I know this has been done before with varying degrees of success, but part of me has been itching to do this for a while now, so I'm giving it a try.
Some notes for this quest:
This will likely update once a week. Likely on Tuesdays or Wednesdaysevery other day when schedule and muse permit (to prevent burnout and sub-quality content).
I'm going to be trying out a d100 method of determining how successful you are. If it doesn't work out, I'll switch to something else.
Unless otherwise noted; after each post with voting options, I'll give you ~12hrs to talk over what you want to do before I open the voting up. I will not accept votes from this period of time.
Asking me questions is perfectly fine, but I'm usually not going to tell you anything that you character wouldn't know, unless it's too late to do anything with it.
Omakes are encouraged. I'll even grant bonuses to future rolls depending on an Omake's length and quality. If they're good enough, I may even be 'canonize' them.
While I encourage active discussion, please keep it civil.
In Long-Haul Mode any and all jumps, scenarios, Drawbacks, and anything else that says "your chain ends" does not, repeat not, end your chain.
Nothing can end your chain except the Jumper's successful Ascension, their choosing the "Stay Here" or "Go Home" option at the end of a jump, or the will of Jump-Chan.
Jump-Chan will not end your chain against your will unless you really piss her off or get really really boring.
Instead, dying or triggering any other jump-failure condition in any jump simply ends the jump immediately and forfeits all purchases you made and items you obtained in that particular jump, just like dying in a Gauntlet does. You still keep memories and whatever value your experiences there are still capable of providing now that you've had to give back everything you bought with CP in the jump that you failed. GM's Houserule: Friends that you've made (and companions you've purchased if you've met them) will still be given the option to join you as per the Companion Houserules (see below). Abusing this will make The GM Jump-chan... upset.
1-ups, Horcruxes, Tower of Naraka, etc., all work to prevent jump-failure as normal.
Successfully completing your required 10 years (or other time period as specified by jump-doc, Drawbacks, etc.) is considered the same as successful completion of a scenario. Any death or other jump-failure that occurs after that point simply ends your jump but does not trigger the loss condition. You may postpone your exit from the jump after successfully completing the scenario at your discretion. Jump-Chan requests that you please not use this to constantly 'time abyss' everything.
You may use an individual jump-doc repeatedly, whether you failed the jump the last time or not. Any 'repeated' jump starts all over again from scratch in a fresh timeline unrelated to any prior jumps you may have done there.
Jumps repeated using this rule give 1000 CP + Drawbacks + all freebies and etc. as per normal. The intent is that each individual jump-timeline, even if being done in another iteration of the same jump-doc, is treated as a separate jump.
Clarification: Any stuff you bought a prior time you used that same jump-doc is still on your character sheet, as if you had bought it in an earlier and separate jump. Because that's exactly what you did.
Clarification: By the will of Jump-Chan you may not use local-multiverse travel powers, CP-backed or not, to try and cheese this or crossover between different jumps that you've done, whether in the same setting or not. If you want to revisit a particular jump timeline you've already been 'inside of', then use the Return option. That's what its there for.
Exception: The Return option and any individual jump's +0 Switches for retaining continuity effects from other related jumps still work as written and do not fall under this rule. The Return option may be used once per other jump completed.
Gauntlets still use their normal rules and/or my optional Gauntlet Interaction rules at your discretion. For purposes of this rule, any jump that normally has a +0 CP starting allowance is a Gauntlet.
Gauntlets may be repeated but any perks purchased in a prior iteration of that Gauntlet are considered as being from a separate jump and do not import again unless you pay for them again. Gauntlets are intended to be unusually difficult and on a limited budget.
cliffc999's Gauntlet Rules
For purposes of Gauntlets, any skill or ability you have obtained from any jump remains with you if it is something that a 'mundane' human being could theoretically accomplish in a 'mundane' world.
For example, since even 'normal' human beings can potentially be epically smart or strong-willed your perks for those would still work unless it was something biologically impossible for an unaugmented human brain (such as thinking at beyond lightspeed or multitasking dozens of separate processes).
Luck or plot armor perks do not work in Gauntlet mode unless they were actually purchased in that particular Gauntlet, such as Just A Little Luck in the Distant Sky Gauntlet.
Your skills still work, whether granted by perks or not, just so long as they're something you could imagine a human being still pulling off in real life with a natural 20.
If a given perk gives you stats superior to this limit, the Gauntlet will temporarily soft-cap them at the limit as opposed to simply ignoring them entirely. So if you take Apostle from GATE and then enter a Gauntlet, you are reduced to a physically peak human with an ideal 'normal human' healing rate as opposed to having your Apostle perk completely negated all the way back to your basic body.
If an individual Gauntlet's text specifically forbids something, that prohibition still stands.
If an individual Gauntlet's text specifically allows something, superhuman or not, that permission still stands.
For purposes of these rules, any jump with a 0 CP starting allowance is considered a 'Gauntlet'.
TLDR: perks are softcapped to max-human potential; luck/plot armor don't work; a gauntlet's rules override these within reason
cliffc999's Companion Houserules
Existing Companions may be taken along into any jump without using the Import option simply by having them exit the Warehouse/housing area. Paying CP for the import option in a given Jump only guarantees that Companions have an in-world backstory and/or allows them to spend CP to improve themselves as specified in the individual jump document. '0 CP' imports are basically Drop-Ins without ID papers who don't get perks, items, or freebies. If a specific jump says that 0 CP imports do get such things, then they still get them in that jump.
A 'generic' import option may be used for 50 CP per Companion, or a bulk rate of 200 CP to import up to 8 Companions. If a given Jump does specify different CP values or terms for a Companion import, then those options may be used instead at the Jumper's discretion.
No 'new recruit' Companion can cost more than 200 CP a head unless they are considered OP/game-breaker status by the standards of their native jump. This is intended to help redress point-balance problems from earlier jump docs before a community set of standards started to be informally adopted, please don't cheese it. If a specific Jump-doc (like Touhou) already lets you recruit an OP/game-breaker NPC for 200 CP or less, that still works.
Any Companion imported via a 'paid CP' option, whether specific or generic, receives a minimum of 600 CP to spend. This particular proviso does supersede Jump-document specifics. If the Jump-document already specifies that they get more than 600 CP then use the higher amount.
Imported Companions receive all freebies and discounts appropriate to their Race, Origin, Background, etc., unless the specific Jump-document says otherwise. If a given Race, Origin, Background etc. would cost CP to take then the Companion must still spend that CP unless the specific Jump-document says otherwise.
Stasis Pods don't exist. The only thing necessary to recruit a Companion is to inform them of the Jumpchain and its opportunities and risks, and have them agree to come with you when the current jump ends. Jump-Chan will take it from there.
An 'emergency medevac' recruitment, where a would-be Companion is being yoinked into the Warehouse Medbay under fire at the end of a jump and is in no condition to hear the explanation or make decisions before jump-end, must be first brought to consciousness in the Warehouse and given a fair chance to hear and decide on the recruitment pitch before the next Jump is allowed to begin. Should the prospective recruit refuse to come along, Jump-Chan will give them a free trip home.
