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Tsukihime Jumpchain

In a town Called Misaki, in the country called , people have been killed. They always found go missing at night. And they are found drained of all blood. The serial killer responsible has been called 'the Present-Day Vampire'. Which is quite ironic beings that it is, in fact, a vampire. This is the town where you now live. Well. Live for the moment anyway. Within a few months Arcueid will arrive in Misaki.

A bit of charity to help you on your way:

+1000 CP

Your age is 14+1d8 Your gender is the same as it was last jump. For 50 CP you can select your age and gender as you will.

Backgrounds:

Ordinary High School Student (Free): You have recently transferred into the completely ordinary high school Tohno Shiki attends. You haven't any friends around here, and your parents have recently moved over seas for work or are other wise indisposed. You're unaware of the supernatural world, and have so far been merely drifting through your life. But it's said strange things attract others of the same kind, and things have been getting wired lately...

Church Executioner 100 CP: You my friend are a highly trained member of the church. While other members give sermons and dig wells you slay monsters in the dark of the night to protect your members. You've spent long hard years learning how to maximize your strength and exploit the weaknesses of your foes. You were dispatched into this city to confirm the existence and hunt down the vampires dwelling with in.

Alchemist 100 CP: You are a member of Atlas academy of alchemy. For years you've been searching for the great truths of the universe and for a way to avoid the end of the world. Until one of the members of the Holy Church showed up bearing a contract obligating Atlas to assist them. You guess that the current Atlasia, the head of atlas, wanted you out of their hair for a while. Either that or you were the least important member that could speak Japanese. The next thing you knew you were on a flight from your home in sunny Egypt to Nameless Bump in the Road Japan hunting for vampires in support of the church.

Demon Kin 200 CP: You are descended from a noble line of...demons? Your family has been exploiting their supernatural power for generations leaving them on top of an awfully large pile. You've spent years learning how to control your unnatural blood. The head of your house has dispatched you to hunt down what looks like vampire mucking about in your backyard as a right of passage they say. Seems more like an attempt to get you killed, but you aren't just going to roll over and die.

Vampire 600 CP: You were once a normal person, until some gray zombie looking guy bit you. Beings you're certain he ripped out your throat, waking up seems odd. It seems like you lucked out- those bitten by vampire have low chances to regain their minds. The odds of regaining them instantly like you did are astronomically low. The moon shines down on you now and you're filled with a terrible thirst. You might want to keep an eye out for sire though. They might not like the idea of another hunter stalking the night.

All discounts are 50% off. Discounts do not stack.

Skills & Abilities:

Ordinary High School Student:

Model Student (Free Ordinary High School Student) 100 CP: You're a model student, soaking up what teachers say like a dry sponge. You learn about twice as quickly as other top students.

Tohno Gland 300 CP: Weird things are attracted to weird things, so why are they so attracted to an ordinary person like you? Those of your preferred gender find you have a certain je ne sais quoi about you and are inexplicably drawn towards you, even those who should be your enemies. The harem route is quite possible for you if you put in the effort. Beware, though; if you treat them poorly or spurn their affections they will react as a normal person would. Or rather how a normal person with super powers would.

Instinct 400 CP: You have a clear mind inside your cool head. You keep calm under pressure, rapidly taking in the information around you to formulate a strategy with the highest probability of success.

Perfectly Ordinary Person Over Here 600 CP: You are a perfectly ordinary person. Or at least you seem like one. People will overlook the threat you represent right up until you choose too be seen differently or you've shown yourself to be a clear danger. In addition the assassination methods of the Nanaya clan are now yours to command. The first is the Flash Run, a temporary and drastic burst of speed that allows you to move so quickly most will think you've simply not bothered moving through the space between where they last saw you and where you are at it's finish. The second is the flash sheathe; it to increases your speed drastically for a short period of time. Where they differ is the Flash Sheathe uses that speed to rapidly attack your opponents; ideally leaving them on the ground in seventeen pieces. Both techniques place strain on your body. At first using them will leave you an exhausted mess on the ground, but training will allow you to use them more frequently and more easily.

