and supernatural powers fail to affect you at all with surprising regularity. More powerful spellcasters and supernatural creatures are less impaired when trying to effect however even then it is not certain.

    Warhammer Fantasy 'Dogs of War' Race: Asrai Class: Spellsinger (200cp)
    Abilities: Mage: You are able to wield the powers of magic, shaping it and sending it to rain ruin down on your foes or succour your allies. In this world though, you drawn power from the winds of magic, and while they always blow, sometimes they blow enough for you to cast spells enough to shatter mountains, sometimes you will struggle to light a candle.
    Winds of Magic: The winds of magic blow down from the north, from the great chaos rift that is the source of all the worlds woes. These winds do not flow evenly, sometimes pouring down so thick that lesser wizards go mad, and sometimes so lightly all but the smallest spells are impossible. You possess the ability to perceive and even influence these floes to some extent, denying enemy mages vital magic, potentially snatching victory from defeat as spellcasters find themselves powerless for a few precious moments. If you are a mage yourself, you never need worry about lacking the magic to cast spells. In any other reality you may, with a great deal of extremely tiring mental effort, trigger a shortlived wind of magic to blow for a few minutes at best, allowing use of any magical abilities you have in any setting, though the more high technology there is in any given reality, the harder it will be. Beware of using this too often, for the strain of calling forth the winds of magic grow greater and greater each time, to the point where the effort can very easily kill you outright.
    Elite: You are the best of the best, among your peoples finest troops. You fight harder, strike more quickly and with more skill and turning aside the clumsy swipes of others is almost insultingly simple. You can also expect to be given the highest quality equipment and support, and as a mercenary while you should not expect to keep them you can expect to be loaned reasonably powerful magical items from time to time as well. This carries over into other adventures you may have elsewhere, though if there is no magic in these places you will simply find easier access to the very cutting edge of killing technology.
    Innovative: In a world where change is regarded with suspicion at best and heresy at worst you stand alone, head and shoulders above your peers. You can effortlessly create new techniques and methods for working through or around problems with a few moments of quiet contemplation.

    Mage Lord: Through training or simply sheer talent you have risen to the rank of mage lord, and have gained the ability to perceive the hidden currents within the winds of magic, allowing you to specialise in one of the more esoteric spellcasting schools.

    Titan's Strength: You have the strength of one of the fabled Sky-Titans, legendary beings who dwelled in the sky before the coming of the ogres. Almost no living thing can match you, save perhaps for the dragons, and precious few unliving things can rival you. Only amongst the demons of the north will you find rivals, and those will not be common, save for the chosen of the Blood God.

    Ancient Lore: The secrets of the forgotten times before the races that walk the world today are not so forgotten as it would seem. You have discovered much, or simply were alive when these ancient empires existed, and you know of the location of hidden ruins, places of treasure and danger unknown to others. You also have a plethora of information available to you about these ancient empires, who they were, how they lived and sundry other bits of information.


    Game of Thrones
    Skills: Prince in Exile People will welcome you as a prince from a foreign land and be amused at your alien ways and customs. You will be welcomed at most courts as a curiosity.



    Bioshock
    Abilities: Savant Genius: You are a mastermind one of the most brilliant men in all of rapture in your field of choice. [Adam studies]

    James Bond
    Skills: Fieldcraft: You’re a skilled agent, in the real intelligence sense of the word. You know how and where to plant bugs for maximum effect, how to enter a room and leave it without a trace, and how to follow and spot a tail. You’re extremely sneaky, and even have the patience to sift through hours of tape to find the one conversation with relevant information.
    Gadgetmaster: You’ve been trained by Major Boothroyd at the skills of his job. You’re excellent at creating and maintaining gadgets of all types. You can miniaturize nearly anything, and hide things in forms that... really shouldn’t work. You can even make lasers! You’re also good at coming up with ideas for unusual methods of assassination; beheading umbrellas, flamethrower bagpipes, and the like.
    Universal Exports:Cover identities and disguises, both physical and digital, are your fields of mastery. You can make new identities out of whole cloth, with corporations and supporting details to match. Switching physical disguises is similarly child’s play, and you can easily fool even alert observers. You’re also a skilled forger, both with paper and ink and with more... advanced tools.

