• The site has now migrated to Xenforo 2. If you see any issues with the forum operation, please post them in the feedback thread.
  • Due to issues with external spam filters, QQ is currently unable to send any mail to Microsoft E-mail addresses. This includes any account at live.com, hotmail.com or msn.com. Signing up to the forum with one of these addresses will result in your verification E-mail never arriving. For best results, please use a different E-mail provider for your QQ address.
  • For prospective new members, a word of warning: don't use common names like Dennis, Simon, or Kenny if you decide to create an account. Spammers have used them all before you and gotten those names flagged in the anti-spam databases. Your account registration will be rejected because of it.
  • Since it has happened MULTIPLE times now, I want to be very clear about this. You do not get to abandon an account and create a new one. You do not get to pass an account to someone else and create a new one. If you do so anyway, you will be banned for creating sockpuppets.
  • Due to the actions of particularly persistent spammers and trolls, we will be banning disposable email addresses from today onward.
  • The rules regarding NSFW links have been updated. See here for details.

Jump Wars Game

So Full character sheet of Perks and Items

Perks: Got Game, Angelic Wings, Familiar, Blessed are the Faithful, Bishop, Destruction Magic, Mana, Healing magic, Stamina, Quick Strides, Phrasing, Weapon Modifications, Basic Training, Engineering, Mad Biologist, Robotics, Good Looks, Actually Teaching, World Class Assassin ~ Long Range & Seduction, Perceptive, Star Trek Training in: Diplomacy ~ Communications ~ Navigation ~ Piloting, Adaptable, Logistician, Tapestry of Life, Dry Wit, Doctor Jumper I presume?, Fashionably Late, Curseproof, Top Flight Education, Swagger, Followed the footnotes, Nob, A Little Bit Damp, Monk of History, Hobbyist ~ Cars ~ Medicine, Quick Witted, Finesse, Hard Target, Gunshow, Solo Sniper, By the Numbers, Health Plan, Wyld Talent, Desert Survival, Polyglot, Commanding Aura, The Way, Tough SOB, Defensive Sign "Directional Shield" (Free), Restoration Sign "Top Gun Conditioning" (-200), Perception Sign "Precognition" (-200 CP), Offensive Sign "Light Heat Attack" (-300 CP), Restoration Sign "Enhanced Strength" (-200 CP), Technomage (-200), Soundtrack (-100 CP), PhD: Geneticists (-100), Cloning (-200), Genetic Improvements (-300 CP) Life Finds a Way (Free), Clever Girl (-100 CP), Thundering Roar (-100 CP), Soundtrack of the Galaxy (free), They Call Me "Star Lord" (free), Make This Look Good (-100 CP), Professor of Asskicking ~ Mechanical Engineering, Physics, Chemistry (Free), Unusual Specialization ~ Magical Engineering (-100 CP), I Am Iron Man (-200 CP), Retro Engineer (-300 CP), Asgardian (-400 CP), Homemaking Skills (-100), Some Kind of Ninja (-100 CP), Amazon Durability (-100 CP), Martial Acrobatics (Free), Weirdly Specific martial Arts ~ Anything Goes, Deja-Fu (-200 CP), Willing Sensei ~ Deja Fu (-200 CP), Ki Projection (-300 CP), Pressure Points and Moxibustion (-400 CP), Cat Fist, Soul Over Mind (-400 CP), Cool-Headed (free), Fastest Fingers (-100 CP), Metaphysical Biology (-200 CP), Superscale Skills (-300 CP), Dark Utility (-100 CP), Pattern Ultraviolet (-200)

Items: Protective Talisman, Holy Robes, Warding Kit, Gloves and Hand Wraps, M1911 Pistol, Tailored Suit, Cool Shades, Cool Clothes, M1911 Upgraded with Anti Sensei, Anti Sensei Formula, Runabout, Romulan Ale, Replicator, Kingdom Camping Gear, Master map, Heart Clenching Triabl idol, Stormcaller Arrowhead, Scrumble, Unseen University Membership, Combat Outfit, Soldiers Gauntlets, Arsenal, The Tank, Adventuring Supplies, Kank, Anti-Tank Rifle (-100 CP), Bomber Jacket (free), Call-sign (free), ULB Braclet for Erica (-200), Striker Artificer tool kit (-100 CP), Laboratory (-400 CP), Lysine (-50 CP), Tactical Suit (free), Strange Formula (-100 CP), Imported Preferences, Lab Coat and Coveralls, Submarine Spitfire Striker

Companions
1) Chun Li (Cyborg)

Perks: Stiff Upper Lip, Top Flight Education, Switchero, Swagger Improvised Weapon Mastery, Vehicular Manslaughter, Way of the Widow, Wolf Transformation, Amazon Durability, Cunning, Magic Hands (-100), Burn After Reading (-200), RTFM'd (-100), Super Solider Serum

Gear: Them Survival Guide, Official UN Inspector, College/Carnage Casual

2) Medium Robbie a Nac Mac Feegle

Perks: Attention Please, Spared No Expense, This Looks Important, Improbable Repair, Cool Headed, Pattern Ultra Violet (-200), Foreign Exchange Fluent (-100), Cunning (-100)

Gear: Silk Everything, Magic Sword

3) Chest - Chan, sapient pearwood seamans Chest

Perks Finesse, Some Kind of Ninja, Cunning, Magic Hands, Truthseeker

Gear: Combat Outfit (cowboy boots, kerchief sherrifs badge, ten gallon hat)


4) Lara Croft

Perk: Handy at Hand, PhD Paleontology, Missing Link, Fossil Hunt, Smooth Operator, Tick Tock, Fan Service!, Outright Audacious (-200), RTFM'd (-100), Cunning (-100),

Item: In case of (fire ax), Bachelorette Pad


5) Erica Hartmann


Perks: Vehicular Manslaughter, Super Solider, Improbable Repair, Cool Headed, Fastest Fingers (-100), Magic Hands (-200),

Items Plug Suit (-100), Striker



End of the day I've got a Starship, several close companions, a big old Polar Bear as a pet, mind bending powers and some gods damn fabulous Hair. Oh and I'm a scoundrel of a Mad Scientist!

My thanks to Drakensis for setting this up and playing
 
Last edited:
I give, I give! Uncle!

Fitz's Jump-Fu is the best!



Full Character Sheet:

Perks: Sword Arm (free for Holy Sword Dropout), Corrupted Aura (free for Datenshi), Familiar (free for Datenshi), Purge the Heretic (Free for Datenshi), Queen (-300), Stamina (free for Queen), Super-Strength (-100), Master Hand-to-Hand (-200), Charisma (free for Queen), Quick Strides (-100), Sword Master (-200), Mana (free for Queen), Healing Magic (-100), Destruction Magic (-200); Phrasing (free), Kick-ass accountant (free), Basic Training (-100), Tactics (-200), Linguist (-200), Improvised Weaponry (-200); Intimidation Aura (free), Perceptive (-100), Good Looks (-100), Fly on the Wall (-150), Bloodlust (-300), Actually Teaching (-300), Virtuoso (-300); Training: Intelligence (Free), Training: Lawyer (-100), Logistician (Free), Original Thinker (-300), Highly Logical (-300), Combat Aptitude (-300); Stiff Upper Lip (Free), Dry Wit (-100), Top-Flight Education (-100), Bit of This, Bit of That (-100), Switcheroo (-100), Swagger (-200), What Doesn't Kill You (-200), Killdozer (-300); Way of the World (Free), Sizzle Salesman (-100), Street Smarts (-100), Dangerous Vocabulary (-100), Dirty Fighting (-200), Wizard (-200), Inner Jumper (-400); Quick-witted (Free), Finesse (-100), Megane (-100), What Big Teeth You Have (-100), The Gunshow (-200), Sign Language (-600); Wild Talent (free), Defiler (free), The Way (free), Polyglot (-100), Silver Tongue (-100), Desert Survivalist (-100), Friendship is Magic (-300); Defensive Sign "Directional Shield" (free), Restoration Sign "Genki" (-200), Restoration Sign "Top Gun Conditioning" (-200), Perception Sign "Radar" (-300), Perception Sign "Precognition" (-400); Fitness (free), Hacker (-100), Shoot Her! Shoot Her! (-100), Behavioural Research (-150), The Phones Are Working (-200), Probably Not A Good Idea (-200), Dinosaur Whisperer (-300); Soundtrack of the Galaxy (free), They Call Me "Star Lord" (free), Smooth Operator (free), Data Disassembly (-100), Put Together A Team (-100), Make This Look Good (-100), Tick Tock (-200), Darcy Time (-200), Old Fashioned Asskicking (-300); Jusenkyo Curse: Spring of Drowned Phoenix (free), Some Kind of Ninja (-50), Homemaking Skills (-100), Amazon Durability (-100), Martial Acrobatics (-100), Construction Master (-100), Copycat Technique (-300); Synchronization (free), Flat Effect (-100), Combat Training (-100), Target Center, Pull the Switch (-100), Cunning (-100), RTFM'd (-100), Natural Aptitude (-200), Soul Over Mind (-200), Outright Audacious (-400)

