Sirens blared, surrounding UA's USJ campus in a cordon of flashing red and blue light. Villains, in what had to be one of the most poorly thought out, brazen attacks in all of history, were being marched out the door and into the waiting containment vans. Capture equipment surrounded a few who had clear strength-enhancing quirks, be it of a mutation type or not. They'd have all been done up similarly, but there were literally too many criminals and not enough capture equipment.
Tsukauchi sighed, tapping the rim of his fedora with a finger. If you overlooked the one disaster, it was a bit of a miracle.
Two teachers and a class of first year kids, even if they were from the Heroics Department, managed to hold off a villainous attack made by over sixty villains of variable-strength quirks for fifteen to seventeen minutes – eyewitness accounts still disagreed on the exact timing – before All Might arrived.
While the teachers had been gravely wounded, no students had been injured.
It would have been a perfect victory if not for the disappearance of one of the villains and one of the students. While the villain would have been bad enough, the disappearance of the girl was much, much worse. Every resource was being brought to bear, but until otherwise confirmed, Uraraka Ochako was now missing and presumed kidnapped.
He'd already been given her student profile. A cheerful looking child, and according to All Might, hard-working and earnest.
While kidnappings on TV were things of high stakes drama, either financially or politically motivated, kidnappings in real life were paradoxically more humdrum and more horrific. Custody disputes, sexual predation and exploitation, and the so-called 'stolen adoptions' were the reasons that topped the lists.
Given the circumstances, this was more a thing of TV-land and had to be politically motivated.
But, even so, he had to interview the witnesses and confirm.
He wasn't looking forward to it.
He took a pad out of his pocket, and followed it with a pen. The kids were huddled outside, sitting down, huddled next to one another, most wearing an eye-catching assortment of costumes. They looked both utterly miserable, and in the middle of a clandestine meeting, eyes snapping onto him as he approached, their voices going still.
Huh. Interesting.
"Hi, kids. I'm Detective Tsukauchi-"
He was immediately bombarded with questions.
"Is this about Ochako?" "Do you know where she is?" "Sir, have you found her?"
He held up a palm. They went silent.
"Yes, this is about her. No, we don't know where she is, that's why I need to interview those of you who saw her vanish."
A boy wearing glasses, his costume bearing more than a passing resemblance to Ingenium, stood up.
"That would be Ms. Ashido, Mr. Sato, Mr. Sero, Mr. Shoji, and myself. With their permission, I would like to start." He took a breath, looked around, but the other students nodded encouragingly at him. Tsukauchi wrote down their names.
Iida nodded to himself. "Right. I was informed by Thirteen that our communication equipment was being jammed and I was needed to get help from the other teachers. We were located near the entrance and so I started to run to the door. A villain with some sort of warping quirk attempted to stop me. At this juncture, Shoji interfered-"
"It was badass," a boy – Sero? – broke in. "He jumped on the portal."
"Yes, but-" said mini-Ingenium.
"It was necessary," Shoji said calmly.
"Badass all the same."
"I think he can't make portals willy-nilly," a girl broke in. Mini-Ingenium gave up on speaking and settled down. Her pink skin and pink hair set her from the rest of the class, which, with the exception of a boy with a bird's head, and another boy that looked like he had rocks beneath his skin, mostly resembled bog standard humans. "Because then he tried to grab Iida using his smoke head. Ochako grabbed his neck armor and 'blip!' they were gone."
Tsukauchi wrote that down. Hopefully, Thirteen could corroborate the story. It'd be even better if there was video footage, but he wasn't holding out too much hope in that regard: they'd jammed communications, video footage would have probably been erased or garbled as well.
"Is there anything else you remember?" he asked.
A boy, the one he was pretty sure was All Might's disciple, raised his hand. "Sir. I – I don't think they meant to kidnap Ochako. According to their leader, they were trying to kill All Might. With how flexible it was, the warping quirk was probably one of their trump cards. I don't see why they'd try to kidnap one of the students first, instead of prioritize -"
He headed him off. If true, it was worse than the alternative. The kids didn't need to hear it.
"The fact remains she's been taken," Tsukauchi said. "Anyone else? See anything? Hear anything?"
The kids shook their head. Then one, wearing a costume strongly reminiscent of a frog, asked, her voice a croak:
"Sir, where do you think they took her?"