    Generic 80s Action Hero
    Skills: Professor Jumper: Sometime in between all the explosions, you managed to get your Doctorate in Archeology. While you know the proper ways to identify and excavate a site, in this world you often end up... breaking the rules a bit. You’re a master at identifying and surviving traps, whether made years ago or yesterday, and have uncanny skill with a whip. Also, you can identify most mystical artefacts you uncover!
    Commando: You’re a weapons expert. You could pass the hardest accuracy tests in the world with any weapon, while blind in one eye. You’re able to make even spray and pray suppressive fire lethal, and are trained on pretty much any firearm and explosive device you can think of. Also, you’re experienced enough you can make very fanciful and dramatic tricks while reloading, such as doing so one- handed.
    Ambidexterity: You’re truly ambidextrous. It’s useful for all those times that one pistol (or machine gun) just isn’t enough. It’s also a vital survival tool for all those times the angle just doesn’t work, and when you’ve taken a dramatic shoulder wound so you can’t use your primary arm.
    Swim Like a SEAL: You’re trained in pretty much every method of infiltration and exfiltration. A five mile swim is a day in the park, you can climb Everest without oxygen, and you’re a HALO master parachutist. You’re a runner, a rapeller, and can even ski and surf really well. If there’s a method of getting to place to place that you can pretend your muscles make you good at, you’re an expert.
    Old Age and Treachery: No matter how old you are, you can still kick ass and keep up your muscle mass. Those cigarettes never really do you any harm, and you’re always incredibly spry for a man your age. Up until literally your dying breath, you’ll still be in peak physical condition as far as fighting and any stunts are concerned. Your wounds will cause pain in the winter, but don’t expect arthritis to keep you from being a fast draw.


    HP: : Pureblood: Wealthy (300) Slytherin (Free)
    Skills: Technomage: You have a natural knoack of melding technology and magic. You can easily jury-rig technology to work at hogwarts. Your inventions could do considerable good for the magical world if they weren't all such luddites.
    Wandless Magic: You have a natural ability to do spells without a wand. While more difficult to learn spells in this manner you need never worry about expelliarmus again.
    Beastmaster: Magical beasts naturaly seem to like you, will no hurt you unless provoked and tend to vaguelly follow your instructions.


    Dredsen Files (Original/non wyldcard4 jump)
    Powers: Aura Control: While most sorcerers have trouble getting a clean telephone connection, you can limit your ambient magic to the point that your mere presence isn't enough to fry a motherboard. You can watch HDTV, but you'll still destroy any computer you try to use.
    Friends in High Placee: Somehow, you are constantly crossing paths with powerful people-- be they celebrities, CEOs, or ancient creatures of unknowable power. With alarming frequency, you find yourself on a first-name basis with imposing individuals (even when you, or they, desire the exact opposite).
    Big Battery: Not everyone has the same potential to channel magic. White Council wizards expect a certain level of quality, but you go above and beyond. Few mortal practitioners could beat you with brute force.



    Twilight

    Perks: Our Monsters are the Same: Not all monster varietes have the same weaknesses, but for you that isn't a problem. You can use commonly held monster weaknesses against them, regardless of the setting.
    Anti Vampire: Your body naturally has properties that make you resist the wildly varied special mental abilities that vampires in this world possess. Occult Knowledge

    Resident Evil
    Skills: Virologist: It's all in the genes, they say. You know that can be a load of bullshit, but there are rare cases where you can prove it. You're capable of studying and understanding all sorts of mutagenic agents provided you take the time to do so. In time you can learn how they work, allowing you to make adjustments or even tailor similar pathogens on your own provided you have the right equipment to do so. This also makes you an expert at studying the genetic differences of other organic beings.
    Antibodies: In a world of mutagenic pathogens and viral agents, a little defense never hurt anyone... or in your case, a lot. It's much more difficult to be infected by such things as the T-Virus, and parasitic creatures need quite a bit of work to get you. This doesn't mean you can swim in a pool of infected T-Virus blood, but anything less is going to be ineffective. This will mean your average zombie and mutation battles will have much less risk than they normally would. As a bonus, this makes you immune to any normal sickness and very resistant to other virulent conditions.
    Opportunist: Nothing goes to waste with you! You have greater situational awareness, letting you spot out useful items more quickly than most. Ammo, equipment, parts... very little escapes you. You need to keep an eye out to survive in this world after all.