The Jumpchain is a metaphysical multiversal adventure of epic scope, and not to be taken lightly. Every Companion must accept that status of their own informed consent, or else Jump-Chan won't add them to your party. By Jump-Fiat things like charisma perks, Perfect Communication, etc., have a much lower effect, or no effect at all, during the Companion recruitment pitch. Deciding to come along on the Jump is the most important decision the Companion will ever make in their lives; its not polite to cheat.
A 'new recruit' companion that is paid for with CP, if the option exists in a jump, is considered an automatically successful recruitment. The main purpose of spending CP is if a Companion would otherwise have no in-character reason to abandon their life and come with you, but you want them anyway.
At the end of every jump Companions may choose among the Ending options for themselves, separately from the Jumper. So if they want to go home or stay in a jump while the Jumper wants to go on, they can... but barring the Jumper's successful ascension or a use of the Warehouse Return option they will never see the Jumper again, and if they choose to remain in a jump not their native jump then barring a post-Spark Jumper returning to give them a lift they will never see their home jump again.
TLDR: Anyone can be a companion if you can convince them, but must know the rules & agree of their own free will; purchased companions are guaranteed unless you're an absolute a-hole to them; max cost for companions is 200cp unless they're game-breakingly powerful in-setting
Body Mod: cliffc999's Basic Jumper Package
Basic Jumper Package - Body Mod Replacement
The following is intended as a replacement for the Body Mod or any other supplements that would substitute for the Body Mod. Instead of taking a Body Mod, you get the following perks free. The Basic Jumper Package counts as being part of the Body Mod for purposes of all perk, Drawback, and Gauntlet interactions.
You obtain your Basic Jumper Package as soon as you agree to start your Jumpchain.
Free Perks:
Basic Fitness - You are cured of any physical ailments or disabilities you may have at the time you obtain this. You become as physically fit as an average healthy athletic person would be. Your physical fitness will never deteroriate unless you wish it to do so, as long as you have sufficient food and water to survive. You also possess perfect fiat-backed fertility control.
Additionally, you are aware of any mental illness, disorders, disabilities or other conditions you may be suffering from at the time you obtain this and may choose to have any or all of them be removed. This does not make you immune to these things, it just removes pre-existing conditions.
Perfect Memory - You gain a fully eidetic memory, with instant recall, unlimited storage, tamper-proofing, and perfect indexing. This perfect memory is fully retroactive.
Total Efficiency - You can make incredible leaps and bounds in training and personal development at speeds that are outright astonishing. You can master skills and improve abilities, attributes, and anything else that could potentially be improved by training much faster than you would normally be able to, and your rate of improvement will never slow down until or unless you hit a softcap.
Furthermore, your skills or abilities of any kind will never degrade from time or disuse. A skill you haven't used for centuries will still be executed as crisply as the day you first learned it, and while you still age normally (barring other perks or abilities) you'll stay in peak condition right up until the Grim Reaper comes to fetch you.
The exact rate of improvement granted may be fanwanked to be anywhere between a mild improvement to fully equalling other training boosters available on the jumpchain.
TLDR: no physical ailments/disabilities; body is equivalent to an average healthy/athletic person; physical fitness can improve, but not deteriorate; fiat-backed fertility control; perfect memory; super-learning/training; & no skill/fitness loss from lack of use
Warehouse: cliffc999's The Storage Facility
The Fortress of Jumper replaces the Cosmic Warehouse supplement. It is incompatible with other Warehouse replacers.
Items:
The Fortress of Jumper - This extradimensional residence comes with living quarters, a fully-equipped workshop and medbay, storage areas, and all the utilities. It comes with automated housekeeping, automatically restocking food supplies and household consumables, and a cosmic garbage disposal. It also provides storage, maintenance, and fueling facilities for all the Jumper's in-atmosphere vehicles.
For storage of your space vehicles you may use whatever spacedock supplement you prefer -- the Bay, the Dock, the author's own Shipyard, whichever -- and it will connect to and be part of the Fortress as it would normally do for the Warehouse.
The Fortress is as large as it needs to be at any given time and rests outside the bounds of the multiverse, and would remain intact even if all of Creation were cast into oblivion. The Jumper may open a dimensional portal to any room in the Fortress with a moment's concentration, but when leaving the Fortress may only return to the same exterior point the portal was originally opened from. Only the Jumper, their Companions, and invited guests can enter the Fortress and guests may be ejected at any time.
The Fortress has a cosmic wi-fi connection that provides a secure link to the Internet or equivalent of the jump are you currently in (presuming, of course, that the jump in question has an internet). Connecting and syncing your wireless-capable devices and computers to your Fortress' wi-fi hotspot is always a snap. The Fortress' LAN and wi-fi have an internal bandwidth of "yes", with connection speeds limited only by the capacity of the devices being used. The external connection is equivalent to whatever a platinum-grade high-speed commercial internet connection for that particular setting would be. Cabled connections and plug-in jacks for your hardware are also available on request.
The Fortress' router, wi-fi hotspot, and hardware firewall have fiat-backed immunity to malware and hacking. Your individual devices, however, are no more robust than they ordinarily would be. If you deliberately download and execute something that then frags your hard drive, well, learn better next time.
The Fortress' internet connection is not proof vs. tracing unless you take other perks, items, or skills that provide such. However, they can only trace it as far as the unique IP address for the Fortress' internet gateway and no further. IOW, repeated hacks can be identified as all coming from the same source, but they cannot actually physically locate your Fortress exit.
If your particular Jumpchain uses Stasis Pods then the Fortress can provide them at your discretion, on up to whatever limit for Companions you are using. If your Jumpchain uses the Return option then it is a feature of the Fortress that functions once per new jump completed. You may not 'bank' uses of the Return option for later. GM's Note: Return is in effect, Stasis Pods aren't (see Companion Houserules)
For purposes of all other rules or supplements that interact with the Cosmic Warehouse, the Fortress of Jumper will be considered equivalent to the Cosmic Warehouse.
TLDR: Warehouse w/ all the bells & whistles except Gravlink, Exosuit, and Link
Question 1: What is your starting gender?
[] Male
[] Female
Question 2: What do you look like? (pictures welcome)
[] Write-in
Note: Keep it SFW, please.
Question 3: What is your background and personality like? (this will determine your starting skill-set and non-voted actions)
[] Write-In
Notes: The GM reserves the right to veto backgrounds. The character's personality can change over time, due to experiences.
Question 4: How long do you want each Jump to take?
[] Skip most of the boring stuff, please.
Note: ~1-5 posts per Jump. Most of the posts will be the written as a journal with a few flashbacks of dialogue.
[] Keep things interesting, but still give us some details.
Note: ~5-15 posts per jump. Journal-format covering the time-skips with scenes covering the
[] Take your time; no need to rush.
Note: ~15+ posts per Jump.
[] Other
Note: Ping me with your request, and I'll consider adding it to the options.
Question 5: Where do you want to go first?
[] Pokemon (The Classic)
Notes: This setting is closer to the game world then the anime in tone. Pokemon are non-sapient, for the most part. You're still forcing animals to fight for you, though. It's dangerous to go alone. Here, take this.