Church Executioner Discounted:

Battle Mage 200 CP: You know the basics of Type-Moon magic, particularly how to apply it in combat. You are skilled at reinforcement magic which increases the base parameters of what ever it's used on. Reinforcement is usually used on the practitioner's body and equipment. You also specialize in either shooting elemental blasts or weakening curses. For now your skill in magecraft is limited but you have the talent and knowledge base to expand further.

The Eighth Sacrament 300 CP: The seven sacraments of the church sometimes bind it's hands before it's enemies. So the eighth was created. You can act outside of the laws of what ever group you're a part of. So long as it's beneficial to the group your transgressions will be tolerated, and many will respect you for what they believe is a sacrifice on your part, though that will fade if you're clearly enjoying it.

Iron Plate Effect (Free Executioner) 400 CP: You have been taught the combat arts of the church, a style of combat incorporating both your body and your weapons. It is particularly, impossibly good at throwing things. Tossing a throwing knife through reinforced concrete would be possible for a normal human with these techniques. You also know the signs of the monsters that go bump in the night, and can track them down as well as which methods are best suited to killing them.

Holy Sacrament 600 CP: A great blessing of the warriors of the church, powered by the faith of it's members, has been bestowed upon you. You can run at highway speeds, bend steel, and survive horrific injuries. Further more the blessing makes you a walking holy weapon; your bare hands can sunder malevolent spirits and other monsters that prey upon humanity. You also know a number of holy rites which you can use to bless your weaponry: The Cremation Rite causes the target to burst into flames upon being pierced, the Internment Rite causes petrification upon the target being pierced, the Mummification Rite desiccates the target upon being pierced, and the Excarnation Rite causes countless crows to descend upon the target.

Alchemist Discounted:

Thought Acceleration (Free Alchemist) 200 CP: A stressful technique that vastly increases the speed of your thought processes. Starts at double thought speed, but can be increased through training. If you try to do it all the time you'll fry your own brain.

Unreal Precision 400 CP: You have the ability to calculate things you simply should not be able to. You can get the answer to an equation only knowing half of the facts to be more precise. If asked where will some one will throw a stone, you'll be able to answer despite not knowing exactly how hard they will throw it. You'll be able to know exactly how someone is going to move just by watching the play of their muscles. This effectively gives you a small amount of near infallible insight into how things will happen as well as making you a living lie detector. For some odd reason people rarely want to play games of chance against you more than once though...

Memory Partition 400 CP: Training on partitioning your mind into multiple “parts” which are able to work on different sets of problems. They work by tetration, so two parts would allow you to focus on four sets of problems at the same time, three would allow twenty seven, and so on. For reference’s sake, a skilled alchemist of Atlas has a minimum of three parts, someone with five is considered genius, the current Vice-Director of Atlas has seven, and the highest known was eight parts by a former Academy Director of Atlas. Upon taking this perk you have two parts, and with further training you can increase it. The difficult in partitioning your mind into smaller pieces rises exponentially with each part.

Artificer 600 CP: You have an outstanding talent for creation, far beyond the norm for even the alchemists of Atlas. Making you own custom mystic codes, conceptual weaponry, and even homunculi will require experimentation but the results will be well worth the effort. You'll also have the ability to reverse engineer the enchantments other make, though you might not be able to perfectly replicate the highest of mysteries you study. Your biggest limits in crafting magic items are now the time necessary to perfect your creations and finding the incredibly rare materials necessary to make the most powerful artifacts. Along with your new found ability to create mystic artifacts you also gain the knowledge and ability to create and control Ether Lite; a wire like substance meant to be used as a nervous system but can also be used as an extremely sharp, ridiculously long whip. If attached to another they can be used like a puppet; you may also read their thoughts. You may also release the limiter in people's brain, giving them a temporary massive boost to their physical abilities, after which they collapse, unable to move for a few hours. A true master can even copy or manipulate another memories with this technique. It can be used to replace damaged or destroyed nerves. Demon Kin/Vampire Discounted:

Inhuman 200 CP (Free Demon Kin and Vampire): You're significantly faster, stronger, and more durable than any human can naturally become. The bonus is about 50 percent over human limits, and can be improved slowly with training.