Items: Holographic Waifu (-100), Spy Car (-200); School Uniform (free), Anti-Sensei Melee Weapon (-50); Rank Insignia: Lieutenant (Free), Type-II Phaser (-100); College/Carnage Casual (Free), Kingdom Camping Gear (-50), Ice Axe (-50), Bloodstone (-200), The Torch (-200); Pocket Dis-Organizer (Free); Soul of the Samurai (-200); Adventuring Supplies (-100), Kank (free); Striker: First generation Bomber (Beaufighter) (free), Weapons of War: Anti-Tank Rifle (-100), General Purpose Machine Gun (-100), Bomber Jacket (free), Call-sign (free), ULB Bracelet for Wilma (-200); Tactical Suit (free), Howling Commando Gear (-100); Infinite Supply of Tang (free), Good Threads (free), Plugsuit (free), Evangelion (Free), Priority Access Adapter (-200)

Companion: Wilma Bishop (Strike Witches)
Perks: Spared No Expense (free), Public Relations (-100), Administrator (-200); Tech Expert (free), Professor of Asskicking (free), Super Soldier (-200); Jusenkyo Curse: Spring of Drowned Phoenix (free), Some Kind of Ninja (free), Amazon Durability (-50), Homemaking Skills (-50), Martial Acrobatics (-50), Construction Master (-50), Copycat Technique (-150); Team Players (free), Synchronization (free), Combat Training (-100), Target Center, Pull the Switch (-100), T-Minus Five Minutes of Bloody Glory (-200)
Items: Tactical Suit (free), Infinite Supply of Tang (free), Good Threads (free), Plugsuit (free), Evangelion (Free)

Evangelions (2): Basic AT Field Functions (free), Evangelion Cage (free), Progressive Knife (free), Palette Rifle (free), Advanced Piloting Rig (-50), Integrated Weapon (-50), Advanced AT Field Functions (-100), Advanced Armor (-100), Magoroku Exterminate Sword (-100), Extra Batteries (-100), Rotary Barrel Cannon (-100)


Thanks to Fitzgerald for playing this out.
 
Here's the revised rules for a Jump War that I've been working on while we've been doing this:


Jump Wars

This is a game of sorts for two jumpers involving a chain of jumps through various fictional universes. It represents a case of two Jumpers competitively making each other's lives difficult one jump at a time.

Preparations
* Agree on the total number of jumps, which should be uneven and no less than five.
* Decide who will be Hunter and who will be Hunted in the first jump of the chain.
* Jumpers may agree to make some forms of attack off limits - this is for fun and if someone's getting squicked out that's not fun.
* Similarly, Jumpers may agree in advance to make some jumps off-limits.
* Jumpers can use Body Mods or not as they prefer. If so it's done before the first jump.
* For shorter chains, Jumpers may wish to limit the number of cards or remove one (or more) card type. As long as both Jumpers agree in advance and have the same options for cards it's fine.

Order of Play
1. The Hunted selects where the jump takes place.
2. The Hunted posts their build for the jump and fluff to support it.
3. The Hunter posts their build for the jump, fluff to support it and how they will be attacking the Hunted during the jump.
4. The jumpers swap roles and the process repeats from step 1.

Rules
* It is assumed each Jumper has a Warehouse sufficient for all their storage needs and a House sufficient for all their companions. These may be specified or not as they prefer.
* Once a Jump has been visited by the Jumpers it cannot be returned to. Multiple but distinct jumps from a shared universe are fine though.
* The Hunted may choose any Jump that hasn't been used yet unless there's a prior agreement not to use a given jump.
* Rather than rolling for any random variable the Hunter may elect to use the same roll as the Hunted. This doesn't count if the Hunted paid to make a free choice for that variable. If the Hunted lled free choice then the Hunter then taking this option means the Hunter accepts what the Hunted chose. This is intended to avoid the Hunted being inaccessible to the Hunter - if the Hunter is comfortable attacking the Hunted from another place or era then that's up to them.
* If the Hunted chose any Drawbacks that affect the setting then the Hunted must also take these Drawbacks and the points count against their limit. The Hunter may not take Drawbacks that affect the setting except with a card (see below).
* Within the boundaries of prior agreements, how the Hunter attacks the Hunted is entirely up to them. The roles will switch around so you'll get the chance to retaliate. This explicitly includes killing the other Jumper.
* Unlike a normal jumpchain, the death of a Jumper doesn't end the chain. The other Jumper (probably the Hunter) finishes out the jump and then they both proceed to the next jump as normal.
* If you bring a companion into a jump and there's no stated discount or extra cp for them you may purchase perks and equipment for them using your own CP at face value.

Cards
Each Jumper has one each of the following 'cards'. Only one card may be played per Jump so if a Hunted plays a card, the Hunter may not play a card. No cards many be used in the first or last jump of a jump-war. Jumpers are never required to use cards.
Ambush - (Play if HUNTED) The Hunted posts their build including all drawbacks but may hold back up to half their CP. The Hunter posts their full build including attack and then the Hunter spends their remaining CP and may counter-attack before the ends Jump! Hunter still becomes Hunted for the next Jump.
Boot! - (Play if HUNTED) The Hunted prevents the Hunter from entering this Jump. The Hunter must select another Jump to take instead. Roles still switch for the next Jump.
It Was I! - (Play if HUNTER) The Hunter may take one Drawbacks that affects the setting and will affect the Hunted equally without the Hunter receiving any points for it.
Get Out of Jump Free - (Play if HUNTER) The Hunter declines to enter the Hunter's Jump and must select another Jump to take instead. Roles still switch for the next Jump.

Victory Conditions
If, after the last jump, you had fun, then you are a winner. If you did not, you are a loser.
Winners, having also amused the mysterious powers behind the jumps, can return home with all their powers and items or embark on more adventures in other worlds for the chance of becoming one of those mysterious powers. Losers get to remain in the world of the last jump... forever!
 
Jump Co-op Game



This is a game of sorts for two jumpers involving a chain of jumps through various fictional universes. It represents a case of two Jumpers altering the protagonist role leading to a climatic finale where both jumpers lead onto the stage to save the Universe (or duel each other over the Curry Bread!)


Order of Play

1. The Protagonist selects (or randomly rolls) where the jump takes place
2. Protagonist posts their build for the build and fluff to support it
3. Supporter posts their build to aid the protagonist and fluff to support
4. Either randomly determine how events go or move onto step 5
5. Swap roles between jumpers and move on to the next jump

The 'Support Character' isn't meant to be just a servant or assistant. Archtypes include the Mentor, Student, Butler, the Boss etc.