[] The Legend of Zelda: Breath of the Wild
Notes: Fallout: Fantasy Edition. Now 70% Lighter and Softer! Help save the kingdom... or just do your own thing and let Link do all the hard work. Your choice.
[] Harry Potter
Notes: Ah, the HP-verse; proving that, even with Sparkly Magical BS, people are still people. Good luck with that.
[] Write-InSee Note.
Note: If you want to request a particular Jump, ping me with your request and I'll let you know. While I am a geek, there are over a thousand jumps, and I've only seen/read so many of the series they're based on.
Question #6; The Most Difficult Question of All: What Is Your Name?What? I have trouble with names, alright.
[] Write-In
Edit: As a reminder, I'll be opening up voting tomorrow, for now, just suggest and debate different options.
Edit 2: Forgot a rather important question. [/COLOR]
Strength(Power): S (+45 to rolls involving attribute)
Dexterity(Finesse): A+ (+35 to rolls involving attribute)
Stamina(Resistance): S (+45 to rolls involving attribute)
Mental:
Intelligence(Power): B (+15 to rolls involving attribute)
Wits(Finesse): B (+15 to rolls involving attribute; +30 when in combat or danger)
Resolve(Resistance): B (+15 to rolls involving attribute)
Social:
Charisma(Power): B- (+10 to rolls involving attribute)
Manipulation(Finesse): B- (+10 to rolls involving attribute)
Composure(Resistance): B (+15 to rolls involving attribute)
Willpower:
Permanent Willpower: 7
-Note: Not quite green-lantern level, but pretty good. Temporary Willpower: 7/7
-Notes: Can be used to grant a +15 to a roll by spending 1 point of temporary willpower. Can also be used to resist certain mental influences. Social attacks can be mitigated by burning willpower. Willpower regeneration is dependent on Resolve.
Skill: Native-Earth A+ (+60 to cast magic from your home-world)
-Note: The magic of your home-world. Shares strong similarities with the magic from the Elder Scrolls universe(s).
Skill: Arcane Magic D+ (+15 to cast magic of this school; +5 to casting other magics; +5 to learning new magical systems/schools)
-Note: A school of magic that you developed before you started Jumping. Specializes in the observation and manipulation of magical forces.
Belkan Magic (Lyrical Nanoha) C [+25 to cast magic of this school)
Midchildan Magic (Lyrical Nanoha) C- [+20 to cast magic of this school)
⦁ Artifice and Enchanting:
Native-Earth Artifice: D (+15 to create magic items using your home-world's magics)
-Note: A long, involved process that creates magic items not dissimilar from the ones found in the various D&D worlds.
⦁ Potions & Brewing:
Native-Earth Potions: C (+30 to brew potions from your home-world)
-Note: Potions created using this method are similar to the ones found in the Elder Scrolls universes.
-Note 2: -15 penalty when using ingredients from other universes, due to the different magical natures. Removed after some practice w/ the local materials.
⦁ Theoretical Magics:
Skill: C (+30 to understand how new magic/magical systems works)
Science:
⦁ Technology and Engineering:
Skill (Earth-1980): C (+25 to rolls involving technology and engineering from 2000 and before)
⦁ Biochemistry and Anatomy:
Skill (Earth-1980): C- (+20 to rolls involving biochemistry and anatomy from 2000 and before)
Skill (Earth-1980): D+ (+15 to rolls involving information technology from 2000 and before)
Combinations:
⦁ Magitech:
Skill: D+ (+15 to combine technology and magic)
Skill Specialty [Home-world's magic]: C (+25 to combine technology and the magic from your world-of-origin)
Skill Specialty: Magitech (Nanoha-verse) B+ (+45 to combine technology and the magic from MSLN)
Skill Specialty: Magitech (Device Meistry) S-(+65 to design and create Nanoha-verse 'devices' {magical foci})
Skill Specialty: Lost Logia B- (+35 to examine/disable Lost-Logia)
Skill Specialty: Xeno-magitech D+ (+15 to examine/disable foreign magitech)
The Mind:
⦁
Combat:
⦁ Skill: Tactics C- (+20 to rolls)
⦁ Skill: Melee Weaponry D (+10 to rolls)
⦁ Skill: Martial Arts D+ (+15 to rolls)
⦁ Skill: Modern Weaponry C- (+20 to rolls)
⦁ Skill: Situational Awareness C- (+20 to rolls)
The Body:
⦁ General Physical Boosts:
Combat Cyborg: Strength and Stamina set to S+ due to magical reinforcement; Dexterity set to A+ due to optimization; +15 to Wits in situations involving combat or danger)
⦁ Physical Fitness:
Body-Mod Perk: Basic Fitness (Your physical fitness will never deteriorate unless you wish it to do so, as long as you have sufficient food and water to survive.)
Training:
⦁ Body-Mod Perk: Total Efficiency (+50 to rolls involving training and/or learning)
⦁ Body-Mod Perk: Perfect Memory (automatic critical-success on attempts to remember information, +50 to rolls involving learning through reading or memorization)
Interaction:
⦁ Presence:
Skill: C (+25 to applicable rolls)
⦁ Socializing:
Skill: General Socializing C- (+20 to rolls using this skill)
Skill: Teaching D+ (+15 to applicable rolls)
Skill: Friendship C- (+20 to applicable rolls)
Skill: Seduction D (+10 to applicable rolls)
Skill: Appearance/Style C (+25 to applicable rolls)
Hobbies:
⦁ Studying Magic
⦁ Anime/Manga
Inventory:
Infinite Library-card [Fiat-backed] - a library card for the biggest repository of knowledge in TSAB-space. Magical Sealing Box [Fiat-backed] - a box for sealing dangerous magical objects in; objects are completely nullified while closed Lost Logia Detector [Fiat-backed] - a magic-scanner; sensitive, but can be overpowered Cartridges [58] - cartridges used by Elisa in her weapon/device-mode Cartridge Kit [Fiat-backed] Box of Magazines [Fiat-backed] - a box containing various weapon/device magazines; will always have a magazine for the weapon/device you need it for; the last cartridge of each magazine will duplicate itself, granting effectively-unlimited ammo; any attempt to remove said cartridge will negate this effect. Mysterious Serum [7 left] - a clear serum in a vial; drinking 'awakens' a Linker Core in the imbiber. -Recipe [undeciphered] - the recipie for the Mysterious Serum; heavily encrypted; you've recently gained information on where the cypher is located. Unlimited Pizza Hut Papa Murphy's Pizzas [Warehouse service] - the Warehouse now spawns freshly-cooked pizza for you at-will. Is there a limit? Belkan Cultural Artifacts - a box full of old Belkan knickknacks and books 699,900 Mid-childan credits - currency used throughout the TSAB Sacred Gear - Nemesis Ether [Fiat-backed] - allows you to create/use magics/energies antithetical to a target's; can also be used to 'poison' a target with these energies Sacred Gear - Cassandra Calling [600] - speeds up your perception and thought-speed & allows you to see into the immediate future; sight-based Renewable Demonic Contract [Fiat-backed] - a contract that allows you to summon a low-level, non-combatant devil to do menial tasks for you; haven't used it yet. Tattered Journal [Fiat-backed] - a mysterious journal written by an unknown fallen angel; contains information about sacred gears and how to make them; encoded & written in an unknown language
Personality: Loyal and devoted. Tends to be professional and analytical in combat situations, and quiet and shy in social ones. Has a crush on you. Hobbies: Novels and shows (animated or live-action), tending to prefer space-operas and mecha with romantic sub-plots (or vice-versa) Traits:
Attribute: Linker-core [A-rank; artificial]
Belkan Magic (Lyrical Nanoah) A [+55 to cast magic of this school)
Attribute: Unison Device [can merge with others to enhance the casting of Nanoha-verse magics]
Beatrice:
Species: Human (Forcefully de-ascended ROB) Personality: From what you can tell, something of a ditz and a slacker. Hobbies: Foodie(?) Traits:
Sure, some refer to you as other things (magician, witch, etc.), and you certainly know some magic, but you've always considered yourself to be a scholar first and a mage second.