No Sell 400 CP: The weaknesses of your race apply to you, but just barely. Vampires would only be weakened in the sun and require less blood, Werewolves would only be irritated by silver, and a demon could wield holy weapons for example.

Demon Kin Discounted:

Dream Manipulation 300 CP: You can control people's dreams. Killing them this way is possible, as is draining their magic, but those with powerful wills may turn the tables on you.

After Burn 400 CP: You can reveal your true form, at least for a short amount of time. You reveal your inhuman traits as the unnatural blood in your veins gives you exhausting temporary 50% increase to all your abilities. Be careful though, any more than a minute or so will be beyond you and you'll be much weaker after you shift.

Life Thief 600 CP: You have the ability to steal or gift life energy with a particular part of your body. It's always at the same rate of transfer, so it will quickly slay or heal weak beings, while only slowly damaging or restoring very powerful ones. The life energy you steal will help you heal more quickly and give you a temporary boost in ability in proportion to what you've taken. The same goes for those you transfer your energy to. The inverse is also true. The rate of transfer can be improved with training.

Vampire Discounted:

Dead Apostle 800 CP Free Vampire: You shatter human limits on all fronts. You're strength, speed, durability, and magical potential are all far above human limits, and it's all topped off with impressive regeneration. You grow stronger with age. You no longer need to sleep. Those whose blood you drain turn into withered husks of what they once were: zombies under your control. Further more, by feeding your blood to another living being you may suppress it's will with your own. The limit is equal to your power; you could have one hundred familiars that are equal to one percent of your power or a single mighty servant that would be on even footing against even you. You need to drink blood in place of eating food, can't swim, and sunlight will kill you in short order.

Mystic Eyes of Enchantment 300 CP: You have a set of powerful hypnotic eyes, can be used to plant suggestions and alter memories of those who make eye contact with you. It Doesn't work as well on other beings with supernatural power, though if you catch them unaware you might be able to do something subtle. Comes with a free set of Mystic Eye Killers.

In the Name of the Moon 600 CP: The closer to the full moon it is, the more powerful you become. On the night of the full moon you're completely ridiculous: a normal human with this perk could throw a tank on such a night.

Not Discounted:

Magic Circuits 200 CP (first purchase is free for all): Magic circuits are the are the part of one's soul that allows them to do to combine ones life energy with that of the world, then control the mixture to enact magic. Having more circuits increases both your internal life energy as well as the amount of external energy from the world you can gather and wield. Your first purchase gives you twenty circuits, each purchase there after gives you thirty more.

Pure Eyes of Emotion 300 CP: You can perceive others emotions as as colors surrounding them. Experienced users can also make a guess at why they feel the way they do, making it seem like they can read minds. You can't turn them off, but you get a free set of Mystic Eye Killers.

Mystic Eyes of Flame 500 CP:Your eyes have command over heat. At first all you'll be able to do is increase the heat of points you look at, but further training will allow you to manipulate heat more freely. Setting things on fire or freezing them solid at a glance is something within a true master's ability. Comes with a free set of Mystic Eye Killers.

Pure Eyes of Fate 600 CP: You can see the most probable future. The limit is a few seconds generally speaking. You can technically see as far as you want, but you're gonna have a seizure as your mind trys and fails to sift through the infinite probabilities. As it's only the most likely future you see, you can and will get things wrong sometimes. You can't turn them off, but you get a free set of Mystic Eye Killers.