-----
World 1: Tower of God (Evankhell's Hell)
'The Battlefield'
-----
Uraraka and ducked as an arrow whizzed by her head.
She'd probably be worried about where she was, if not for the fact she was more worried about getting shot. The sky was blue, the wind was pleasant, the scene was beautiful and the tall yellow grass would have been great camouflage for someone not giving off greasy, purple-black smoke or busy trying to emulate a parade float. It weren't that great for the gal trying to tether said villainous balloon to the ground neither, but who was counting?
She looked up. Yup. There he was. Looking for all the world like a dorky, super-polluted raincloud pretending to be a bartender.
She winced as another arrow tried to skewer him.
"Cancel! C'mon, cancel!" Uraraka muttered, her Kansai dialect peeking through as she mashed her fingertips together. The villainous warp gate continued to float serenely above her head, almost three storeys up now. An arrow was sticking out of somewhere that, in a cartoon, would be funny, but here just underlined how badly she needed to get him down. While an arrow to the butt was probably not fatal, one to the gut was going to be.
A thin, black-red smear across the visor of her helmet was the most visible evidence of his distress. Still, he'd been attacking her entire class so her sympathy for the villain was kind of limited to making sure he didn't die and then sending him straight to jail. Not that she was sure there was a jail to send him here. From the looks of it, this was an active warzone.
She'd already seen three people die.
For some reason, one of them had a ball the size and color of a child's bowling ball floating around his head. It was now, for some reason, floating around her head.
Their weapons were an anachronistic and eclectic mix: some clearly had guns, other spears, other knives and machetes and this one asshole with the bow and arrow was starting to piss her off something fierce. She knew that, later, she'd have a right good crying jag about this because what the absolute fuck, but right now, right now, she couldn't afford it.
So she wouldn't.
Something had happened when she'd touched the villain, intending to toss him away and give the class rep enough time to run. Quirk interactions were not always predictable – but they were usually not this extreme, either. But somehow zero gravity and this shadow warp gate or whatever had combined into an uncontrollable long-distance teleportation and completely knocked out Mr. Villain over there and apparently severed his relationship to gravity.
Hopefully that'd be temporary.
Uraraka glanced up: Mr. Villain was at four storeys and climbing. Grah. She regretted not requesting a grappling hook for her costume. If she had she could… but she didn't, no ifs and buts about it. She squinted: the sky here was all wrong, the sun was missing, replaced instead by eight far fainter orbs hovering in the sky, but it was still vividly blue. She bit her lip: there'd be no other way, she'd have to grab onto him.
Oh god, she was going to regret this. She was so going to regret this.
She looked around wildly: out of the corner of her eye, she caught another mutant-type quirk go down to an arrow, and another duo fighting it out with, of all things, a giant hook and a machete.
She clapped her fingers together, rushed forwards and jumped.
Ochako has five stats, currently Power (2), Speed (1), Technique (3), Intelligence (3) and Cooperativeness (4). Most actions that are of a certain level of difficulty require a die roll (jumping across a chasm, surpassing your quirk's limits, making a dire wolverine back off, etc.). Actions can use at most Two Attributes or One Attribute and One Skill.
Here, Ochako needs to get as close to Kurogiri as possible so she rolls Technique (3), 3 die, and as fast as she can so she rolls Speed (1), 1 dice and ends up with a pool of 4d10. All rolls of 7 and up count as a success, all rolls under 7 count as a failure.
Here, the difficulty is set at 3. It's possible for Ochako to succeed, but nevertheless quite unlikely.
Dang, well, that went pretty much as expected. The roll Failed.
For a moment she thought she was going to make it. Then an arrow slapped her across the face, making the visor of her mask crack, and sending her spinning wildly in the wrong direction. Weightlessness plus a sudden, uncontrollable impulse equaled barf bag. She canceled her quirk, still spinning, and then hit the ground with a shattering impact, dragging a long furrow through the dirt and grass before coming to a rest, her mask's visor tinkling around her.
Dammit.
She felt something warm trickle down her face: she was bleeding too now. Great.
Don't worry about the blood - that damage was purely cosmetic. Still, what's poor Ochako to do?
I know, she'll do a stunt. Stunts either let you add dice - or outright decrease the difficulty of a roll. For example, if the problem here is that people are trying to shoot her, if she can stop them from shooting her, the difficulty goes down. Here, Ochako is going to use her quirk Zero Gravity to create a smokescreen made out of bits of grass and dust. It's not the best idea ever, but the QM's going to be generous and let you take the difficulty down a notch.