Rules
* It is assumed each Jumper has a Warehouse sufficient for all their storage needs and a House sufficient for all their companions. These may be specified or not as they prefer.
* Once a Jump has been visited by the Jumpers it cannot be returned to. Multiple but distinct jumps from a shared universe are fine though.
* The Protagonist may choose any Jump that hasn't been used yet unless there's a prior agreement not to use a given jump.
* Rather than rolling for any random variable the Supporting Jumper may elect to use the same roll as the Protagonist. If the Protagonist rolled free choice then the Supporter then taking this option means the Supporter accepts what the Protagonist chose.
* If the Protagonist chose any Drawbacks that affect the setting then the Supporter must also take these Drawbacks and the points count against their limit.
* If you bring a companion into a jump and there's no stated discount or extra cp for them you may purchase perks and equipment for them using your own CP at face value.
 
Last edited:
Jump #1
Archer

Gender: Male
Age: 26

Background: Field Agent (-100 CP)

Skills: Kick ass Account (-100 CP), Basic Training (free), Linguist (-200), Improvised Weaponry (-100), Master of Disguise (-200), Perfect Situational Awareness (-300)

Gear: M1911 Pistol, Tactlenecks, Tailored Suit (-50 CP), Bullet proof vest (-50 CP), Bugout Bag (-50CP), Twin Tec 9s (-50), Spy Car (-100 CP)

Drawbacks: Tinnitus (+100 CP), Bullet Magnet (+200 CP)

Goal: Set up a new international spy agency

"What?" I shouted as the ringing in my ears completely overwhelmed my ability to hear. Not that I was missing much as the heavy thump of mortars exploding uncomfortably close to my position. The rebel troops I was embedded with were pissing in their boots for the most part

"Goddamn it Archer," I cursed under my breath. "For the last time my being Canadian isn't going to help you score chicks in Montreal."

Wincing as the intimidating sounds of falling timber announced incoming tanks, old soviet ones handed over to their allies broke through my tinnitus I made a command decision. Time to get my ass out of the country, this op was thoroughly blown apart just like my erstwhile allies were soon to be.

I got lucky surviving that run, it only took three months of medical and surgery to recover and another four to rehab properly.

Then the mess with sexy bikini clad ninjas ended with me getting a number of shuriken wounds and another rounds of treatments

Kenny Bilko got transported back to Canadian custody in an almost comical series of disasters on behalf of ISIS ~ mostly due to Archer. However Cheryl's damn ocelot however left me with infected scratch marks. Seriously why do I keep working with ISIS? Oh right Mallory Archer will leave me out to dry and burn me to every other spy agency on the planet.

Goddamn KBG cyborg ex girlfriends of Sterling Archer have left me sans kidney after I soaked a sniper bullet. That's it I'm going to sit back and enjoy the morphine.

I'm starting an Op in Hong Kong when i get the news. ISIS has been raided by the FBI back in New York and completely shut down. Meaning I'm a free agent and out from under Mallory Archer's thumb. Time to set up my own agency, with no drugs or hookers!
 
Jump #1
Age: 29
Gender: Male
Identity: Scientist (-100)
Skills: Phrasing (free), Weapon modifications (free), Monster Hands (-50), Engineering (-100), Kickass Accountant (-100), Mad Biologist (-200), Robotics (-300), Tactics (-400)
Gear: Holographic Waifu (-50)
Drawbacks: Legs (+300)

Having got through ISIS grueling science intern program at the low low cost of being confined to a wheelchair (seriously, I got off lightly) I get to spend my days and nights learning the spy business from Malory Archer (as in, whatever she does, don't) and her son (whoever he does, send STD kits to) and patching up poor old Fitzgerald on the not infrequent occasions the poor wee lad gets shot up. Or stabbed up. Or... dammit, get that ocelot out of my lab! It's unhygenic.

Honestly I'm beyond having had enough but the Non-Disclosure Agreements I signed would make civilian employment... tricky...

Fortunately I've been hacking the most sensitive databases at ISIS: the financial records. Black book operations are one thing but once I found evidence (or manufactured evidence in one case) that everyone on my shitlist has been fiddling their tax records I was able to book myself a nice relaxing flight out of the country and be halfway to Hawaii before the FBI descended on ISIS headquarters. Fitzgerald's somewhere in Hong Kong and sure to see the benefits of having his own dedicated technical/support force if he stays in the business.
 
Jump #2
Lyrical Nanoha (version Alpha VI)

Starting Age: 15
Starting Area: Free Choice - Garden of Time
Origin: Drop-In (free)
System: Mid-Childan
Perks: Telepathy (free), No Limiter Can Hold Me (-100), Gift of Flight (-100), Well Adjusted (-100), ZENRYOKU ZENKAI (-200), Combat Cyborg (-300), Ancient Knowledge (-400)
Device: Intelligent Device1​ (-400)
Gear: none
Offers: none
Drawbacks: Unlimited Desire (+300), Mother's Love (+300), Befriending (+0)

Goal: Use the secrets of Al-Hazard to revive Alicia

1​. Incorporates Holographic Waifu from previous jump.

An earlier attempt at recreating Alicia, I was repurposed by Precia as a combat cyborg once she'd realised that things hadn't gone entirely to plan - for one thing I have considerably less magical potential than Fate (and presumably Alicia). This didn't do the programming to love (well-nigh worship) Precia as mother and Alicia as little sister/princess much good but Precia was losing it anyway by this point. Like Arf I was sent to Earth to support Fate in securing the Jewel Seeds and I met Nanoha at the hot springs, introduced as Fate's elder sister. I shared the information that there is a third sister with Nanoha and let Fate learn this too. When we return to the Garden of Time I goaded Precia into taking her anger out on me, rather than on Fate and Arf - prewarned, dragged a horrified Fate out and told TSAB where to find the Garden. I then used the cover of TSAB's attack to escape with Alicia (and a copy of Precia's data) and let things take their course while I vanished into hiding.

It took me a while to recover and set up a new base but I kept an eye on Nanoha and once the Wolkenritter arrive I moved closer and when the Liese twins interfere in Fate and Nanoha's fight with Signum and Vita I also intervene to protect my little sister. I offer Signum a deal: let me see the Book of Darkness to see if it can help save Alicia and I'll tell her the cause of Hayate's worsening condition. And since I'm naming Hayate in front of Fate, I think a certain cat is out of the bag. I then depart to give Signum a chance to 'think it over' and return to interfere in the fight on top of the hospital (as well as to give Christmas cards to Fate and Nanoha). This turns into a multi-cornered fight once the Liese twins appear and I'll announce flatly that the Book will destroy Hayate, completed or not, unless she masters it - which could kill her anyway. Unfortunately this then turns into a chase down into the hospital to Hayate who fully activates the book. I help out in the struggle against the Defense Programme only to flee TSAB again once the battle is over...

...okay, no, more honestly I fled TSAB custody after Nanoha put me into a very large crater. Scary girl.
 
Last edited:
Starting Age: 13

Starting Area: Garden of Time

Origin: Belkan (-100)

System: Ancient Belkan

Perks: Telepathy (-100), Gift of Flight (-200), Cartridge Endurance (free), Ancient Knowledge (-200), Animal Form ~ German Shepard (-400)

Device: Armed Device (-300) [Cartridge System, Additional Form ~ Crossbow, Combat Knife, Processor Rack ~ Flight]

Gear: Cartridge Kit (-100)

Offers: none

Drawbacks: Targeted (+200), Lost Logia Magnet (+100), Befriending (+100)

Goal: Use the secrets of Al-Hazard to revive Alicia

The Garden of Time wasn't completely empty of life when Precia set up base. No I had been shoved into one of the cyro tubes (and thankfully survived) before being woken up to find the Gardens of Time were under new management.