Truthfully, you understand where their confusion might spring from. While mages might seem scholarly at first glance, most mages see little use for scholarly pursuits with the exception of that which they can use to gain more power.
To put it another way: the purpose of studying for most mages is either to enhance their magical abilities, or use their magic to enhance their lifestyle. You wish to understand magic, and using magic, mastering magic, is part of understanding it.
As a result of your studies, you were able to create a refined system of magic greatly improved from what is normally taught:
[] Runic Magic: It takes time and effort to use runic magic to do anything remotely complex, and mistakes can be dangerous; however when used correctly, runic magic is capable of amazing feats. Note: this mainly involves writing glyphs that embody concepts into a 'program'. This can be used to write in the air to cast spells (although the process can be quite slow), used with magic circles to achieve complex effects, or carved into objects to enhance or alter them directly. This option is probably the most dependent on non-magical knowledge. Can eventually lead to magi-tech.
[] Artifice: Imbuing mundane objects with magic power is nothing new. Nor are foci to assist mages in their casting. You, however, have managed to create magic items that, when fed their users magic, are capable of far more than what 'normal' magical items can accomplish. Note: The results can be quite powerful, but they tend to require expensive reagents to create; limiting you on what you can make. Basically, the things you make using this can grant people with the ability to use magic powers that would normally be outside their reach. Think artifacts from Exalted (3E).
[] Arcane Magic: Also known as Aetherial magic, Arcane magic is the art of interacting with raw magic directly. The practice is poorly understood at the best of times, and is considered little more than mysticism by many, but you feel that you've mad significant progress, and you can go even further. Note: This is probably the weakest from the starting gate, but mastering this will make all of your magic much more powerful and versatile. Get far enough down this path, and you'll be able to start mixing different magic systems with much greater ease than you normally would.
[] Write-In: Note: Must be okayed by the GM.
Unfortunately, you weren't the only one impressed by your innovations.
A local mage had been stopping by over the past couple of years to confer with you on a number of subjects. You thought they seemed friendly enough, until a few hours ago. Then your 'friend' was making off with your research notes while you were bled out on the floor and your library burnt around you.
If it weren't for the being that introduced herself as Jump-chan, you'd be dead right now.
But that's not something you want to think about right now. You have an Opportunity.
The random pseudo-omnipotent being that introduced herself as 'Jump-chan' has offered to take you to a new world every 10 years (as long as you don't die anyway), with no strings attached.
You Imagine this must be what if feels like to win a place on one of those game-shows; the ones where you can win fantastic prizes if you do well.
Not that you've watched much Television; aside from some fascinating documentaries (and even then you were usually reading a book at the same time) and the occasional show that caught your interest, you're usually more interested in your studies.
Anyway, the first place you're jumping to is the Harry Potter-universe.
While you haven't read much of modern literature, you've always had something of a soft-spot for that series... Or you just want to knock some sense into those idiotic wizards; you're not sure which.
As you look through the glowing screen that is the 'CYOA' form for the Harry Potter Jump, your mind is a whirl with the possibilities.
[X] Plan Master of Mind Arts
-[X] Vivian Majere
-[X] Arcane Magic
-[X](Origin) Pureblood -100CP
-[X](Family) Wealthy -100CP
-[X](House) Ravenclaw
-[X](Abilities) Wit beyond measure. FREE
-[X](Abilities) Great Cunning. -100CP
-[X](Abilities) Clean Blooded. FREE
-[X](Abilities) Occlumency. -100CP
-[x](Abilities) Legilimency. Discounted -100CP
-[X](Abilities) Non-verbal speciality -200CP
-[X](Abilities) Fiendfyre Master. -400CP
-[X](Abilities) Wandless Magic. Discounted -250CP.
-[X](Abilities) Parselmouth-100CP
-[X](Gear) Nimbus 2000. FREE
-[X](Gear) Dragon Hide Jacket. FREE
-[X](Gear) Pet Owl. FREE
-[X](Gear) Dark Arts Cache. -50CP
-[X](Gear) House Elf. Discounted -100CP
-[X](Scenario) Outstanding Student
-[X](Flaw) Prisoner of Azkaban: +300CP
-[X](Flaw) Prophecy: +100CP
-[x](Flaw) Oblivious +200CP
July 24th 1991
Your name is Vivian Majere; Scion of the Ancient and Noble House of Majere. Born March 31 1980, your family tree has been filled with witches and wizards for over five hundred of year. Prophesized to bring about a reign of darkness come the new millennium due to being the only which born during an unexpected eclipse. Family Roll: 1d100= 13 (Bad Luck). Affiliation Roll: 1d3= 3 (Neutral)
Your grandmother has done her best to teach you everything you need to know to inherit the Majere household, after your parents died in the war. Something she has drilled into your head from a young age. Proper manners when at formal events, how to conduct yourself in front of your peers in such a way that you don't cause the house to lose face, and to think before you go off and join a madman just to get yourself killed in an attempt to accomplish the noble goal of blood-purity in the most ham-handed way possible!
She rants about that last one at length given the smallest reason.
Still, you are also Vivian Majere; centuries-old scholar of magic from an alternate Earth and winner of a cosmic-lottery that ended up with you being able to go on a Jumpchain adventure. Resist Trauma (childhood) Roll: 1d100= 84 + 15 (Resolve) + 25 (Occlumency) = 124 (Crit!) + 1d100 = 19 (143); Req: 85; Result: Great Success.
Your studies into the nature of magic itself were considered revolutionary by the modern magical community, and you were no slouch in the more mundane sciences. You've lived through witch-hunts, revolutions, civil wars, world wars, times of persecution, & times of peace.
Dowager Majere's smothering, archaic, and downright toxic methods of raising a child might have left an ordinary person a mental-wreck, even with training in occlumency. You however, have been around the proverbial block before. It took you a few hours, but you were able to go through the memories of your new life to isolate and work through the more traumatic ones.
Still, you'll probably need to do something about your grandmother at some point, or weren't going to be able to accomplish your Scenario, let alone half of the goals you'd set for yourself.
