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She-ra and the Princesses of Power Jumpchain v0.6 by TerminalAutism

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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 , 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 , 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 . 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. The caveats to this perk being, first that the targets of this perk must hear the full uninterrupted speech straight from you and understand it, nothing pre-recorded and no buffs to people who can’t understand you, but radio/tv/etc. is fine as long as it’s live. Second is that the buff is based on your charisma, higher charisma means bigger buffs, and this perk provides no actual charisma boost itself. This buff can only bring people to about 150% of their natural ability before it soft caps. Third, the more people listening the more spread thin the buff becomes; while 10 people listening could easily get to the 150% soft cap, 1000 would need much more charisma. Last, the length of the buff is based on how long the speech is, on about a 1-hour buff per 1-minute of speech given base, this soft caps at about 12 hours before diminishing returns kicks in with each minute. Enemies that are spying on you or happen to hear the speech won’t gain any buff from it.

Princess of Power -100 -200 -400

Princess Power -600 You wouldn’t be a “Princess” in this world if you didn’t have some manner of magic power. Select a domain such as “light”, “ice”, “water”, “plants”, “hair”, whatever you want really. The details of how this domain is represented by your powers is up to you. Just know that the stronger and flashier abilities in your powerset will drain your energy faster. Large scale Chlorokinesis, Hydrokinesis, Cryokinesis, teleportation, creating cyclones and things of a similar scale of destruction or long reaching power will drain your princess magic much faster than say; prehensile hair, having animal features, or the ability to generate nets or bouquets. Elemental Princess Powers tend to be the most powerful, as well as the most energy consuming. While normally the only way to recharge this magic is with a quick nap underneath a Runestone, you are a special case and you will slowly regenerate to full power after an hour or so of not using your power. Keep in mind there might be questions if you share a Princess Power with an already existing Princess.

The Horde Basic Training -100 Unlike the Rebellion, the Horde actually trains their soldiers in uniform proven combat techniques and bodies kept in shape through years of tireless training. You are proficient in hand to hand combat, to the point that most untrained combatants won’t be able to touch you without some kind of advantage, and even then your style is lenient enough to adjust to some of the odder situations you may come across, whether it is fighting a person 1 on 1 or trying to avoid being eaten alive by the creatures of the Whispering Woods. You are also well versed in the Horde’s weaponry and maintenance, as well as the ability to drive most Horde vehicles. Your aim and driving skills are still your own, but you know how to operate the equipment without blasting yourself in the face and can keep a steady hand while using them.

Good Guy Hordak [Working Name] -200 We’ve all been there, working at an evil organization and we were so close to victory, but the plot armor of the heroes came into play and you lost, and no matter how close you were to actually winning or how much farther you got then anyone else you were punished by your dark lord. No more! Now when you make actual tangible progress, or push closer to victory than anyone else before, and it isn’t a huge net loss to your organization. They will not only just overlook the failure but reward you for doing what no one else was capable of. Even if you went behind your organization’s back, or back stabbed other high-ranking officials, your progress will be not be simply ignored. Just keep in mind it has to be actual large strides past what has been done before, or something that gives a benefit that is around the same as what was lost. This also works for “good” organizations, but as a rule of thumb for good, evil, neutral, etc., try not to go against what the organization stands for unless you have something that will immensely help their goals.

Animalistic Feature -400 Pick an animal, you now have features and abilities that embody said animal. While not the most powerful of abilities, they don’t need to use magic. This could be anything from a paralytic toxin you release from a scorpion tail, along with sharp and powerful claws. To cat like reflexes, dexterity, balance, senses, and sharp claws. You could sprout wings and fly around the speed of a car, or just gain extremely thick scales and a lizard tale. While not as powerful as some of the magic here, it is a potent advantage against those who would underestimate it. Post jump this may become an alt-form if you so wish.