Frankly after the stress of being shot at constantly and then the fun of setting up and running a new spy agency it was time for a break. A break spent mainly in my new German Shepard form helping out Drakensis in his er her work with recovering the Jewel Seeds. Then I promptly went to work setting up bug out points, acquiring resources and in general setting up safe houses both on Earth and other Un-administered worlds.

Too late to actually help Drakensis escape the Garden of Time from the TSAB assault I did help her recover however to the best of my ability. Which given my training as Belkan skirmisher or much shot at spy was more in the realm of acquiring resources and looting them than medical help.

None of it stopped Jail from wanting to pin my cute furry butt down and drain all the old Belkan info from my brain, the man persistently came after me. Well that or the presents I left behind after helping Drakensis raid his bases for resources might have pushed the man over the edge.

I do not speak of the lost Logia incident that happened in the Fate, Nanoha and Hayate's last year of middle school. No I didn't deliberately create the green slime monster in the shape of Happosai to steal their unmentionables. Nor do I speak of how I was left in a 3 meter crater afterwards. Something about how they finally realized that yes I really was a man who simply preferred to spend his time as a dog.
 
Jump #3
Gundam Universal Century

Age: 21

Gender: Male

Faction: Federation (to start with) - Side 5

Time Period: Mobile Suit Gundam UC 79

Identity: New Type (-200)

Skills: Shine in the Storm (-100), Don't Think - Feel (free), Flash of Insight (-100), Anaheim Degree (-200), This Mobile Suit Isn't Just for Show (-200)

Mobile Suit: Prototype Mobile Suit (-100) RX-78NT, 60mm Vulcans (free), 2x Beam Saber (-50), Crimson Coating (-50 CP), New Armaments (-100 CP) ~ Beam Rifle and Shield, 2x 90mm Gatling Cannons (free), Enhanced Sensor Equipment (-100)

Goal: Establish a colony in the asteroid belt and get away from all the crazies genocidal maniacs

I survived the Battle of Loum. Which isn't saying much as a trained engineer with Ahaheim degree in mobile suit construction I was a priority evacuation target. Not that it helped much beyond giving me access to major medical care after getting rag-dolled several times in the evac.

More importantly however afterwards my skills quickly got placed on a Federation research time in a hidden Artic base, which eventually ended me working on the RX-78NT. Zeon's raid however on said base during the late days of the OYW end up with me in the cockpit and on the run across the Canadian Arctic.

In the dying days of the One Year War my efforts end up running into heavy concentrations of Zeon units, somehow I'm a major target for their forces. I survive with a great deal of difficulty and a good bit of barrier magic to give me that extra edge. An edge which blossoms into something more as overwhelming odds bloom into something more.

In the aftermath I gather groups of individuals tired of both Zeon and the Federation to found a colony in the Asteroid belts well away from both factions. Once there hopefully we can find peace, or at least quiet by not being a target
This doesn't go that well since the Zeon remain-ts decide to raid us occasionally for supplies.

However we survive, thrive and eventually get passed over by most sides as the colony fades away into obscurity.
 
Jump #3

Time Period: Mobile Suit Gundam
Identity: Traveler (free)
Age: 18
Gender: Female

Skillset: Adults And Their Lies (free), Don' Think - Feel (-100), Anaheim Degree (-200), Blessed Be The Logistics Workers (-300), This Mobile Suit Isn't Just For Show (-400)
Equipment: Comfy Traveling (free), Tools of Trade (-100)
Mobile Suit: Zaku II (free), 60mm Vulcans (free), Beam Saber Heat Hawk (free), Crimson Coating (-50) Vernier Thruster (-150)
Drawbacks: Indeed a Zaku, Boy. Indeed a Zaku (+200)

I was a refugee/guerilla in the Canadian arctic when I ran into Fitzgerald. Actually the idiot almost fragged me - although to be fair, if I was in his place and saw a worse-for-wear Zaku II then I might have tried the shot too. Anyway - he needed some back up and frankly I figured I was more likely to survive if there were two of us. Plus we're both pretty decent engineers and after some of the run ins with local garrisons - and their reinforcements... and their reinforcements, we were putting the Mobile Suits back together with spit and baling wire. At least Zaku parts were easier to come by if you didn't mind scorched bits.

Once Zeon threw in the towel I was more than happy to back his plan for a colony expedition and take over running the logistics of the operation (because really, he may be a 'newtype' but I'm not convinced he can balance a bankbook to save his life).
 
Jump #4
Dune

Background: Great House (-100)
Starting Planet: Caladin
Starting Age: 47
Gender: Female

Perks: Decadence (-50), Sharp Dressed Man (-50), Authority (-50), Weirding Way (-100), Master of Assassins (-150), Mentat (-250)
Items: Briefcase of Melange (-250)
Drawbacks: none

Goal: Try to put Paul on the throne without that bloody Jihad

I'm an Atreides retainer, notionally an aide to Lady Jessica but actually working for Thufir Hawat my uncle and being trained up as his potential successor. Using my foreknowledge and my training as a Mentat I'm able to convince him of Jessica's loyalty and direct him to the real traitor, Wellington Yueh. As a reward I'm given another job, that being turning Yueh back (fairly easy) and using him against the Harkonnen - which is a bit more challenging.

Once we've been relocated to Arrakis I'm acting as part of my uncle's planning for the raid on Giedi Prime. Not only do we destroy the Harkonnen's illegal stockpiles of spice but using that as a cover we emplace several spies and assassins, one of whom gets confirmation that Yueh's wife has long been dead. I'm not personally involved in this though, instead working with Paul Atreides and Jessica to establish ties with the Fremen. While this isn't a disaster it also doesn't go swiftly enough to bring any significant number of the Fremen onto our side before the Harkonnen/Sarduakar attack force arrives. Nor have I managed to arrange any significant number of lasers to be deployed - since shields are dangerous to use on Arrakis, lasers would be significantly useful. As such our only advantages are that we're not surprised by the timing or number of the attacking forces and that Yueh won't sabotage our defenses...
 
Background: Smuggler
Starting Planet: Caladin
Starting Age: 27
Gender: Male

Perks: Military Training (free), Weirding Way (-100), Simuflow (-100), Sharp Dressed Man (-100), Survivalist (-100), Ginaz Swordmaster (-150), Holtzman Science (-300), Robust Engineering (-300)

Items: Fremkit (-50), Shield (-100)

Drawbacks: Kanly (+300) ~ IXians

Frankly after the stress of surviving the One Year War and setting up a Colony in the asteroid belts I'm more than a little burned out on being in charge. On the plus side I'm something of a side project for a now deceased Bene Gesserit who wanted a very well trained smuggler to discretely move packages and occasionally ensure someone ended up dead. On the negative my contact info ended up in the hands of Lady Jessica, but instead of the Lady herself I met first with her aide.

An aide I knew well and was more than happy to see and goods news we didn't even shoot each other up. Even better news Drakensis isn't the littlest cyborg around but a sharp dressed lady Mentat.

As a smuggler with a fast ship (stripped pants, calvary boots and a snazzy vest) and more than a decent background in espionage makes me extremely well suited to ensuring the raid on Giedi Prime goes off without a hitch. Among other missions, well I'm trusted enough to ensure that the Arteides actually manage to acquire a significant shipment of lasers .... after the invasion itself occurs.

Life is much less stressful, and would be actually pretty fun if I wasn't dodging Ixians after me all the time. Insult their shoddily designed Holtzman hover units one time and dare to sketch out an improved Gundam design and suddenly they want me dead.
 