Reality Marble 800 CP: The reality marble. An inner world believed in so strongly even the laws of world can be over turned for a time. And now you have one. With a short incantation you can summon forth a piece of your world. With a long incantation you can summon forth your inner world in it's entirety. The world represents you and your beliefs, so you'll not be able to do absolutely what ever you want with in it's borders, but it will give you a truly massive advantage. One man had a world full of an infinite amount of swords. Another had a world full of his beloved comrades in arms, called forth from beyond the grave. You may either make your own or you can copy one the reality marbles from canon if you wish, but remember it's still based off of your experiences. If you had the Unlimited Blade Works it would only contain the weapons you've seen. If you had Ionioi Hetairoi it would be an army composed of the friends and allies you led into combat.

Mystic Eyes of Death Perception 1000 CP: You have a marvelous set of eyes, don't you? You can see and damage the lines through which things are fated to die. While you still have to cut them, even a shallow cut will pierce them all the way through. Things you cut in this manner will have a hard time healing. You can see these lines on physical objects and living beings. Straining your eyes you may also see the single point of death a living thing has. They are similar to the lines, though you will need to cut more deeply to effect the point and only appear on living beings. If a point of death is properly struck whatever it is on will die without exception. Do not pass go, do not reincarnate, do not regenerate. The more durable something is the less lines they have and the smaller the point of death is. If something is too durable, the lines and point are simply too small to effectively strike. At first even the lines on stone will be difficult for you to see, but consistent use of this ability will have your mind slowly start to learn the true meaning of Christmas death thickening the lines you can see and allowing you to see lines on more abiding materials and beings. It should be noted that truly immortal beings simply lack a concept of 'death' and therefore do not have a point of death at all. Using your eyes for more than a minute or so will place a lot of strain on your mind as it struggles to understand things which it was not designed to know: the progression of negative symptoms begins with a terrible migraine, moves on to temporary blindness, and the segues into brain hemorrhages and madness. You can't turn them off, but you get a free set of Mystic Eye Killers. Companions: Additional purchases of a companion 'type' are 50 CP each, or else 200 CP for eight.

Student GET 50 CP ( One Free Vampire): You may import or create and Ordinary High School Student companion with 600 CP. They are extremely loyal and likable- to you at least.

Calculator 100 CP (One Free Church Executioner): You may import or create an Alchemist companion with 600 CP. They are extremely loyal and likable- to you at least.

Good Sheppard 100 CP(One Free Alchemist): You may import or create a Church Executioner companion with 600 CP. They are extremely loyal and likable- to you at least.

Kinsmen 150 CP (One Free Demon Kin): You may import or create a Demon Kin companion with 600 CP. They are extremely loyal and likable- to you at least.

Walking Dead 300 CP (One Free Ordinary High School Student): You may import or create a Vampire companion with 600 CP. They are extremely loyal and likable- to you at least.

Canon Character 300 CP: You find yourself running into a particular character of with unnatural frequency and will often find yourself on the same side in the conflicts in which you participate. A common cause and good deal of familiarity will go a long way to making a new friend, or perhaps something more intimate. Once you explain the details of your journey to them they can follow you on your adventures if they're willing.

Maid/Butler Option 50 CP: Your companion is now also a maid or butler. They have god tier cooking and cleaning skills. Comes with an entire closet full of free maid or butler outfits as appropriate too.

Items:

Cash Money 50 CP: You receive 10,000,000 yen.

Mystic Eye Killers 50 CP: A set of glasses that prevent the wearer from using Mystic or Pure eyes accidentally or otherwise. Your eyes will function normally once they are removed.

Sealing Artifact 100 CP: This artifact both seals and hides the supernatural powers of whoever is wearing it. It's easy to don and remove, so if you don't want anybody to know you're an unnatural abomination this is for you.

Seven Nights Knife 200 CP: A simple knife that has a simple inscription on it: “Seven Nights”. It's blade is far sharper than any mundane blade, and nobody seems to realize it's a weapon until you start actively trying to use it.

Black Keys 200 CP: Short swords designed to be thrown, these conceptual weapons are effective against spiritual entities. By striking an opponent's shadow you can bind their movements; it's significantly more difficult to remove them than it would be if they just grabbed them and pulled them out but those with enough strength can do so.

