She-Ra and the Princesses of Power Jumpchain V0.6 by Terminalautism
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She-ra and the Princesses of Power Jumpchain v0.6 by TerminalAutism [Flavor text] Origins: Drop In -0 You plop down into the world where ever you rolled. You have no allies or history here, nor do you have enemies or obligations. Though recruitment on either side isn’t too picky, especially for those who probably have some esoteric promise like you jumper. The Rebellion -0 Whether active in the fight against the horde, or just a citizen in a territory under The Rebellion’s influence, you are aligned with The Rebellion. Times are tough, the princesses are divided, and the horde seems to get closer and closer each day. Though some whisper of a mystical warrior woman who will save you and your people from The Evil Horde’s reach. You may choose to start in some random village within the Whispering Woods for free. Princess of Power -0 You are a Princess of Power, guardians and leaders of their people with fantastical powers above the normal mortals here. You are regarded with respect by most of the Rebellion and seen as violent, unstable, instigators by most of the Horde. If you have your own kingdom you will most likely be visited by She-Ra and her motley crew for a potential recruitment. The more powerful you make yourself out to be, the more priority they will likely try and recruit you with. You get a free gender change to female, though you may remain male if you already were. Just keep in mind that people may find your access to Princess Powers strange, and even questions on the legitimacy of your rule from some if your true gender is not kept secret. Pun name, while not mandatory, is highly encouraged. You may choose to start in your kingdom or in Bright Moon as part the Princess Alliance if you have no kingdom. The Horde -0 You were brought into the horde as a child, and have been trained accordingly to fight off the princess menace. While their methods seem cruel, you know that The Horde is the only way to bring true order and by extension peace to Etheria. You will start out as a trainee close to graduation, with a chance to become Force Captain if you show off some potential. You may choose to start off in Adora’s platoon or start in a completely different one. You may choose to start in the Fright Zone for free. Location and Age: Roll 2d4+14 for your age. Your gender is as it was last jump, though you may choose to change to female for free if you picked the Princess of Power origin. Spend 100 CP to choose both age and gender. Roll 1d10 to decide your starting location or spend 100 CP to choose. Princesses of Power may choose to start in their respective kingdom/Bright Moon, The Rebellion may choose to start in the Whispering Woods, and The Horde may choose to start in The Fright Zone. 1 - Bright Moon The largest kingdom of Etheria, led by the immortal Queen Angelia, and the base of operations for the whole Rebellion. It is also home to the Moonstone, one of the powerful runestones left behind by the First Ones meant to keep balance over the world. This is also home the Princess Glimmer, daughter of Queen Angelia, who tries her best to involve herself in the war despite her mother’s wishes. 2 - Whispering Woods These woods are an enchanted forest that separate Bright Moon from the Wastes, and by extension from The Horde’s base of operations; The Fright Zone. Home to many small settlements of Rebellion aligned people, some crazy old woman known as Madame Razz’s home, as well as the hidden Beacon; a repository for the First One’s knowledge on She-Ra meant to train her. Keep in mind it responds to intruders with giant spider-droids. The forest itself is enchanted to confuse and disorient those unwanted in the forest, specifically those aligned with The Horde or evil in general. 3 - Plumeria A peaceful and naturalistic kingdom led by Princess Perfuma, which was founded sometime after The First Ones planted the Heart-Blossom runestone in a tree. The people and Princess are both pacifistic in nature and have been having issues with a nearby Horde encampment polluting their land, but these superstitious people believe in the magical warrior She-Ra will come and heal their lands with her magic powers. 4 - Salineas A large port and castle town, led by Princess Mermista, and guarded by a powerful magical barrier known as the Sea Gate. Problem is that the gate seems to be failing, and if not fixed could leave the entire settlement exposed to The Horde. Mermista herself has a strong control over water and while not considered as powerful as someone like Frosta can still be a force to be reckon with. You know, if she can actually be bothered to at the time. 5 - Dryl A small industrious kingdom, led by Princess Entrapta, that is low on people but high in robotic automation. The amount of actual people can be counted with less than two hands, but countless machines, contraptions, traps, hidden passages, can be found in the labyrinth that is Entrapta’s castle. The girl is a genius, but eccentric, and would build and advance the tech of whatever side catches her scientific interest more. 6 - Mystacor A Secret floating kingdom led by Castaspella, a home to sorcerers of Etheria, and protected by protections, wards, and magics of the Lunar Lenses designed to hide it from those that wish it harm. It is considered one of the safest places from The Horde, and is a popular tourist location with all the cloud beaches, healing springs, gardens, and other events. 7 – The Kingdom of Snows The second largest kingdom in Etheria led by the powerful - but young - Princess Frosta, is a land of ice and a cold beauty. It is the second biggest for a reason, boasting a respectable military, as well as a Frosta being one of the most powerful princesses from a sheer power perspective. The land is strict, but fair, and is buried as deep in tradition as it is in snow and ice. 8 – The Fright Zone The center of Horde operations, led by Lord Hordak, is a shining beacon of industry within the Wastes. A militaristic force that seeks to rule over all of Etheria, the people of this land are quite varied. They are very meritocratic, caring little for gender, race, or anything other than what you can contribute as well as your loyalty to the Horde. The Black Garnet runestone resides here, and is utilized by Shadow Weaver to power her magic. Said sorcerer also trains the platoon that includes Adora and Catra. If you aren’t a part of the horde while here you better be looking to join, or you might not want to stick around for too long. 9 – The Crimson Wastes You start in the middle of nowhere, Crimson Wastes. A desert under The Horde’s control, though more or less worthless and uninhabited outside of their base of operations in The Fright Zone. If you head to the south-east you will reach The Whispering Woods, the protective border of the Kingdom of Bright Moon, while heading to the North will lead you to The Fright Zone. Should you not have a ride out of this desert you will be glad or potentially horrified to know a Horde patrol will probably pass by where you landed in an hour or so. They might pick you up, whether as a passenger or a prisoner is dependent on how convincing you are. 10 – Free Choice Choose one of the above location options. Perks: 100 CP perks are free to their origins and every other perk is discounted for their corresponding origin. Drop In Locks of Gold -100 It just so happens that your hair is now full and beautiful no matter the situation. Filth, grime, gum, blood, anything really, it all just slides off and never gets caught in your hair. It stays at the same length and style you want it, whether it be a buzzcut or down to the floor. The real benefit to this is the fact that your hair is no longer a hindrance to you, you could have hair down to the floor and then some and it will never get caught, it will never get in your eyes when you don’t want it there, it will never tangle you up, and any enemy that tries to grab it will find that they can’t seem to get a good grip. If you happen to have some sort of prehensile hair it will be just as effective as it was before and will still grip what you want to just as well. Some might even need to resist the urge to touch your hair with how beautiful and soft if looks. -200 -400 -600 The Rebellion -100 -200 -400 Word of the Wise -600 You are a very inspirational speaker, to the point that those who hear your speeches will get a temporary, but very noticeable buff to whatever it is you are speaking about. A pep talk to someone who is down could gain a boost to their mental fortitude, a speech about taking a stand to random servants could boost their combat ability to the point they could fight hordes of simple robots with platters and fizzy drinks, and a rousing speech to an army could give them the edge they need to take on a larger invading army.