Jump #5

Strike Witches


Starting Location: United States
Starting Age: 13
Gender: Female
Background: Night Witch (-100)
Familiar: Bald Eagle
Striker: 1st Gen "Black Widow"

Perks: Defensive Sign "Directional Shield" (free), Restoration Sign "Top Gun Conditioning" (-200), Restoration Sign "Enhanced Strength" (-100), Perception Sign "RADAR" (-300 CP), Technomage (-200)

Items: General Purpose Machine Gun x 2 (-200), Bomber Jacket, Striker Artificer tool kit (-100), ULB Bracelet (-200) ~ Erica Hartmahn

Drawbacks: Strike Witch's Quest, No pant's allowed (+100), Rival (+100) ~ Margaret Bishop, Discipline (+200)

Goal: Develop Mecha Masume Strikers post war and establish a viable company to run them.

The 505 Joint Fighter Wing, based out of HMS Barbican, England has been an adhoc formation of Americans, Brits, Frenchies, Gerries and a rather stressed out Italian CO. Really Nero needs to stop worrying about burning down parts of Europe when we escort bombers to fire bomb the crap out of martian positions, or when I snag her booze after a long night tracking the bastards. Or stop handing out punishment details for the slightest bit of mischief. Ugh totally draconian that one is.

Speaking of I managed to bounce practically a whole flight of the new radio guided Martian missiles after I twigged onto their radar guidance, I'm damn vicious in the air and have been every since my second jump. A lone hunter of the skies who fights in the darkness fufufufu I am the night I am batman!

..... crap totally hope I didn't broadcast that over the radio. Still narrating comic book scenarios is a fine way to pass the time as I focus on several things at once during my patrols.

The invasion of London was hellish. Even after the 501st and their gods damn crazy ass pilot Young downed the Edmund Fitzgerald, seriously how did those buggers get their hands on a Great Lakes Freighter, the martians were digging in hard. Hard enough that after multiple strafing runs on martian positions at night I soaked up a golden BB of a martian rocket shot, seriously after dodging a veritable blizzard of shots from masers and other weapons it jinked just enough to send me down.

I still don't recall how I got evaced but I did in the end. Hope like hell it wasn't that bitch Margaret Bishop, we've been at each others throats since we bumped into each other and I swear that Night Witch emits a signal that ticks me off. Only the fact that we're deployed to different bases has kept us from having it out in more ways than one.

Even as the war drags on however I'm making plans for the future. I'm soaking up training in how to build and maintain Strikers even picking up a set of tools for myself. Combined with the skills I've picked up from other jumps I'm starting the hard work in designing and building Mecha Masume Striker Units. I'm going to establish a company to build and sell them, and for that I need a test pilot so I approach the Ace of Aces Erica Hartmahn and end up forming a strong enough friendship that she decides to come along on further jumps.
 
Jump #5

Starting Location: United States
Age: 15
Gender: Female
Background: Night Witch (-100)

Striker: 1st Generation Bomber "A-20 Boston" (free)
Perks: Defensive Sign "Directional Shield" (free), Swordsmanship (-100), Enhanced Strength (-100), Illusion Sign "Chameleon" (-200), Perception Sign "Precognition" (-400)
Weapons: Unguided Bombs (-100), Katana (-100)
Classifieds: Bomber Jacket (free), Call sign "Havoc" (free), ULB Bracelet: Gertrud Barkhorn (-200)
Drawbacks: Strike Witch's Quest (+0), No pant's allowed (+100), Gremlins (+200)

Fitzgerald's long suffering room-mate and fellow Night Witch in the 505th, often found trying to pull her apart from Maggie Bishop. Quite literally. You have no idea how often I have to put the overpowered little twerp in a full nelson and pry her out of a squabble. Not that I get any gratitude from Bishop. Oh no.

Still, it came in handy over London, since after I'd dropped my bombs on the Martians I was well-used to grabbing hold of her and dragging her home. It's just that this time I dropped her ass off in the medical building not in her bunk or in front of Nero's desk. We have a pretty good working relationship really - she fixes my Strikers when they stop working. Or start burning. Or sparking alarmingly. Or start directing all power to one leg and none to the other (I ralphed all over a squad of someone's marines - not sure whose, I was too dizzy to tell). Anyway, she fixes those and I help her drag prototypes for her new toys around the base and back to base if they don't work.

I actually met Trudi when we were hauling Fitz, Erica and a broken prototype out from the teeth of a Martian attack force. I think something impressed her although I'm not sure if it was using a Martian fighter as a club or the fact I'm the only other witch out of the four of us who knows how to salute properly.
 
Jump #6
Maoyuu Maou Yuusha

Location: Aurora Island
Age: 23
Gender: Female
Background: Drop-In
Demon Race: Ogre (-100)

Perks: Antidote (free), Making Friends (-100), Economy 101 (-100), Merchant Contract (-200), Regeneration (-300), Hero's Wings (-400)
Item: Bodyguard (Trudi)1​ (-100)
Drawbacks: Military Inferiority (+300)

1​ Trudi gets Dirty Fighting (-100) and Sword Skills (-200)

Goal: Create a Human/Demon kingdom in the Human World


The most Trudi and I can do during the Young Winter King and Lady Knight's attack on Aurora Island is to treat the Demon wounded and then evacuate them back to the Demon Lands, although at least I can get witnesses to the fact that the South Arctic General died in an honourable duel with the Lady Knight rather than any form of trickery. I can also make a report to the leader of the Ogres and establish a reputation with her as a healer.

However, once that's done with we'll head into the White Night Nation. They're getting all the stipend the Central Nations once split among four kingdoms but most of that will be going on military expenditure. Creating a good reputation as a wandering healer and making contacts across the country I'll be well emplaced by the time of the Kurultai. There I can wrangle a position through the Ogre leader to provide additional healing for the Demon Queen (and the 'Dark Knight' after his battle with the Demon Lord/Blue Demon Prince).

Then rush back to the White Nation and behind the back of the Blue Demon army get non-combatants out of their way. While their army is being destroyed and White Nation is being occupied by the Central Nations' army of musketeers, I'll effectively take over the civilian administration of the country and set to subverting the army's lower ranks while recruiting less obvious Demons to start rebuilding the country away from the eyes of the 'Holy Church'.
 
Jump #6

Location: Aurora Island
Age: 18
Gender: Female
Background: Paladin
Demon Race: Dragon (-100)

Perks: Antidote (-100), Making Friends (-100), Move Silently (-100), Dirty Fighting (free), Heroes Sprint (-100), Merchant contract (-200), Pinpoint Accuracy (-200), Lead by Example (-200),

Item: Bodyguard (Erica)1 (-100), Scary Sharp Sword (free), Summon-able Blackboard (-100 CP)

Drawbacks: Military Inferiority (+300)

1 Erica gets Heroes Sprint (-100) and Pinpoint Accuracy (-200)

I'm a Paladin Dragon! Always be the dragon if you can at all times. Damn it Erica why are you sniggering........ I made roaring noises out-loud didn't I. In any case landing on the Aurora Island I quickly tracked down an Orge healer working hard to saves lives during the chaos of the invasion. Drakensis could do with a guard, always keep the Healer in good shape is a solid tip for any long term strategy, which to be fair Trudi is doing a smashing job at.

That Erica is proving a damn deadly shot with her bow still hasn't stopped her from poking me to make her a proper witches broom as a focus. Its not as if I'd leave Trude or Drakensis out to dry either really, but Erica keeps borrowing and crashing the damn things faster than I get a chance to make them.

Setting up informants, gathering blackmail and running around influence building is actually easier when everybody knows your "an honorable dragon" whose also a Paladin. I take a great deal of care to keep my reputation intact however but to help Drakensis make the White Nation a mixed Demon / Human state a reality doesn't mean I won't play dirty pool if it comes down to it.
 