Anyway, you've just gotten back from a visit to Diagon Alley, after having finally recieved your Hogwarts letter. In which you'd managed to pick up your wand (9 1/2 inches, cherry wood with a unicorn tail core, slightly bendy), a Nimbus 2000 broom (which you have special permission to bring with you to Hogwarts), and a tawny owl to handle your mail. Roll: 1d2= 2 (female) You still have to name her, actually:
[] Write-In
She seems pleased enough with the name (you think).
Aside from that, your grandmother has gifted you with a number of books that have been passed down in the family, and a dragon-hide longcoat that apparently belonged to your mother.
You idly stretch out on your (ridiculously comfortable) bed, musing to yourself how hectic today was.
Hey, discovering that you're a pseudo-reincarnating dimensional-traveler and integrating your new memories would be exhausting by itself without the afternoon shopping-trip.
Currently, you have a little over a month before the school-year at Hogwarts begins.
How do you want to spend your time? (Pick 3)
[] Studying [Magic]: Your first-year schoolbooks seem fairly basic, but there's a lot of information to cover, and it's always good to start with the basics. Right?
[] Studying [Magic]: Majere Manor's libraries have books dating back to the 16th Century. You're sure you can find plenty of useful information in them.
[] Studying [Magic]: Another trip to Flourish and Blotts will be needed for more modern books. Your grandmother may object, though.
[] Studying [Culture]: Wizarding culture has developed in ways that diverge greatly from both modern society and the magical cultures from your own Earth. This must be investigated!
[] Studying [Other]: (Write-In)
[] Socializing [Peers]: Now that your Letter has arrived, your grandmother has been eager to introduce you to the scions of other houses. You can handle a few (dozen) social events, right?
[] Socializing [Grandmother]: You'll need to reach an understanding with her if you want to have any kind of working relationship. Might prove difficult, since you're (physically) eleven and she's set in her ways.
[] Socializing [Other]: (Write-In)
[] Write-In (must be okayed by the GM)
GM's Note: I almost started you guys at the beginning of the schoolyear, then I realized that jump is supposed to start on July 24th.
This is better, anyway, it let's you have some in-world prep-time before being thrust into the deathtrap institute of learning that is Hogwarts.
Anyway: Voting will begin at Noon (1200 PDT) tomorrow (Friday). Feel free to create and discuss plans until then
[X] Hey, you!
[X] Studying [Magic]: Your first-year schoolbooks seem fairly basic, but there's a lot of information to cover, and it's always good to start with the basics. Right?
[X] Studying [Culture]: Wizarding culture has developed in ways that diverge greatly from both modern society and the magical cultures from your own Earth. This must be investigated!
[X] Studying [Magic]: Another trip to Flourish and Blotts will be needed for more modern books. Your grandmother may object, though.
HP:1-2
Okay, so you haven't gotten around to naming your owl. It's just an owl; who cares?
Seriously; on your Earth, magicals had developed communication-mirrors during the second world war, and the techniques had only improved in the years after.
What do the magicals use on this world?
Glorified carrier pigeons.
You really wish you could remember why you wanted to jump to this world; because if this is the level that their magicals work at, you're not going to learn much here.
---
Study roll: 1d100=92+30(Intelligence)+100(Perks)=222(Crit 1)+1d100(6)=123(Crit 2)+1d100(15)=38
Req: 30/80/130
End result: Critical Success (+1 magnitude)
Speaking of which. You've been studying ahead on the first-year books. While the information is fairly basic (due to being intended for 11 year-olds), you're able to glean some much needed insight into this world.
On the magic side; one of the first things you noticed is that none of books go into any detail about the process of actually channeling your magic. They discuss proper wand movements and pronunciation, they stress proper visualization, but the actual channeling of magic appears to be an automatic process handled by the caster's wand.
In contrast; mages on your Earth have to spend years learning to focus and control the amount of power they're able to call upon. Granted, the first part of learning magic where you come from is learning to touch your magical reserves. Said lessons coincide with a exercises designed to expand said magical reserves, as bigger magical reserves were found to be much easier to 'grasp'. The whole process could take anywhere from several months to years, depending on the student.
Then again, anyone on your world could theoretically use magic with the proper training. That wasn't to say that anyone could be good at magic, as you had to take into consideration natural talent as well as well as inborn magical capacity. In your time, you've seen both powerful magicians who were useless with any kind of complicated spellcasting and mages capable of beautifully complex spellwork that had miniscule reserves to draw upon.
But you digress.
Charms appeared to work fairly similarly in this world to what you're familiar with; using magic to alter the laws of physics to create intended effects. The spells themselves appear fairly whimsical at first, but upon going over them a second time, you quickly begin to see how they cover import techniques that will likely be used in more complex spells. Not bad at all.
Transfiguration seems to be much along the same vein; altering an object's physical form using magic. Although you've made note that magic users on this world tend to use their magic to alter their surroundings considerably more than the ones where you come from. You file that fact away for later.
Defense Against the Dark Arts, appears to be a magical self-defense course combined with knowledge of dangerous and how to fight/avoid/escape them. Useful, but nothing Earth-shattering.
History of Magic, seemed to be an eclectic mix of subjects. There were a few chapters on famous wizards and witches, some chapters on events like the Gargoyle Strike of 1911, and then there were some strange ones.
You've heard of some magical shenanigans in your time, but the chapter on The Soap Blizzard of 1378 definitely takes the proverbial cake.
Herbology is another course that doesn't seem too different, although some of the plants described in the book make you scratch your head in confusion. You'll have to do more research on magical botany when you get a chance.
Potions... is honestly fascinating. They clearly have getting the most out of every magical ingredient down to a science. You're honestly tempted to whip out your cauldron and try to brew some of the simpler potions just to examine the process first hand.
Astronomy is Astronomy, and aside from a few minor differences, not much has changed.
Over all; nothing appears to be too different.
---^^^---
Roll: 1d100=20+30(Intelligence)+100(Perks)=150(Crit 1)+1d100(14)=64
Req: 60/120/180
End result: Success.
Speaking of different; you also did some research in the family library on how wizarding culture has drifted so far away from the mundane one on this world. While the books take some deciphering, you manage to get a good idea on what happened.
There is a lot of history involved, but it basically boils down to the fact that magic in this world is something you're born with, not choose to do. On your world magic users throughout history generally had some idea what they were getting themselves into when they started studying magic, here magic happened whether the person with magic wanted it to or not. This led to envy amongst those who wanted to use magic but couldn't, and frustration from those with magic who just wanted to fit in.
The end result was magicals separating themselves from the mundane world in order to feel safe, with the only links to their old-world being the few 'muggle-born' who were born each year.
You're honestly somewhat surprised that you don't speak a different language.
---^^^---
Manipulation roll: 1d100=17+15(Manipulation)+25(Skill)+25(Perk)=82
Req: 80/160/240
End result: Minor Success.
Event Rolls=1(event); ???=10
The bell on the door rings as you and your grandmother enter Flourish and Blotts.