    Deus Ex
    Hacking Interface: Numerous coprocessors are installed in your head, as well as interfaces to nearly every type of electronics. These computers, complete with state-of-the art codebreaking software, allow intrusion into most secure systems.

    Metal Gear
    Skills: Omni-Keyed: From cracking an ID lock, to hotwiring a car, to cracking DRM; getting enemy equipment to work for you is rarely an issue. Does not apply to breaking&entering, physical or otherwise.
    A New Age of Warfare (Discount R&D): Metal Gear, a weapon capable of bringing an entire nation to its knees (in theory). Your engineering talents have extended to the point you can create these war machines, even automate them with AI, provided you have enough time and resources. With Box-tech you can also invent things like Railguns and Optical Camo.

    I've got science: You have a solid understanding in a wide variety of scientific and engineering disciplines, enough to at least interest most R&D labs. You can also specialize in one field, allowing you to achieve true mastery much quicker than normal.

    Trained Eye: Memorizing small details comes naturally to you. If something in a building doesn’t match the floor plan, or if someone’s been in a safehouse since you last saw it, you’ll spot it much easier now.

    Metal Gear Rising
    SKills: CWC: Real Big Boss, huh? You are now an expert of Close Quarters Combat, allowing you to turn an opposing force's numerical superioirty into a weapon against them. Your spatial awareness is also improved, and you are aware of everything in about a 3 meter radius of you. Combined with a cyborg's better strength and speed, and one can non lethally defeate entire armies of soldiers so long as they are within grabbing distance.
    Cut at will: You cut only what you wish and it falls apart only when you want it to. That is, assuming you can cut it.



    DC Comics Imaged Jump
    Gadgetry: You have all the cool toys. You always seem to have the gadgets you might need in a pinch. Lockpicks, smoke bombs, or shark repellent you have it all. You also have a terrific knack for making and maintaining things that are extremely if circumstantially useful.
    Genius: You have a truly brilliant mind. An eidetic memory is that least of your abilities. While many in the DC universe can boast a genius level iq a great deal of them seem like terrible idiots to you. Your contribuions to science and technology will be revolutionary.



    Marvel Comics Imaged Jump

    Abilities: Healing Factor: You heal fast. Even things most people can't heal (such as losing an arm) are just signs you should rest for a bit. You heal missing limbs and organs in an hour and bullet wounds heal up in minutes. Also the ravages of aging, disease and poison are mostly unable to affect you. Expect a very long if somewhat pain-filled life.
    Shapeshifting: You can change your physical appearance with a thought. While you can't duplicate alien organs and have to stay roughly the same mass, everything else is up to you to decide. If given some time to meditate you can even fool iris scanners and fingerprints, and reshape your vocal chords. Clothing? Who knows.
    Invisibility: What do you think? You can turn yourself invisible/ Only specialized sensors will detect you, but you can still see find despite the light passing through you. Watch out doing too much to other objects (punching people, charging an energy blast, lifting something heavy) will usually reveal your location.
    Skill: Friend of the Media Your heroism/vigilitanism/criminality is seen in the best possible light. If you're a criminal, you're seen as a freedom fighter: a mutant most report you as being the best of their "foul breed," and if already a hero, expect to be a media darling.

    Cowboy Bebop:
    Skills:

    Firefly

    Fluent While most people here speak a kind of pidgin Chinese with terrible pronunciation, you’re fully fluent. If you didn’t understand the curses before, you do now; and you can always awe those who think the Anglo-Sino Alliance has too much Anglo and not enough Sino. Or just insult people while they think you’re complimenting them.

    Everything Shiny Capn You have uncanny luck in junkyards, and have amassed a supply of useful parts. You’ve got at least three Compression Coils, and have Port-Side Grav-Boots and Catalytic Converters aplenty. You’ve usually got whatever parts are needed to fix problems with your ship, or with most other technology of an equal or lesser tech level. You can’t build a ship out of spare parts, but you have enough to fix whatever’s broken this time. Of course, the skills to do the repairs might be a separate issue... But you gotta start somewhere!