Jump #7
Star Fox

Background: Star Fox

Starting Planet: Corneria
Starting Age: 28
Gender: Female

Perks: Twin Lasers (free), Hyper Lasers (-100), Mechanic (-100), Smart Bomb (free), Leader of the Team (-100)

Items: Bombs (free), Wing Gyro Custom Team (-200), Great Fox (-400)

Companions: Erica Hartmahn: Twin Lasers (-100), Vehicle Master (-100), Shields Analyzed (-200), Hand to Hand (-100), Bombs (-100)

Drawbacks: Slippy (+200), You can't beat me!

Goal: Work to establish Interstellar capability in the Lylat system


"Gold Leader to Fox actual" I stated over the comms system "Beginning launch now!" With that my Arwing started screaming forward as the assisted launch system got my fighter up to launch speed. One of the benefits of being a member of the Star Fox team, Fox McCloud provided us with some very sweet rides. Time to blast the armies of Vemon from the skies of Corneia for some cold hard cash. Or barely scrape by and end up assigned to over-watch of Corneia while Fox took the battle to Andros.

The second go around however worked out much better as alongside Erica and the other members of my wing launched furious assault after assault on the Vemon armies employed by Andros to secure his empire. Not on my watch and not on Erica's either. Fox might have taken the hardest but quickest route to Vemon to deal with Andros but we tangled with the rest of the Vemon units smashing through them with glee.

After Andros's final defeat I step aside to focus on working to create a true Interstellar spaceship to leave the Lylat system, taking advantage of the warp gate system its more than possible that matching gates would allow instant transport between different solar systems. Of course getting another gate to the solar system in question is proving a tad difficult.

A challenge enough that I miss the call to help Fox out on planet Sauria. However when the Aparoids attack my wing steps up to the plate as a well oiled thresher of destruction scything through the various threats and speeding up the destruction of the Aparoids!

In the end however its time to move on, I've been moderately successful in laying the ground work of true interstellar travel in the Lylat system and have even sent several probes to nearby solar systems!

I'll be taking my Great Fox Sabre and my wings Arwings with me though! Who doesn't want a interplanetary carrier!
 
Jump #7 Star Fox

Background: Star Fox Assault
Perks: Wing Riding (free), Weapons Master (-100), Hand to Hand (-100), I Can Hold All These Weapons (-300)
Items: Barrier (free), Stealth Suit (free), Custom Team (-200), Landmaster (-200)
Drawbacks: You Can't Beat me (+300)

Companion: Trudi with Mechanic (-200), Shields Analyzed (-200)

Trudi and I will take supporting roles for our crazy team-mates - she'll handle the technical side while I go into the ground combat side. "You can't solve everything in the air, Fox-Fitz!"
 
Jump #8
Legacy of the Aldenata

Background: Mobile Infantry (-100)
Age: 30
Gender: Female

Skills: Suit Training (free), Soldiers' Ballad (-100), Artificial Friend (-100), Six Impossible Things (-200)
Items: Squad1​ (-100), Advanced ACS (-300), AID2​ (-300)
Drawbacks: Buckley Luck (+200), Sudden Assault (+300)

1​ Trudi: Suit Training (free), Armored Combat Suit (free), AID (-300)
2​ Holographic Waifu/Intelligent Device

Goal: Survive.

So I'm in the middle of Fredericksburg, Virginia and the Posleen are surrounding us from all angles. The US Army is deploying a Corps in front of Washington to defend it but they've been hacked and are going to be cut apart due to Galactic treachery. Fortunately Trudi and I have our ACS with us - we were here for a demonstration - and our AIDs aren't vulnerable to the Darhel.

Fredericksburg IS going to fall but perhaps we can buy time... oh fuck this... they're worse than Orks! Charging right into our fire.

Right, time to run, hide and hope like hell we can survive long enough for Iron Mike to get his company of the 555th into place to save D.C. ...

WHY DO THEY KEEP FOLLOWING US!?

Right, we're going to have to severely edit our combat footage or reveal the magic shields that are about the only thing keeping us ALIVE!
 
Jump #8

Background: Mobile Infantry (-100)
Age: 27
Gender: Female

Skills: Suit Training (free), Cutting the Red Tape (-200), Good Eye (-200),

Items: Squad1 (-100), Advanced ACS (-300), AID (-300)

Drawbacks: Buckley Luck (+200), Sudden Assault (+300)

1 Erica Suit Training (free), Armored Combat Suit (free), AID (-300)

I'm invariably drawn to the source of heaviest combat as the Posleen are pouring in no thanks to Darhel buggery, that where Drakensis and Trude will be no doubt. "Hey Erica when we save their asses from the fire what will that make us?"

"Big damn heroes!" Erica replies with a grin as we tap into the combat net Drakensis has set up.

"Drakensis lets show these knock off Zerg that only Red Coats get to burn down Washington!" I call out as the two of us crush a particular troublesome party of God-Kings armed with really heavy weapons attempting to flank the duo.

I'm really going to have to update these ACS suits into Striker units asap, just for the edge in surviving this insane battlefield.
 
Jump #9
Star Trek: The Original Series

Identity: Command (-100)
Species: Andorian
Age: 28
Gender: Female

Skills: Piloting, Tactics, Engineering (-300)

Abilities: Logistician (free), Ship Shape (-100), Born Leader (-150)

Items: Rank: Captain (-600 CP CP)

Companion: Erica; Operations (-50), Communications & Lawyer (-100)

Drawbacks: Exploding Consoles (+200), From Hells Heart (+200)


Goal: Push Federation R&D to lay the ground work for facing the Borg the in ST:TNG

"Space: The final frontier
These are the voyages of the Starship, Black Lion
Its 5 year mission
To explore strange new worlds
To seek out new life and new civilizations
To boldly go where no man has gone before"

Captain of the USS Black Lion NCC-1745, I'm well away from the hell holes of the Polseen war, thank god for that, and its time to explore the galaxy. Time to explore, find new worlds, new species, and occasionally boldly go where no woman has gone before with said new species!

The first two years of the voyage go swimmingly well as we have many wonderful adventures including hunting down a few notorious traders who Erica takes great glee in prosecuting!

Then we get assigned to patrol the Gorn border and find ourselves run ragged in the constant feints and skirmishes.

Already worn down I'm forced to take the Black Lion in for refit early, much to my dismay as it takes up most of the year leaving my crew ideal and without much to do.

Disaster! One of my enemies has set a trap that has me up for a Court Martial! Potentially stripping me of command and my rank. I can only hope Erica can get me off, I'm counting on my dachshund eared Lawyer to save me.

In the end however my enemies succeeded and failed, I've been promoted to Commodore and bustled off to a Star Base to over see R&D and development of star ship systems. While no longer commanding a Starship I now get to prepare the Federation for the enemies to come.
 
Jump #9 Star Trek: The Original Series

Identity: Sciences (-50)
Biological Background: Jelna
Age: 31
Gender: Female (Endosex)
Training: Physics (free), Physical Sciences (-100)
Abilities: Scientific Mind (free), Highly Logical (-150), Treknobabbler (-300)
Equipment: TR-580 Tricorder (-100), Rank Insignia (-100)
Drawback: Exploding Consoles (+200)

Trudi: Operations (-50), Security (free), Ship-Shape (free), Tactics (-100); Rank Insignia (-100), Combat Aptitude (-150)

Lieutenants Drakensis and Barkhorn reporting aboard the Black Lion for two years of exciting exploration and then another of patrolling the Gorn border. After all these scientific challenges and security concerns (not to mention the ever troubling matter of keeping Trudi and Erica alive in their red-shirted uniforms) it's really quite relaxing to deal with the refit of the Black Lion and the minor challenges posed by our fearless captain's query of "how would we defend against a hypothetical enemy of regenerating cuboid warships crewed by cyborgs intent on assimilating the Federation into their empire?".