Keys of Providence 400 CP: An artifact that can turn monsters that were once human back into humans, as if the corruption of their body never happened. Seventh Holy Scripture 400 CP: This powerful conceptual weapon is made from a unicorns horn and the freely given life of a young woman who became the elemental dwelling inside of it. It is a weapon made to kills souls, doing massively increased damage to spirits. 'Immortal' beings that rely on the soul surviving, such as beings making use of reincarnation, can be slain with this weapon. It was reforged into a type of weapon of your choice, or else incorporated into another weapon from a previous jump.

Barrel Replica 600 CP : A copy of the greatest weapon in the armory of the Alchemists of Atlas. It's progenitor is a conceptual weapon, composed of the mysterious Fifth True Theoretical Element, that will one day be wielded by a normal human to slay the Ultimate One of Venus in a single shot. While this is not that terrible weapon, the Barrel Replica is still a thing to be feared. It enforces the idea of mortality on your foes by putting out a 'toxin' which has attack power in proportion to that beings natural life span. Sadly this has a limit- it will at maximum output have the power to destroy a city block or so. Truly immortal beings will not be slain by this, though most will find it painful. As a rule if it doesn't need a body to survive this weapon can't kill them. The wounds it inflicts will heal at the pace of a normal human being regardless of how fast it would normally heal. At it's highest output you will need to anchor the weapon, else it will simply blow it's way out of your hands and through what ever is behind it. You may use it in it's current form as a pistol, have it reforged into a weapon of your choice, or incorporate it into a weapon from a previous jump.

Drawbacks:

My Word Is My Bond 100 CP: You are completely incapable of breaking your word. The thought doesn't even cross your mind.

Minor 100 CP: The fact that you're minor suddenly applies to the things you do! No more buying alcohol or smokes. Most adults aren't going to take you seriously. Yes, people are still going to treat you like a kid even after you reach the age of majority.

Stabilizer 200 CP: By drinking your blood, or by having sex with you, others can increase their personal power at the expense of your own. Others seem to be able to be able to tell this at a glance, and while some will not try to take advantage of this others will. Your strength will slowly restore it's self, but it's going to be a big drop in power.

Meido 300 CP: You are a maid or a butler depending on your gender. You must obey your master as well as take care of their household for them. You may select a companion for this role or you can pick Akiha Tohno. You don't have to obey blatantly suicidal commands,but your master can command you to do spectacularly unsavory things. Make sure you choose someone you trust to serve, okay? Comes with appropriate clothing.

Hunger 300 CP: You have an insatiable kill-boner. You get off on killing people and will need to do so at lest once every other week. It's super creepy and disproved of by a lot of rather dangerous people. Try to keep it under wraps OK?

Heretic 300 CP: The church wants you dead. You can expect Ciel the immortal ass kicker as well as many other executioners to come after you.

Familiar 300 CP: You need another's help to stay in this world. You've formed a contract with someone through which they provide you the magical energy you need to sustain yourself. This process weakens them, and if they die you will follow them shortly after. A companion of your choice (other than a pokemon you damn cheater) may take this role. If you don't have any companions then you'll have a week long grace period to find and convince a canon character to form a contract with you. If you fail to do so you will die.

Tohno-san 400 CP: Congratulations on usurping the protagonist's place jumper! Your last name becomes Tohno for the rest of this jump and the perks you've taken from jumps other than this one no longer function. Arcueid, an immensely powerful vampire, whom you have recently dismembered is smiling at you from atop your school gate. On the upside if you manage to survive and keep in the canon character's good graces you may take one of your choice with you as a companion. Good luck.

Moonlight-Lovers 600 CP: A fully powered Arcueid and Shiki Tohno have decided you need to die. Good luck with that. Can't be taken with Tohno-san.

Go home: You decide to pack your bags, take your stuff and abilities and head back home. It’ll be just like when you left it, except for you of course.

Stay: You decide to stay in the world of Tsukihime. Maybe it grew on you?

Continue: While this place was... interesting, you decide to embark on your next great adventure to yet another world.

Notes: You may turn your mystic or pure eyes on and off at will after your ten years are up.