Artemis Fowl Jump I. Origin

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Artemis Fowl Jump I. Origin Artemis Fowl Jump By Rokoran of the Sufficient Velocity Forums +1000 CP Welcome to the world of Artemis Fowl, where fairies are real and hiding deep in the Earth. For the next ten years, you’ll be caught up in plots and plans, running to and fro in an effort to stop the Lower Elements being revealed to humanity. Or you could just relax on a beach and let Artemis take care of it, whichever. You arrive at the start of the first book I. Origin Drop-In (Free) You arrive as you were at the end of your last jump. No changes, no losses, no additions. You don’t have a new history and personality affecting your thought process, but neither do you have friends, contacts or even a legal existence. Fairy (100) You are one of the residents of the Lower Elements. You may choose from: Elf, Dwarf, Goblin, Gnome, Pixie, Sprite or Centaur. Be careful, though, since you can’t enter a dwelling uninvited or you’ll lose your magic, and you’ll find yourself with a strange attraction to gold… Fowl (100) You are a scion of the Fowl family, and Artemis’ sibling. You are rich, highly intelligent, and a master criminal. However, you’re also isolated and a little arrogant. Butler (100) You are one of the legendary Butlers, the world’s greatest bodyguards. Taking this origin means you will replace Domovoi Butler as Artemis’ bodyguard. Warlock (400) You are a Demon Warlock, hands-down the planet’s best magic-user, at least until No. 1 comes into his own, at which point it really depends on how hard you’ve worked. However, until Hybras is brought back into the timestream, you’re going to need to keep some silver on you at all times unless you want to be randomly cast through time and space. Given that this could well drop you in the centre of a sun, it’s probably best to be careful. Fortunately, you get a silver pendant for free. For age, Drop-Ins may either keep their age from the end of the last jump or roll 1d8+20. Butlers roll the same, while a Fowl is 1d8+11. Fairies and Warlocks roll 1d8+20 and then multiply it by five. Any origin may pay 50CP to choose from the rollable results. II. Location Roll 1d8, or pay 50CP to choose. 1-2: Fowl Manor. A Fowl or Butler may start here for free. 3-4: The Lower Elements. A Fairy may start here for free. 5: Dublin. 6: Spiro Tower in America, owned by Jon Spiro. Better have a good explanation for what you’re doing here. 7: Hybras, the drifting island home of the demons. Time is variable here, so don’t be surprised if you need to use the bathroom four times in ten minutes or once in three weeks. A Warlock may start here for free. 8: Free Pick! Choose anywhere in the world, or under it. III. Perks Discounted perks are 50% off. Wings (Free Sprite; 100) You have wings, and can fly unaided. If you’re not a sprite, expect to be the object of a great deal of curiosity. Tunnelling (Free Dwarf; 100) You can tunnel by unhinging your jaw and chewing through the earth in front of you, filtering it through an extremely robust digestive system to strip out any useful minerals, and… expelling it at the other end to propel you along. As a side-effect, you can now eat almost anything, and your teeth are like iron. On the flip-side, Dwarf Gas. Blue Diamond (Free Butler, Humans Only; 100) You have the Blue Diamond tattoo, the mark accorded to only the greatest bodyguards. Finding work in the field of personal protection will be as simple as baring your shoulder, and the world’s wealthy elite will happily pay exorbitant sums for your services. This perk comes with all the knowledge that the tattoo denotes – grand-master level martial arts, bodyguarding, cooking, driving, espionage and a dozen other things, as well as the ability to keep a cool head no matter what the situation. Mastermind (Free Fowl, Discount Pixie; 100) You are smart. Scary smart – one of the world’s top minds, capable of layering plans within plans and pulling cons on entire civilisations. You have doctorate-level knowledge in an extremely wide range of subjects, and are familiar with all leading theories and research. Eccentric Genius (Free Centaur, Discount Drop-In; 100) Much like the Mastermind, you’re incredibly smart, but rather than a cold, calculating snake, you’re more of a hyperactive rabbit – bouncing around from one project to the next, working in fits and starts as inspiration hits you and then flies away once again. Regardless of your apparent scatterbrained-ness, you are really incredibly sharp and on the ball, fully capable of matching the Mastermind blow-for-blow in a battle of wits. As a side-effect, your success at inventing is drastically increased. Comes