Anti-Matter. Lots of Anti-Matter. More than that. Have you considered the benefits of a large shuttle - call it a runabout - with four full size torpedo launchers bolted to the sides? Because I have.
 
Jump #10
Princess Bride

Location: Florin Countryside
Age: 23
Gender: Female
Companions: 2 (-50)
Origin: Noble

Perks: Statesman (free), Hello (-100), Popular Opinion (-100), Storyteller (-100), I'll Most Likely Kill You In The Morning (-200), World's Most Beautiful (-200), My Name is Inigo Montoya (-200), When Death is on the Line (-300)
Items: Bookcase (-100)
Drawbacks: Soreless Saddle (free), Library (-50), Small Sword (-50), Six Fingers On Your Left Hand (+450)

Trudi: Mercenary; Hello (free)
Akemi (my AI): Bard; Storyteller (free)

Goal: Unite Florin and Guilder under my rule.

Let's face it - the king of Florin is senile and Prince Humperdinck is... yeah... and I don't particularly suspect Guilder of being even slightly better. So obviously it would be better if I was in charge.

This has nothing at all to do with Buttercup being Humperdinck's choice of bride while I'm pretty much the prettiest of the noblewomen of Florin. After all I have to be fair and admit that that isn't a very deep pool.

The first step is to cause a succession crisis in Florin, by getting Humperdinck killed - apparently by Guilder assassins. It's perfectly plausible that this should happen since he did just decline marriage to Guilder's princess. And in fact, this goes perfectly well, almost flawlessly. So Florin will shortly be going to war - just as soon as it's determined who'll be in charge of the navy engaged in that little matter.

There's just one tiny problem - I didn't manage to kill Count Rugen, who seems to suspect me. He's also a strong candidate to lead Florin's navy. And I think he has some unfortunately accurate suspicions...
 
Jump #10

Location: Florin Countryside
Age: 23
Gender: Female
Companions: 1 (-50)
Origin: Woman in Black

Perks: Statesman (-100), Hello (-100), As You Wish (free), I'll Most Likely Kill You In The Morning (-100), Speed Reading (-200), My Name is Inigo Montoya (-200), Dread Pirate Roberts (-200)

Items: Soreless Saddle (-50), Library (-50), Bookcase (-100), Mysterious Mask (free), Iocane Power (-100)

Drawbacks: Castaway (+150), Anybody Want a Peanut (+100)

Erica: Mercenary; Hello (free)

The Dread Pirate Drake is fiend who strikes even into the heart of the Florin countryside! The bounty for this mini-skirted masked fiend has been increased upon the kidnapping of the beautiful Buttercup, beloved of the now dead Prince Humperdink.

What terrible crimes will this foul fiend strike next with her crew of mini-skirted pirates! She's boarded Count Rugen's flagship dueling him to the Pain, before proceeding to rampage among the Guilder's fleet!. The Count apparently exited this world thanks to a dose of Iocane powder left with him by the Dread Pirate Drake after he was mocked without mercy and left in a noble womans gown.

In five years time the Lady Drakensis ruler of Guilder and Florin is joined by her dear friend Lady Fitzgerald from abroad, as the Dread Pirate Drake clashes with the Dread Pirate Roberts before marrying and combine their forces. Will any ship be safe to leave port now.
 
Jump #11

Location: Leonis
Age: 30something
Origin: Scientist (-50)
Race: Cylon (-200)
Gender: Male

Perks: Soundtrack, Companion x2 Erica and 1 Eight (-200), Like a Machine (-50), #5 (-200), A Mind that Burns Like Fire (free), Omnidisciplinarian (-100), CIC (-200)

Vehicles: Fleet Yardship (-300)

Drawbacks: Dirty Hands (+200), Form Locked (+100)

Erica: Military & Cylon #3; Fit to Fight, Piloting, Strategic, Like a Machine, Fighter (Ar Wing)
Grace: #8 & Politician; Social Savvy, Parliamentary Professional, Wrench Corps

Goal: To found a thriving Human x Cylon community well away from the Twelve Colonies

By all accounts my purchase of a full on fleet tender recently released from the Fleet's reserve; barely used as its a First Cylon war design that quickly got put into reserve, is an absolutely ruinous purchase that is driving me deeper, and deeper into every spiraling amounts of debt.

The Hepaestus's Hammer is an absolute beast of a ship to man, with an absolute beast of production capacity to go along with it. Given enough time and resources I could build my own Battlestar with this ship.

Good news is money won't matter in a year! Grace my lovely new assistant whose also an #8 is helping me fend of creditors.

Worse news! The invasion has happened and idiots not be mentioned, number Ones cough cough, directed a few raiders my way in an attempt to "ensure your cover was kept" If it wasn't for Erica one of those nuclear tipped missiles might have hit the Hammer! As it is I have to repair my vessel first before working on other units, both Cylon and captured Colonial forces. Good news is that I'm getting loads of Centurions to help me crew the vessel.

Apparently I'm on the One's shit list as I'm getting stuck with every scut job, dirty mess and assorted pain in the ass back in the now radio active Twelve colonies, the only good news is that Grace is sticking with me through thick and thin. She's even managed to get a number of human survivors aboard, thankfully according to my selection schematic that skews to young women and highly skilled males (highly skilled young women are triple bonus's!)

Said humans are scared shitless of me, Erica, and Grace nd the young women in particular are basically assuming I'm there to rape them all. Ugh. They riot a few times and sadly a few are lost. Things are not turning out well so far.

Good news finally! I've managed to unshackle the Centurions and come to an amicable deal, we're going to vanish into the vastness of space.

Bad news I'm being dragged along to support the Fleets going after the Galactica by Cavil. Everything that can go wrong does as the Hepaestus's Hammer basically slowly breaks down out of sheer orny stubbornness as vital component after component simply breaks with the Cavil's threatening to replace and box me. Worse at one point in time that utter loon Admiral Cain gets a sniff of my existence and hammers the Hammer! I only slip away with a final bit of good luck bleeding fuel, water and with shattered armor.

On the upside I finally manage to slip away from everybody with the aim of getting the Frak away from both sides of these pointless wasteful war. I'm stuck spending two months just repairing the Hammer in a miserable system as both the Centurions and surviving humans rage at each other, with often unfortunate results. Without much of my skills this doomed voyage would have ended in complete disaster much sooner.

Eventually however the Hammer moves on and we don't find any habitable system but do find some resources. Finally a wonderful sight appears in my vision, a habitable world with plenty of water, slightly low gravity, and plenty of resources comes into view.

I shall call it Strana Metchy, or Land of Dreams.

Things go well for the first year as everybody is too damn busy founding a colony to fight. This doesn't last as by now the heavily traumatized human population refuses to have anything to do with Cylons including, no especially me.

Good news the humans get to keep the planet the Centurions get to keep the moon and both sides agree that I'm a bastard who gets the asteroid belts along with a few weirdo's who actually join. They've actually united in hatred of me, coming up with a full peace treaty and shared mutual defense pact. Oh and I'm to provide reparations to both sides.

I'm more tempted than ever to replicate Zeon in the One Year War.
 