    Stargate
    Skills: Dead Men Tell Tales: Dead languages are exceptionally hard to translate, but not for you. You just need a bit of time to read it over and compare with other examples, and soon enough you'll know how to read all kinds of ancient messages left behind.
    Remember The Time You Blew Up a Sun?: Your intellect has been significantly increased, to the point where you know how to really get the most out of your technology... probably could have built a nuclear reactor in grade school. Crazy plans tend to succeed by virtue of how well you cover your bases, and whenever they work people KNOW it works. Expect to surprise people from just how off-the-wall your plans are... only to shock them when they work.
     
  3. Extras: Annihilation of the Wicked [Video with Lyrics]
    Imperator Pax

    Imperator Pax Talon Master

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    --
    Its more what do you as you qualify as immortal, as Manakete (Fire Emblem and especially latter canon it seems) are capable of being veritable gods and can live for thousands of years, Asrai or elves in general in WFB can live for thousands of years so yes Oskyld is basically immortal that way. Dresden verse small 'g' God is another immortal but not unkillable thing.


    Do we even have a Too Human jump?

    As for ME and Cowboy Bebop Cowboy Bebop was a lot more recent ME was litterally jump like three, and the Generic Marvel and DC jumps involved more in the way of space adventure time because for Cowboy Bebop most of the jump was spent on Mars.
     
  4. Extras: Cloudbreak material
    Imperator Pax

    Imperator Pax Talon Master

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    Commentary relative to material in Cloudbreak.
    SG 1 is confusing in a nutshell ​

    This segment is part of the Lightning Chain, which originally moving this to its own thread I planned to do away with or rather consolidate the multipart segments. That went out the window here, because reading six thousand to eight thousand words would have been annoying in one post, never mind the perspective shifts. That out of the way, I feel the need to address certain things:

    This is set in the original SG 1 jump from 2014. I am using material from the AEG d20 RPG material which had source books planned for up to season 4 IIRC but only limited material got released for Season 3. I have the source books for Seasons 1 and 2, the System Lords source book, and Unexplored Worlds, and I think there is one other. I also drew on novel canon, but I am primarily drawing on material from 2004, because the derail of the later seasons is pretty much unavoidable.

    Which segues into the matter of ships, which is what I wanted to talk about in this segment anyway.

    The goa'uld canonically were uplifted by the ancients, or at least that's strongly implied to be the case. Rings, gate operation, hyperdrive, and so on are all back engineered Ancient tech. Even that Ha'tak, and Tel'tac (and presumably the Alkesh) are derived from Ancient ships. We know the Ha'tak was derived from Ra's Cheops (the vessel from the movie, that we also see Heru'ur use briefly) which is presumably derived from some older Ancient vessel.

    Now in later canon most Alteran ship designs are somewhat more conventional than the Ha'tak. However, Anubis's mothership is supposed to be a goa'uld copy of or Ancient vessel, thats why it needs the eyes of the gods crystals. I lean more towards the idea that its a copy of rather than an original because its performance was poor, and Anubis tried to modify it to run off naquadria. Thats speculation though. However if you put it in comparison to Atlantis that shape makes a little more sense compared to say an Aurora.

    The basic explanation goes something like this. Ancients find primordial goa'uld homeworld earmark the planet and come back later and as they usually do start tinkering. This is why goa'uld have naquadah in their system, and probably why goa'uld blend so well with humans and why the goa'uld understand ancient tech as well as they do (specifically the stargate). Well the ancients basically leave the proto goa'uld alone to explore the milky way and are absentee parents in the uplift sense. The goa'uld are still exploring when the Alterans basically disappear for an inderminate period of time which means they aren't around when the goa'uld have their first big civil war and lose access to their original homeworld.

    Its okay they have a bunch of cast off ancient technology to play with, so eventually the goa'uld reunify still generally using Unas as hosts. (This is where canonically there are a lot of contradictions between different sources including early seasons, mid seasons, versus later seasons) Anyway the ancients may have kind of sort of come back or started to and the goa'uld have started making copies of ancient ships. Bad copies, but they have their own hyperdrives and can get from point A to B without the gate. However the goa'uld have started to develop into the society that they would be in canon timeframe.

    Another civil war happens the Asgard may or may not have come in and slapped the goa'uld down hard while the Ancients weren't around . Apophis may or may not have ambushed Ra. Ra finds Earth, Ra finds humans is like 'hey this is like the perfect host for general purpose stuff' Ra eventually becomes supreme system lord the goa'uld set themselves up as gods.