Weaver -600 You are quite skilled at manipulating people as well as tearing friends, family, and allies apart. You have an almost cult of personality like effect to those you mentor or take care of, making your mark on them as someone who can be trusted despite evidence against it. The longer they stay with you the harder it is for them to willingly get away. For those under you that try and escape to greener pastures, you know the perfect ways to plant seeds of hate and distrust among their new allies and can give nightmares to those you have influence over. Your ingenious use of illusions of sight and sound can fool those into thinking their allies are turning against them, that they are alone in this world and are nothing without you. This perk comes with proficiency and the capability to use illusion magic, but it is most effective on those who you try to sink your teeth into so to speak, and it is limited to sight and sound. Touching said illusions will reveal their nature, a fabrication. The more you have an emotional grip on your target, the stronger these illusions and dreams can be and the farther away you can cast them.

Items: 100 CP items are free to their origins, while every other origin item is half off to their origin. Drop In -100 -200 -400 -600

The Rebellion -100 -200 -400 -600

Princess of Power Invitation to Princess Prom -100 This scroll when unrolled will reveal an invitation to not just the Princess Prom, but any high class/royal event that you are aware of. Simply think of the event, unfold the scroll, and presto it will show an invitation personally signed by the host that will allow you to get into any formal event. Not only that but the scroll will also detail all the rules, traditions, dress code, social faux pas, and any other info you’d need not to kicked out on your rear after getting in. Just keep an eye on it, sometimes rules can be hidden in secret folds and pull out pockets. It even allows for a plus one if you have a date you would like to bring!

-200

Kingdom of Your Very Own -400 A plot of land that can be anywhere from the size of a castle to a small fantasy medieval city that will follow you around from jump to jump. The details of the place are mostly up to you, but the location will be rather mundane in of itself as will its people, no matter how loyal they are to you. The people included in this are not able to aid you in battle, nor are they special in anyway, but they are more than willing to take care of any needs that a mundane peasant could help. From cooking, cleaning, mundane material gathering, and the like, as well hosting any parties, holidays, or festivals you wish to have happen. The city itself seems to be self sustaining and needs little input unless you actively try to improve it, just keep in mind that some improvements might need more management if they require large amounts of resources.

Runestone -600 A First One’s designed Runestone. A large crystal that acts as a magical battery of sorts, drawing in the natural energies of the world to be used. Resting under it could refuel your Princess Power within minutes, but other mystical energies could take longer depending on how much energy you need to be full power and how close the energy pool is to this worlds magic. The real power to this is its ability to protect. Once placed you may activate a shield that will cover an area roughly the size of a large castle and its surrounding area. This shield, while not completely impervious, will withstand most assaults, though extremely powerful or long barrages from artillery may wear it down as it can only naturally siphon the natural energies of the world so fast. If you or an ally are a magical power house, you may dump your energy into this to maintain the shield for longer assaults. With enough research you might be able to improve the shields efficiency, or even create a cloaking effect. Just keep in mind this is most effective in places high in magical energies, and less so in more mundane and lifeless areas. If destroyed will regenerate in your warehouse after a month.

The Horde Standard Issue Weapon and Armor -100 You may choose a weapon of your liking such as a staff, generic blaster, or some other simple weapon. These weapons have a chargeable electrical stun effect of varying levels of strength. From a light stun to potentially deadly if hit somewhere vital or kept in contact for longer periods of time. You may import a weapon into this.

Horde Armor-200 Standard issue Horde body suit and helmet as protective as normal plated armor would be, except a lot lighter and less movement restrictive. It also has the odd effect of making non-direct/area of effect attacks less effective against you. A shock wave from some super hero might send you and your crew flying away, but you’d be able to get up while the rest would probably be reeling from broken ribs. Be aware this offers no additional defense against attacks intended solely for you, and it has a limit to how much it will protect you. You may import armor or an outfit into this for its AoE defense. Just don’t expect a t-shirt and jeans to give as much protection as something like Kevlar or heavy plate armor.