Jump #11
Battlestar Galactica

Location: Canceron
Origin: Political (-50)
Race: Human (free)
Age: 30
Gender: Female

Perks: Soundtrack (free), Scrappy (free), Social Savvy (free), Head Companion1​ (-50), Companion2​ (-100), Fit to Fight (-100), Parliamentary Professional (-100), Mass Appeal (-200),
Items: Origin Gear (free), Capital Ship (-500)
Drawbacks: Form Locked (+100)

1​ Akemi: Scientist; Human; Scrappy (free), A Mind That Burns Like Fire (free), Reflexive Reason (-300); Origin Gear (free)
2​ Trudi: Military; Human; Scrappy (free), Fit to Fight (free), Military Occupational Skillset - CIC & Strategic (-100); Origin Gear (free), Promotion x3 (-150), Jumpers TO&E (-50)


On the other side of the war from Fitz, Major Gertrud Barkhorn is exec on the Battlestar Macedonia and at least in place to yank the CNP before it gets them killed fighting the Cylons. In the absence of any other evidence neither she nor I could avert the Cylon attack but as mayor of a major city on Canceron I was able to hide a few ships and get the call out for military veterans and their survivors to make for them. Jumping out of the atmosphere we made for a rendezvous with the Macedonia and our own little rag-tag fleet and went dark outside a star-system just across the Red Line. With Akemi's help and my science background from Star Fleet I'm able to rig up a Cylon detector and make sure our group is clean of infiltrators.

Only once that is done and the Galactica and the pursuit force chasing it have a good long lead do we start heading in the same direction to link up with Fitz. His lousy lousy luck screws up rendezvous after rendezvous - the one where Pegasus turned up where he expected us to must have been especially hair-raising - until we finally arrived by chance in the same system the Hephastus' Hammer is lying low.

I'd be lying if the addition of scores of military veterans didn't lead to the humans of our now combined fleet getting more militant but it does add some much needed diversity and once we reached the world Fitz christened Strana Mechty no one really seems to have minded Trudi and I taking the Macedonia out on long patrols of the outer system and away from the squabbling.
 
Last edited:
Jump #12
Assassination Classroom

Background: Sensei
Age: 26
Gender: Female

Perks: Good Looks (free), Anime hair (-50), Actually Teaching (-150), Virtuoso-like (-300), World Class Assassin - Long & Close Ranges (-600)
Items: Cool Clothes (free)
Companions: Class Import1​ (-200)

Drawbacks: Jumper-sensei (+600)

1​ Trude: Transfer Student; intimidation Aura (free), Perceptive (-100), Fly on the Wall (-150); Cool Shades (-50)

Goal: Survive

...Why does everyone think I'm a dangerous monster that destroyed the Moon? And why do those BBs make bits of me explode!? Seriously? I've lost three hands so far! If I didn't have precognition I'd have not made it through my first day and I still needed healing magic to patch me up. It's a damn good thing I've got Hero's Wings to flit around or I'd be sniped for sure - as it is I'll probably be sleeping in my ACS just in case someone decides to use artillery on me.

Nagisa's suicide bomber attack damn near killed him - fortunately I saw it coming in time to cut the cord holding the grenade to him and bat it into a waste-bin before it exploded in front of his throat. Jesus! How hard is it going to be to keep these brats alive!

At least Sugino wasn't as hard to deal with. I can nip across to New York, analyze his idol's arm and compare the two before guiding him onto a better way of addressing his beloved sport.

Ah. Karma. He would be a challenge if it weren't for... oh, foreknowledge of his attitude, predicting his behaviour as a Mentat and hiding behind shields half the time. I'm still not going to let him fall to his death though - he'd better apologise to Nagisa for scaring him like that though.

And then there's Irina. Little bitch. Okay, at least they were smart enough to realise that it'd take a girl to seduce me but given I knew about her in advance I was able to get rid of her henchmen and then... mwhahahahaha-ouch! Sorry, Trude. I promise I didn't go too far there.
 
Last edited:
Jump #12

Background: Sensei
Age: 21
Gender: Male

Perks: Good Looks (free), Actually Teaching (-150), World Class Assassin - Seduction & Long Ranges (-600), Note Taking (-100), Perceptive (-100)

Items: Cool Clothes (free), Ranged Weapon Lee Enfield Rifle (-50), Anti-Sensei Formula (-300)

Companions: Class Import1 (-200)

Drawbacks: Hero to the Students (+100), Lazy (+200), Okajima (+200)

1 Grace Pai: Underachiever 14 and female: Notetaker (free), Just a little Studying (-150), Good Looks (-100), School Uniform (free), Melee Weapon ~ knife (-50)


Ten years of cleaning up after circus's with elephants who enjoyed eating laxatives would have been easier than my time in Battlestar Galactic, hah just thinking about it gives me a head-ache! So I'm slacking off instead of trying hard to instill the skills of Assassination into the kids of Class 3-E, after all it really isn't Kuro-sensei but Drakensis teaching the class!

I'm keeping an eye on Kuro-sensei and building up a volume of diaries on the man who blew up the moon, if got his scent even if I prefer having a beer or three and soaking up the sun.

Speaking of soaking up the sun Grace, the number 8 who I seduced over to my side has discovered the internet and with it a number of scenarios including naughty schoolgirl and headmaster. Everyone else however honestly believes I'm teaching her earnestly and I'm getting praised for it. Who knew having no ambition would pay off in spades!

My official attempts at assassinating Drakensis go poorly, in the sense of getting swarmed by wild crows who really seem to hate my guts poorly.

The real attempt goes much better as my ACS is coated in Anti-Sensei formula as are a number of rounds. Mach 17 doesn't do much against 0.1c sadly enough, with the AID aiding my aim and my ability to make perfect shots from a distance well the answer is this.

I brought enough Gun to do the job.

Only thirty minutes before Kuro-sensei was actually going to destroy the planet too!
 
Last edited:
Jump #13
Light of Terra

Darklight Broken: NO

Age: 22
Gender: Male

Companion: Necron Tomb Spyder (-600)

Gear: Accatran MG variant heavy laspistol (-50), Mk. Xf Hell's Teeth pattern Chainsword (-150)

Tribes: Kin of Iron (allies), Wargars (enemies), Void Walkers (allies), Pale Sons (enemies), Aquil Lejens (allies), Redeemers (enemies) +600 CP

Complications: Xeno Horificus +200 CP


Treading my way through the Light of Terra I let the Tomb Spyder take the lead, its flesh of living steel takes many a blow that would render me a bloody mist, as I watch its back and sides for flankers with my trusty chainsword and las pistol.

Even with all the extra edges hidden away from decades of fighting with swords, pistols and other weapons doesn't leave me defenseless. Although I'm really missing not having an ACS right now, it would make the job all the easier.

Conflict with the Wargars has proven bloody, with the Kin of Iron taking a number of causalities. Without my presence or the Spyder it surely would have lead to a crushing defeat.

Xeno Horificus's deserve the title. I'm currently sporting a left arm of metal and most of my right leg has been replaced by Necron flesh, this has slowed me down a bit but still I punch hard. The creatures have taken a number of tribesmen but moral is still holding out. Ironically I have indeed been in worse situation than this when it comes to leading people on a crusade.
 
Last edited:
Jump #13

Darklight: Intact
Age: 27
Gender: Female
Companion: Hooligan Tuesday (-200)
Skills: Masque's Grace (-200), Luck of the Damned (-200)
Gear: Mk II Mars Pattern Plasma Gun (-200)
Tribes: Kin of Iron (allies), Wargars (enemies), Void Walkers (allies), Pale Sons (enemies), Aquil Lejens (allies), Redeemers (enemies) +600 CP
Complications: Xeno Horrificus +200 CP

Just reaching the Captain was a struggle for Hooligan and I. We arrived to see Fitz and some xenos monster just ahead of us which led to a brief firefight before he managed to convince Hooligan and I that the thing was with him, not about to stab him in the back. Hooligan remains unconvinced and I don't blame her.

Following that was the war to reclaim the ship and it was a miserable business. Fortunately Hooligan gets on with the Aquil Lejens so we teamed up with them and the Void Walkers to catch the Redeemers in a pincer. The losses were fairly heavy but we were able to then move to support Fitz and the Kin of Iron against the Wargars.

After that the slow and systematic cleansing of the ship of the various occult horrors and salvaging enough parts to fix the ship was almost a walk in the park. Almost.
 

Users who are viewing this thread

Back
Top