"Dowager Majere, Miss Majere." Mr. Blott calls from the counter. "Good to see you again.
"Mr. Blott." Your grandmother manages to nod through her irritation.
"Is there anything I can help you with?"
"Apparently my granddaughter has decided that she'd like another look through your store." She commented dryly as she idly scanned the shelves. "Specifically the magical theory section."
"Interested in theory already is she?" He says with a grin and a chuckle. "A regular Ravenclaw in the making, then."
"Quite."
"Well, we can certainly oblige her. I can think of a few titles off the top of my head that should be good for learning the basics."
You grandmother merely nods and begins marching towards the history section. "Just let me know when you're finished."
Recognizing the dismissal for what it is, you follow Mr. Blott's lead further into the bookstore. "Funny day for coincidence; I have another first-year here who was interested in magical theory."
"You don't say?" You can't help but
"I do." He says with another grin as you turn the corner into section marked 'Magical Studies', where a bushy-haird girl was flipping through a surprisingly thick book. "In fact, let me introduce you two."
"Vivian, this is Hermione Granger. Hermione, let me introduce you to Vivian Majere."
How do you respond?: (Keep in mind that you don't know who she is)
[] Write-In.
---^^^---
GM's Note: Not bad considering I've been running a fever all day.
... or is that just the fever talking?
Edit: Voting will begin at Noon (1200 PDT) tomorrow (Sunday). Feel free to create and discuss plans until then
GM's Note: Sorry this took so long to get out; this cold hit me pretty hard.
[] "It is a pleasure to meet you, Ms.Granger. As Mr.Blott said I'm Vivian of the House Majere. Excuse me for taking a bit of your time and asking what book are you browsing through?"
??? = 87
"I-it's a pleasure to meet you too." The other girl greets you shyly, before perking up as her attention went back to the books. "I'm currently looking for a good beginner's guide to magical theory." At your cocked head she continues. "While the required books are quite useful from a practical perspective, I found them somewhat sparse on the nature of the different magical disciplines in general."
"Admirable." You note with a dignified grin on your face. "Although I may be biased on the subject, as I'm here for the exactly the same reason." You motion to the bookshelf. "Shall we combine forces in our search?"
With a shared grin the two of you quickly begin searching the shelves.
The two of you make quick, orderly work of the shelves, rapidly discarding books that are of little use, while setting aside those deemed useful. In the end, you found two books that struck your interest. A rather large tome entitled The Nature of Magic: Facts and Theories by Timothy Nidwick, and a smaller, paperback book hidden away in the top shelf with the simple title A Treatise on Magick under the pen-name Far Off.
The first book is a simple but thorough dissertation on the different magical theories in the Wizarding World and the history thereof.
The second, though; seems to suggest an approach to a unified magical theory that isn't dissimilar from your own. Which is a shame since there only appears to be one copy. ??? = 72
"Why don't you take that one." Your bushy-haired future classmate offers softly. Upon seeing your look, she smiles. "Once you started reading, I'm reasonably certain we could have studied astronomy by looking in your eyes." Composure: 32 + 60 = 92; Req: 50/100
You feel a blush starting to form before you clamp down with your Occlumency shields. "Thank you. I'll let you borrow it once I'm finished." You promise as you clutch the book to your chest. ??? = 93
"Actually, If you'd like to help me out, are there any books you'd recommend for me to pick up before Hogwarts begins? I'm trying to find as much information about Hogwarts and the Wizarding World as I can before classes begin this year." Roll: 57 + 30(Intellect) + 25 (???) = 112(Crit!) + 42(1d100) = 64 (164) Select up to two (2) options for Hermione to buy:
[] Wizarding Traditions by Amanda Dickey (One thing that most muggleborn neglect to take into account is that they're stepping into a different culture, this should help) [Raises Hermione's 'Wizarding Culture' skill, ???]
[] Guarding the Mind by Gary Mason (Considering how easy it is to look into others' minds with a bit of training, it might be best for any friends of yours to be able to protect theirs) [Hermione gains 'Occulmency' skill, ???]
[] Easy Charms for the Young Witch by Linda Lamont (No matter where you are, first impressions are important; these simple cosmetic charms will help her look good with little work [Raises Hermione's 'Appearance' rating, ???]
[] Wizarding Families of the 20th Century by Griselda Greengrass (It's important to know who the big players are, so you can avoid stepping on their toes if nothing else) [Raises Hermione's 'Social: Pureblooded Society' skill, ???]
[] Write-In (must okayed by the GM first)
Also, you came here to find books. Roll: 22 + 55(Research) = 77 Select up to two (2) books to buy for yourself (keep in mind who will be paying for them)
[] Magical Machines by Agatha Bidyne (a book on the more modern magical marvels like the Wizarding Wireless and the Knight Bus.) [Raises 'Magitech']
[] Snakes and Sorcerers: Parseltongues Throughout History by Eliot Kaan (You're a parseltongue, why not discover more?) [???]
[] Wizarding War by Nicole Shepard (seems to be a treatise on modern wizarding wars and how they're fought; 8 years old) [gain the skill 'Warfare: magical']
[] Broken Physics by Thaddius White (a book on spell creation focused mainly on charms) [bonus to spell creation]
[] The Arte of the Duel by Anise Lockheart (a book on formal dueling) [???]
[] Write-In (GM approval needed) luck roll = 69
The two of you bring your purchases up to the front counter, where an older witch meets Hermione. Her purchases are paid for and you say your goodbyes before they leave.
Now, where did your grandmother wander off to?
It takes a few minutes of searching, but you eventually find her.
In the romance section.
Intently reading a book.
With a blush on her face. willpower roll = 65(pass)
You quietly back away. Maybe reading one of your books by the front counter would be wise.
After another ten minutes your grandmother comes back and pays for your books (as well as a few of her own), and the two of you make your way back to the manor.
---^^^---
You have a week until Hogwarts starts, is there anything else you'd like to do before then (aside from study)?
Pick one (1):
[] You're ready for Hogwarts.
[] Write-In.
As usual: Voting will begin at Noon (1200 PDT) tomorrow (Wednesday). Feel free to create and discuss plans until then
GM's Note: Sorry this is a bit late. Today was much more complicated than I was expecting.
[x] Wizarding Traditions by Amanda Dickey (One thing that most muggleborn neglect to take into account is that they're stepping into a different culture, this should help) [Raises Hermione's 'Wizarding Culture' skill, ???]
[x] Easy Charms for the Young Witch by Linda Lamont (No matter where you are, first impressions are important; these simple cosmetic charms will help her look good with little work [Raises Hermione's 'Appearance' rating, ???]
[x] Magical Machines by Agatha Bidyne (a book on the more modern magical marvels like the Wizarding Wireless and the Knight Bus. [Raises 'Magitech']
[x] Broken Physics by Thaddius White (a book on spell creation focused mainly on charms)
[x] You're ready for Hogwarts
Harry Potter 4
Theory roll: 1d100=35+30(Intelligence)+100(Perks)=165(Crit 1)+1d100(78)=143(Crit 2)+1d100(38)=81 (281 total)
Req: 110/220/330 (80 base + 30 for unfamiliar magical system)
End result: Moderate Success (Skill: Magical Theory [Potterverse] C).