AR Training Facility or Horde Tank -400

Black Garnet Runestone -600 The Black Garnet Runestone is more like an electrical outlet than the normal Runestone’s battery effect. Where the Runestone will absorb a balanced and limited amount of the surrounding areas energy the Black Garnet Runestone is able to draws heavily on the essence around it to empower itself when you make use of it energy. Included with this is a Black Garnet Gem which may be embedded in some tool, weapon, outfit, or jewelry of your choice, while this gem is on your person your magical capabilities will be bolstered immensely depending on where you placed the bigger Runestone, the more magical essence an area has the better, especially any dark magics. The only two caveats behind this power is; first that it cannot heal, it cannot protect. You can only use the energy it gives you for offensive or other miscellaneous purposes [hide in shadows, levitation, pretty much anything that isn’t pure support, defense, or healing]. The second caveat being that the only way to actually control the power is to have the Gem on your person, merely being near the Runestone will not regenerate your power. If the gem is destroyed that leaves the Runestone more or less a giant rock. As a bonus, while wearing the gem the wearer gains control over shadows even if they don’t normally have magical potential, allowing you to cloak yourself, cast illusions, scry, stun enemies, and manipulate shadows as if they are physical objects. Just keep in mind that like the Runestone, if placed in a barren mundane area the effects are negligible, while somewhere like a magical ley line would bolster your energy much more. If either the Runestone or Gem are destroyed, and both are fairly fragile, they well regenerate in your warehouse after one month. Companions:

Drawbacks: Is That A Cute Trap or an Ugly Girl? +0 Adora, and by extension She-Ra, is an androgynous male, rather than being an androgynous female. This will not change much in the story other than how awkward some moments are for Adora, now Adam. The details on whether he hides his gender from others is up to you, but them finding out most likely won’t be an issue with how accepting this universe is about these kinds of things.

A E S T H E T I C +0 If you desire, you can change the “art style” of this universe to its roots. This change will be purely cosmetic in nature and the setting will remain the same. Adora will still be kidnapped and raised by Shadow Weaver, characters will act the same, Adora won’t try and hide her alter ego from others, and events will play out as they normally would excluding your interference. Everyone and everything just looks like it would in the old He-Man and She-Ra shows.

Really Kyle!? +100 You are much clumsier, no less powerful than before sure, but good luck not flubbing it all up. Your ineptitude, while never truly enough to exclude you from the action nor put you and your allies in mortal danger, is enough to make everyone grow irritated at your constant short comings. People generally tend to ignore you unless you are particularly close or they are forced to listen to you.

TRAITOR +200 Sometime after the start of your jump someone close to you will sneak off and find that they have more in common with an opposing faction, or a friend you thought dead is actually alive and thinks you abandoned them so they joined the opposing force. This could be a companion, someone you meet here, or even Adora herself if you happen to have the Horde origin and choose to be a part of her platoon. This will cause you a lot of emotional strife, and you can potentially let your desire to bring your friend back to your side cloud your judgment. And don’t worry, fate itself will bend over backwards to make it so that your close friend will not rejoin you again until the bitter end of defeat. After your time here is up, previously purchased companions will come to their senses will return to your side.

BY THE POWER OF JUMP CHAN +200 Good news, you get your own special “weapon of jumper” and a new alternate human form both of your own design! Bad news, you lose any supernatural abilities and are capped at peak human in all your stats while you aren’t in your new alternate form. To use this new form, you must hold your weapon to the sky and shout “BY THE POWER OF JUMP CHAN” and you will transform into this new alt form where you regain your full powers. This form is draining and can only be used for about 6 hours a day before you will collapse in exhaustion, less if you aren’t getting a healthy amount of rest and eating well. Any attempts to artificially extend this time limit will not end well. Thankfully if you lose or break the weapon it will be returned to you in 24 hours perfectly fine. Yes, you can keep the weapon and alt form, and yes, you may import a weapon into this. Just try and keep in mind you need to be able to lift the weapon skyward so try not to pick anything too heavy. For an extra +200 you may forfeit all your perks to the weapon and only be left with body mod while in your normal form. You can choose another phrase to shout to change forms, but that would make Jump-Chan sad.

Notes: -Princesses Power cap As far as I am aware, Princess Frosta is considered the strongest princess what is actually shown as her strongest feet is was keeping her castle from collapsing with her powers with a strain on her. I would probably use that for the “cap” of this perk. This doesn’t consider the potential to train the power, but it has never really been mentioned or shown if the princesses can even “train” their powers or gain more of a “mana pool” with repeated use. Fanwank responsibly. -Horde Armor Hard to say exactly how good of a defense it is, they are rarely directly attacked and usually when they are the people wearing them are able to get up and run away. I’d give a rough estimate of it being like the HEV Suit in Half-Life without all the bells and whistles associated with it.