    Well Ra finds that all those ancient derelicts that they've been reusing start getting sparse. They're getting destroyed in conflict between the goa'uld and in conflict with other species (possibly the Asgard) and starts trying to make rules to get things in order. Ptah standardized the Cheops and it eventually results in the eventual development of the Ha'tak which has that big superstructure ring around it with all the guns.

    When the Earth rebellion happens in all of this? Is unclear. There were probably several rebellions, up until the Moebius time travel retcon, but basically the goa'uld have a bunch of wars between themselves before the pecking order gets settled and that results in Ra and the System Lords putting the kibosh on most arms build up and instituting rules for fighting in order to maintain the new status quo.

    This eventually results in the Protected Planets Treaty with the Asgard, and at some point during all of this it seems like someone either Ancients, or the Asgard went in and edited the user interface to lock goa'uld out from using technology, (and then the ancients also at somepoint had decided not to let any non Alteran/lantean gene carrier use some of their stuff).

    As SGT has already mentioned (and in the main Jumpchain thread's later snippets) the Alteran database is manageable for 'more advanced' humans which Oskyld is. He sticks his head and downloads it. Though most of ship design retains the Ha'tak. This is later described, during the Anubis war, as 'if the Ancients had actually designed the Ha'tak' iteration.

    This is because the Cheops seems to have been designed from an Ancient science vessel. Not much in the way of firepower for its size but comfortable and well protected. That does leave the question of Sokar (canonical Sokar, not Oskyld getting mistaken for Sokar, and then later as Sokar's Ancient patron) in all of this and his Ha'tak, and his mothership and just in general? The question is one canon leaves up for debate.
     
    Last edited: Apr 2, 2021
  5. Extras: Saqqara (Preview)
    Imperator Pax

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    Saqqara
    They were gambling a lot by coming here. Only a sense of desperation from high command made this sort of expedition even remotely plausible... or the NID were trying to get them killed, or captured on a fool's errand. Saqqara was a temperate world at least in comparison to Abydos. Daniel had made the comparison of being more like the Mediterranean basin climes of Egypt on earth compared to Red Egypt's desert climate when asked about the wide grassy plains.

    It was exactly like Egypt... if the ancient city of Alexandria had had a pyramid the size of the chrysler building dominating its skyline. As a planet the goa'uld had left it off the normal stargate cartouches because of its unique nature. The Serekh had been centerpiece of Apep's throne world, a place for him to mediate the disputes of the system lords long before Hasara station had existed. Its great pyramid was considered neutral, even sacred ground to at the very least the children of Ra, and the wider Egptian pantheon.

    Jack lowered his field glasses, "Something wrong Major?" He asked.

    "I'm afraid it looks like Selmak was right." She replied. "These readings suggest that those," She waved the hand held machine in the direction he'd been looking, and where naquadah and trinium were being funneled. "Are Gate Builder machinery... and it gets worse."

    "Worse, I don't like worse Carter." He muttered.

    "I'd bet a month's pay sir that those are newly built machines."

    Jack lifted the glasses again to look at the long sloped shaped of one of the 'factories?' "You're sure?" He asked.

    "As sure as I can be given where we're standing," She paused, "I mean it makes sense, you saw the fleet in orbit last night." Even in the middle of the day there were vibrant pinpricks of light from dozens of ships high above the Serekh pyramid. Those that were visible in the daylight were only a fraction of what you could see with a telescope at night.

    A far cry from how Apophis had treated the world during his brief overlordship of the planet, and even during Ra's time though for very different reasons. Saqqara was the, was very clearly living up to its designation as a provincial capital. "Teal'c."

    "Master Bra'tac once visited this world centuries ago as first prime to Apophis, when Ra still ruled. He said the Library of Apep disables all weapons within its boundaries."

    "Are you thinking-"

    "The Tollan seem to use an Alteran tech base... their particle weapons are definitely similar to the goa'uld but diverged significantly compared to what we're used to seeing." Most goa'uld regarded gun powder weapons as crude and primitive, lacking in elegance even but if the weapon cancellers worked like the Tollan ones... well the machines probably would still generate a field to stop them from working. The goa'uld opinion be damned.... at the same time though. "And the Raptors are still carrying weapons. If they don't work..." that assumed they didn't work... but unlike Jaffa the raptors reaction to Reetou was less crippling pain and more bloodthirsty lizard crunches on cricket.