'Magical Machines' roll: 1d100=36+30(Intelligence)+100(Perks)=166(Crit 1)+1d100(23)=89 (189 total)
Req: 75/150/225 (50 base + 25 for unfamiliar magical system)
End result: Moderate Success {Skill: Magitech C- -> C+).
'Broken Physics' roll: 1d100=48+30(Intelligence)+100(Perks)=178(Crit 1)+1d100(46)=124(Crit 2)+1d100(5)=29 (229 total)
Req: 105/210/315 (70 base + 25 for unfamiliar magical system)
End result: Moderate Success (Skill: Spell Creation [Potterverse] D w/ Specialty: Charms C+)
The following week seems to pass pass in a heartbeat. Between your new perfect memory and enhanced ability to read, it's a matter of hours before you have devoured your new collection of books. After which you immediately begin dissecting the words imprinted inside in an attempt to decipher the mysteries of this new method of spellcasting.
Despite having little grounding (and virtually no practice) in the system of magic in question, you believe you've made excellent progress. Wits=73+80=152(crit1)+82=134(crit2)+35=69(269)
Your grandmother attempts to spring some last-minute 'quizzes' on proper pureblood behavior. Which you not only pass with flying colors, but actually correct a few of her mistakes.
You're a bit concerned at how proud she seemed.
---^^^--- ???=27
The morning of September 1st finds you at King's Cross station. Your arrival time was a bit later than you would have prefered (due to your grandmother insisting on inspecting your belongings before leaving the manor), but you manage to say your goodbyes and board the train with time to spare.
Finding an unoccupied compartment, on the other hand, is proving to be more difficult.
As your hand reaches the door to the next car, you hear a voice shouting from the other side.
"You take that back!"
Your mind whirs into action as a spike of adrenaline surges through you. Male. Young. Angry (likely do to an insult).
"Take what back? The truth? Your parents were fools. Opposing the Dark Lord like that, you're lucky they're still recognizable."
You'd recognize that voice anywhere. Draco Malfoy tends to leave an impression on a person, no matter how much one wished otherwise. ???=92+10+55!=157vs54=19+35
"Oh?" Another familiar voice, this one much more welcome. "Forgive my poor, muggleborn ignorance, but this would be the Dark Lord that was defeated by a baby, correct? Sounds more like they had a run of bad luck, with gross incompetence of that level. Are you sure this 'Dark Lord' was supposed to be the pureblood ideal?"
"Shut your mouth, mudblood! Your betters are speaking."
"How charming." Hermione's tone was dry "Somehow I expected a pureblooded scion to be more... dignified. So far all I've seen is name-calling and insulting the infirm."
The next noise you hear would best be described as something between a shriek and growl. The door before you is then forcibly yanked open, and a fuming platinum-blond comes storming past you. "Just you wait. Filth like you will know your place soon-enough." He snarls before continuing down the car.
You idly step through the door before it closes, as Hermione Granger and (who you believe is) Neville Longbottom share a grin with eachother.
Any comments?:
[] Compliment Hermione on her sick burns verbal fencing skills.
[] Greet the two of them normally.
[] Greet the two of them normally while faking an attempt at a straight face.
[] Write-In
---^^^---
You know the drill: Voting will begin at Noon (1200 PDT) tomorrow Today (Friday)
.
Edit: So SV has a Time function. Wish I'd known that when I started this.
[X] "Ms. Granger, so good to see you again. And Mr. Longbottom, I am sorry to hear that Mr. Malfoy was behaving in so beastly a fashion. Your parents were heroes if they opposed that madman. Malfoy should realize his apparent admiration for a rabid dog that has long since been put down isn't likely to win him many friends even in the small circles he'd like to keep to."
You shoot Hermione a friendly smile as the door closes behind you. "Ms. Granger, so good to see you again." Before turning to the somewhat distraught Longbottom heir. "And Mr. Longbottom," He looks up from his own thoughts as he hears his name. "I am sorry to hear that Mr. Malfoy was behaving in so beastly a fashion. Your parents were heroes if they opposed that madman." That gets a small smile out of him. "Malfoy should realize his apparent admiration for a rabid dog that has long since been put down isn't likely to win him many friends even in the small circles he'd like to keep to."
"Thank you, Miss Majere." He nods in somewhat weary gratitude. ???=161,15,50
Hermione's hand reaches out to grab something from mid-air as you turn to notice. Her expression shifts to somewhere between curious and disgusted as she realizes that what she's caught appears to be a toad. One that appeared to be trying to escape.
Neville turns at seeing the movement. "Hm? Trevor!" He complains loudly before (surprisingly swiftly) taking it from his classmate's hands. "Thank you for catching him, he's been trying to run away all morning."
"You're welcome." Hermione answers, almost on auto-pilot.
As more students begin to enter the car, you decide to pipe-up. "Shall we find a compartment?" After getting affirmative answers from both, the three of you begin making your way further into the train. luck=85
Thankfully, you're able to find an empty compartment without too much trouble. Hermione Social=99
After storing your luggage, Hermione decides to start the conversation up again. "If you don't mind me asking Neville, why a toad?" He looks up at her with a bewildered expression, clearly not expecting that question after what had just happened in the hallway. "Owls and cats seem more useful, and if you'll forgive me for saying so, you don't quite seem like the kind of boy who's interested in toads."
The pudgy boy gives a sigh as he looks at his still-squirming pet. "He was a gift from my Great Uncle Algie." Social=87
You make a slight face, as the implication hits you. "Ah, the joys of the familial social-contract." At the curious looks from your cabin-mates you elaborate. "Making friends is a conscious choice that an individual makes, and the individuals that one does so with tend to at least share some interests. Relatives, on the other hand, are people that you have little choice in your association with, and tend to have less in common with. Because of this, any efforts family members make to connect with each other are treated with much more... tolerance than would normally be expected from others. Refusing a gift, even one that would seem pointless or a burden, might be interpreted as a snub by the giver."
"Oh." Hermione's face looks as if a great mystery of the world was suddenly made clear to her. "So that's why mother keeps those atrocious things."
You smother a smirk at her response, before deciding to change the subject. "Before I forget Miss Granger, well done dealing with Malfoy." You offer her a grin. "What little I witnessed was quite amusing."
This earns you a blush. "Thank you for saying so, but I probably shouldn't have done so. I've likely made an enemy today."
You wave her off. "You're an intelligent witch who isn't afraid to stand up for what she believes is right, and happens to be muggle-born. He would consider you an enemy no matter how you act towards him."
This gets a sad nod from Neville. "I'm afraid she's correct. The Malfoys are quite outspoken in their views, and aren't afraid to throw their weight around. It's something of an open secret that his father was You-know-who's right-hand man. They've done everything but state such a thing directly."
"That's horrible! Why isn't he in prison?" Shock and disgust warring for dominance.
Your grandmother's lessons prevent your from sorting in derision, so you settle for a disgusted look. "Because he made several 'contributions' to various officials in order to 'help with the rebuilding' after the war." At the disheartened look on her face, you decide to add. "I'm afraid, Miss Granger, that despite all the wonder that exists in the Wizarding World, people are still people."