with a free tinfoil hat. Amiable (Free Warlock; 100) You are the most nonthreatening, likeable guy (or girl) anyone has ever seen. Your sheer easygoingness makes you just blend into the background, and even when you’re the star of the show things just seem to drift along whimsically. This, of course, makes it all the more alarming when you suddenly start busting heads. You can expect to be dismissed as a threat with great regularity unless you repeatedly and openly prove yourself one. When combined with Eccentric Genius, this makes you the stereotypical Crazy Professor, toddling around your lab muttering to yourself – until you break out the Doom Ray 9000 and the evil laughter. Officer of the Law (Discount Fairy; 200) You are a legally-recognised law enforcement officer. For a fairy, this means being part of the LEP, while humans might be members of an international law-enforcement agency like Interpol. Comes with the knowledge of procedure and regulation you need to fulfil your duty. In addition, your superiors are strangely tolerant of your eccentricities and tendency to drop off the radar for days or even weeks at a time, just so long as you get the job done. Fairies will find themselves working alongside Holly Short a surprisingly – some would even say suspiciously – large fraction of the time. Tech-Head (Free Centaur, Discount Fowl and Drop-In; 200) You are very, very good with technology. Expect to do things like casually reverse-engineer technology a hundred or more years more advanced than anything you’ve ever seen over the course of an afternoon, then improve on it the next day. Light-Fingered (Discount Dwarf; 200) In the world of thievery, professional thieves gather in shady bars and whisper about the latest exploits of a few select names. When those names gather, it’s you they whisper about. You are a burglar without compare, capable of feats of kleptomania that another could only dream of. Covert Opertions (Discount Butler and Officer of the Law; 400) You are the final word in commando and spy work. HALO insertion, swimming five miles in a storm, slipping through a heavily guarded border or perimeter, and other such endeavours are all in a day’s work for you. In addition, you become an incredible marksman, capable of hitting with perfect accuracy from half again the range of a lesser sniper. Plotter (Discount Fowl and Drop-In; 400) You know your way around the criminal world, and you’ve got your fingers in many pies. In addition, you are capable of layering plans inside plans inside plans, so that you always have a contingency, and a contingency for that contingency. You can come up with plans on the spot that would take a lesser man days to work out, and as a bonus your understanding of tactics is greatly enhanced. Pyrokinesis (Free Goblin; 400) You can create and control reasonable amounts of fire, enough to toss around fireballs, but not much more. You also have an impressive level of heat resistance. If you already have fire powers, this ability gives you enhanced control over them. If you practice diligently, you might well raise your capability… Formulae (Discount Warlock; 600; Requires Magic) Magic circles and inscriptions, the significance of numbers, dates and stars – all of these and more are within your grasp. You are capable of powerful feats of ritual magic, such as erecting wards to last a millennium or binding the spirits of the dead as eternal guardians. Descendant of the Elven King (Discount Elf; 600) Your ancestry can be traced back to Frond, the great Elven King. Your magic, if you have it, is noticeably enhanced, along with your looks and charisma, though intelligence remains unaffected. Politically, you might as well be fairy royalty, and you’ll find yourself in all the important circles simply by virtue of being you. Consummate Professional (Discount Butler; 600) You are the best. There is no other who can compare, even among the recognised great bodyguards and warriors. Your reactions are sharp enough to catch a fly in midair, your conditioning great enough and your martial arts skilled enough to defeat a Troll singlehandedly, and your situational awareness sensitive enough that you can detect a fairy even invisible. Your marksmanship is also significantly increased – if you also took Covert Operations, you are likely the world’s greatest sniper, and certainly in the top three. Magic (Free Fairy and Warlock; 800) You have magic. It can, depending on what species you are, do a variety of things. Elves, for example, can heal, turn invisible, hypnotise people, and more, while Warlocks are capable of great workings that can shape the course of history.
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