    They could go back now. Confirming Selmak's concern that the shipbuilding equipment was ancient ... and worse appeared to be of recent manufacture would be enough. "We need to at least look around the library."

    "You're assuming that it is actually open to visitors." Jack pointed out to Daniel, but it was a pointless protest. They'd seen enough Jaffa come and go, and humans, the latter largely in Greco-byzantine fashions in and out that getting shouldn't have been an issue.

    --
    The Great Pyramid was at the heart of itself a massive Egyptian style temple complex that was clear the deep inside one went, as they moved further away from the domes of much newer Byzantine esque temples added to the outer ring of the landscape. The library eventually gave way to the a massive tomb complex, but even the library was much closer to Alteran level technology, an exorbitant expense in naquadah and other rare minerals.

    The Serekh's differences though were noticeable as clearly intermediary between the usual goa'uld versions, which tended to double down with the gold inlay hieroglyphs or other ostentatious displays to impress on humans and jaffa versus the most recent machines... or for that matter the newer constructions in general.

    "Shit," Jack muttered coming to a halt. Carter blinked putting one of the goa'uld tablets down. The physical resemblance was... there, in a sense. The memories of Jolinar of Malkshur remembered Sokar as a painfully fastidious tyrant, who had kept himself shaved, and wearing heavy kohl eyeliner, and an expansive set of crimson robes. All in all a goa'uld perfectly happy to spend his time, the time he wasn't directly administering his subjects, or terrifying his enemies, reading... and the resemblance in skin tone was uncanny.

    ... but the Dragon, and the two flanking lizards had long dark hair, and a trimmed beard that wouldn't have been inappropriate to find on a greek king.

    "You're not Sokar."

    "Good," He replied, "I am pleased someone can recognize that." Oskyld replied. "Do you understand the creation of the Jaffa?" He asked conversationally, as the two Slaan priests moved away towards the flanks of the reading table, "Surely it must have occurred to you to ask, about Dakara. Pelops created the jaffa as a statement of ego, as much as it turned into a valuable contribution. He couldn't create an entirely new race but he could modify humans to create Jaffa... and that heightened physical symbiosis with goa'uld larva was intended to to provide him an army. An army, the incubation process of larval symbiotes, was a happy coincidence." He raised an eyebrow, "and you came here and not the imperial center that I appropriate from Moloch," Though Saqqara would have probably been a better fit for the empire if not for fact the other provinces spread out from Moloch's former capital.

    "You ordered the lizards to stop the rock." Jack remarked, a tinge of irritation and bitterness.

    "Of course, there is an agreement with the Asgard. It wasn't as if Anubis was anywhere approaching subtle either, throwing a naquadah cored asteroid of that size. I suspect Desala must have taken him to see that silly Armageddon movie." He glanced towards Carter as the latter bumped into Daniel Jackson, "Oma Desala is, as far as such things go Anubis's mentor, though he is something of a disappointment. They've had a falling out over philosophy, and you've met both of them."

    "I think I'd remember that," Jack commented.

    Gold eyes shifted back to him, "Anubis has to play according to the others rules, the same rules his mother has to abide by. Its part of their system. There exists a certain amount of leeway for they, and your acquaintance Orlin-"

    "You're the Other."

    His physical form turned luminescent and expanded, not quite loosing its human shape, but the arms lengthened in a way that was no longer human norm far closer to his draconic form than to the prior. "Indeed." He replied, "The goa'uld may not normally be able to draw power from their worshippers, but Anubis is not like them. There aren't enough of them to meaningfully supplement his powers at an interstellar level, but it does make him more dangerous to you... especially since he can chose to appear how he likes on Earth." Not that he could do much on Earth, Oskyld knew that the Alteran were mindful of who did what there, and would likely intervene if the rogue goa'uld attempted to utilize any of the ancient ruins on earth through his elevated form of existence.
    --
    Commentary: Ok firstly note that this is in the Extras tab for a reason. I consider this to be nominally canon to the Jump, but are some minor issues with the year 2002 timeline, among other things which involve Oma, Daniel Jackson, Anubis, and for that matter Daniel dying from radiation poisoning... and then of course the launch of the Prometheus later in the year.

    Prometheus supposedly had its maiden flight c. October. Also there is the whole Aiyana issue
     
    Last edited: May 2, 2022
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