This gets a sad nod from Neville.
The three of you sit in silence for a while. It isn't until the train begins leaving the station that the conversation starts up again. Thankfully on lighter topics.
---^^^---
While you've seen a lot of amazing buildings in your life, Hogwarts is certainly among the more impressive ones.
The ghosts, you're less thrilled by.
Sure, some mages in your world (usually necromancers) keep ghosts around as servants and advisers. However, most mages agree that needlessly lingering on after death is a bad thing.
Still, you are on a different world, and in a culture unseen on your own. Better to observe before making biased conclusions.
Finally, they bring a hat out.
That talks.
And Sings.
And apparently sorts the students into their houses.
The spellwork is certainly impressive, but who makes a sentient talking hat?
You honestly aren't surprised to see Hermione sorted into Ravenclaw, although the hat seemed take quite a while to make it's decision.
Neville, on the other hand, you were almost sure would be a Hufflepuff, so that fact that he ends up being sorted into Griffindor comes as a bit of a surprise. luck=24
When your turn comes; the great noise in the great hall quiets a bit, as people begin whispering and staring at you. It appears the rumors of that stupid prophecy have already made their way into the Hogwarts students.
You're beginning to regret taking that stupid Drawback.
Thankfully, the hat had barely touches your head before declaring you a Ravenclaw. Although you note that that only a handful of students, mostly the younger ones (which you assume are muggleborn) applaud your selection. Still, you make your way to where Hermione is sitting at the blue and bronze table with as much dignity as you can muster.
As you sit down, a confused Hermione turns to you. "I'll explain later," You say quietly. You can't help but let a bit of frustration seep into your voice. "let's just watch the sorting."
Malfoy ends up sorted into Slytherin, to the surprise of none. Social=26+55=81 Req:80/160/240
There's a hush as Harry Potter; the Boy Who Lived steps up to the stool. You have to say, while you didn't think he'd be anything like the stories, what you see before you is quite different than you were expecting. You were expecting something like a spoiled brat; a light version of Malfoy, maybe. In reality, it appears that Harry Potter seems more like a shy introvert, clearly uncomfortable at the attention.
Still, he gets sorted into Griffindor, so maybe there's more to him then meets the eye.
The rest of the feast goes fairly smoothly, although a lot of the students shy away from your presence. Still, the food is good and you have Hermione to talk to, even if she is visibly curious (and a bit unnerved) at everyone's reactions to you. luck=61
Finally the feast ends, and you're all escorted to the Ravenclaw tower.
Your first impressions are... mixed.
Although Professor Flitwick seems nice enough; you can practically hear your grandmother's rants about blood-purity, and you just know that if he has to contact her then there will be trouble.
The common room is a nice enough place (cozy and filled with books), but the riddles to get inside seem like it could cause all sorts of trouble.
The dorms are nice, but you have to share the room with the rest of the first-year witches.
Finally, after you've got yourselves settled in, Hermione comes over to where you're sitting.
"Ready to explain what all the fuss was about?"
Explain about the prophecy?:
[] Yes
-[] Stick to the basics.
-[] Go into detail.
[] No
-[] Lie (write In)
-[] It's personal
As a refresher: Due to a 100cp drawback, there's a prophecy out there for which you fit the bill.
Prophesized to bring about a reign of darkness come the new millennium due to being the only witch born during an unexpected eclipse.
Charisma=115(88+15+12)
"In 1948, the famous seer Cassandra Trelawney passed away." You begin. "On her deathbed, she gave one last prophecy."
"A witch shall rise and the Wizarding World shall quake.
Born during an unexpected eclipse, and wise beyond her years, she will make magic dance;
Serpents shall heed her call, and fire shall consume her foes.
And in the darkness of the turn of the century, she shall bring chaos and new order to the Wizarding World
A witch shall rise and the Wizarding World shall quake."
"The prophecy was one of the talks of the Wizarding World for the next decade, before falling off into the background. A quirk of history only paid mind to by the paranoid."
"And then, on August 13th 1980 the day of my birth, there was a solar eclipse right as I being was born. And as luck would have it, the Ministry's Calendar of the Sky had a misprint in it that year, saying the eclipse wasn't scheduled until the 14th." You can feel the bitter smile form on your face. "As these things often go, by the next morning, everyone had heard of the 'dark child of prophecy' being born."
The look of horror on Hermione's face seems oddly appropriate for the situation.
"From what I've been told, there were several attempts on my life during my early years, and the Dark Lord himself was said to have taken an interest in me before his demise." Just thinking about that makes you want to retch. "I shudder to think about what would have happened had Mr. Potter not done... whatever it is that he did."
"T-thats... horrible!"
"That's my life." For the next ten years, anyway. "I'd recommend taking some time to think about if you plan on associating yourself with me in the-"
"Of course I will!" She interrupts with an outraged look on her face. "I'm not going to stop being someone's friend for something they haven't done just because of some vague prophecy says so!"
You stare at her for a second before falling back onto your bed with a chuckle. "Are you certain you shouldn't be in Griffindor or Hufflepuff, Miss Granger? Because I think you may have missed your calling."
She gives a faux sniff. "I'll have you know that the Sorting Hat said I'd do well in any of the houses. It simply decided that Ravenclaw was in my best interests."
"Either way, thank you."
"You're quite welcome. Now, shall we get some sleep?"
"Sounds lovely." You answer as you move to get ready for bed. You studiously ignore your classmates as they attempt to pretend they were doing anything but evesdropping.
---^^^---
Time passes, and things calm down.
While there are more than a handful of students that keep their distance from you, the majority of your house and many from the others seem to have decided that you're harmless. Hermione remains the only student that you're actually close to, as well as one of the only ones that can keep up with your studies.
With a few exceptions, the teachers seem to be competent *coughQuirrellandBinnscough* and treat you like any other student. The subjects themselves are quite easy, although you have several unfair advantages in this regard. ???=34
While there were some minor mishaps in each of your classes, nothing particularly out of the ordinary (for a magical school) happens.
Well, aside from an incident during Hallowe'en where a troll somehow got into the school. Thankfully no one was injured.
The main problem so far, has been Malfoy.
While he hasn't really been bothering you, the overgrown child has been going out of his way to make Hermione's life as difficult as he can whenever he's not antagonizing Potter.
After he learned that getting into a direct battle of wits with your friend was a recipe for embarrassment (the learning process you found quite amusing), the little arsehole decided to move onto more indirect methods of making her life miserable; messing with her assignments, hexing her in the hallways, sabotaging her projects, spreading rumors, hiring other students to bother her, etc.
Something needs to be done.
[] Try to get the teachers involved. (It's their job, of course they'll help!)
-[] Plan [write-in]
[] Counter-harass Malfoy. (This means war!)
-[] Plan [write-in]
[] Try to reach an understanding between them. (Diplomancy, ho!)
-[] Plan [write-in]
[] Other [write-in]
Voting will begin
. Feel free to discuss options and make plans until then.