Beneath her fingers, stalks of long, golden grass lay scattered all around her. She realized a second later that she had been going about this all wrong.
A moment later, the air was full of floating stalks of grass. Dispersed, they weren't hugely dense, but every bit helped. And the dirt beneath the grass was nice and dry, crumbling at her touch. She blasted it into the air and tried not to breathe.
She jumped again and didn't get hit this time. She even managed to get her trajectory right, no easy feat at this distance.
"Alright, you dumb, stupid, floating, villainous piñata, we're go-"
When she touched him, they vanished once more.
This being a Jumpchain, Ochako Uraraka is supposed to gain something during each 'Jump.' Unfortunately, most of your gains must either be objects of powers, or gifts of power. Simply because Ochako is in a universe, does not necessarily mean she'll gain the protagonist's abilities. For example, Uraraka won't magically become a shinigami by going to Bleach, nor will she become a wizard by ending up at Hogwarts, or a Planeswalker by heading to Phyrexia. However, she can magically become a magical girl because she'd be making a pact (hopefully not with Kyubey), or one of those Megaman ZXs with the biometals because it's a magical technological transformation trinket.
For now though, she's gained an E-Grade Pocket from 'Evankhell's Hell and 1 xp.
-----
World 2: Diablo I (Tristram)
'The Nightmare'
-----
When the world resolved itself once more, into a dimly lit expanse of stone, Uraraka gagged.
While no stranger to the scent of blood – there had been a man bleeding right next to her, just a second ago - the scent here was overwhelmingly horribad. When ripened, death had no close competition when it came to nightmare scents. Here, the miasma was thick enough to choke on.
She coughed a few times, waving the smell out of her face and inadvertently causing the floating ball around her head to wobble. She had to – she had to get out. Where was was that rat butt, warp gating bastard? Anywhere had to better than this horror show –
Someone laughed.
It was the grating, low-pitched chuckle of a horror movie monster. It turned her bowels to ice and made her look wildly about until she spotted it and wished she hadn't, a shadow against a wall, exiting from a doorway. He was huge – bigger than even All Might, with vicious, mountain goat horns jutting from his brow and tusks curving from his lips. His skin looked scaled and orange in the light and he wore an apron that was just about splattered with blood. His skin was blackened and peeled in places, like someone had taken an oven to him.
In one hand he carried a cleaver larger than she was. It was a vicious, jagged weapon, looking like a lump of metal nailed to a stick. As he started walking out of his doorway, she saw what looked like the shadowy profile of human bodies, swinging from chains – she looked away.
"Ahhh… fresh meat!"
Oh dear, it's the Butcher. And here's poor Uraraka who doesn't know the first thing about fighting him (open door, cast wall of fire, close door, and hope he dies). Fortunately, while the Butcher is formidable (Power (4), Speed (3), Technique (1), Intelligence (1) and Cooperativeness (1)), he can be beaten.
Phew, Uraraka gets to act first. This is helped along by her Act First merit. Merits are like feats in D&D, they add situational bonuses to certain rolls. The Act First Merit lets Uraraka gain 2 dice during initiative rolls.
Now, normally, beating their a defense roll by 1 would only mean that you dealt a measily 1 Health Level worth of damage, and bashing damage at that (and that's not even taking into account armor!) and his blistering counterattack (13 dice (speed (3) + power (4) + weapon (3) + Overwhelming Attack Merit (3)) would quickly reduce you to a fine red mist). Fortunately, you are Ochako Uraraka and the moment you touch anyone who's restricted to melee and unable to fly, you've kind of forced them to learn how to operate in zero gravity, and unless you're in a sci-fi setting where spacewalks are common, that comes with a host of penalties that turn the fight into a complete non-issue.
Uraraka screamed – and, much to her own confusion, charged at him, her thoughts a litany of castigation, all of them yelling at her for being insane. Luckily for her, it seemed to take the villain by surprise too – he clearly didn't expect such a tiny foe to attack in turn – and while his defense was a slash of incredible strength, it missed by like a mile, the dark metal sending up sparks against the stone as it chewed the stone beneath their feet to powder. She got a touch on him, area glowing slightly where she had reached, and then pushed him up, flinging him upwards.
He tried to slash at her again – the wind of it nearly cleaving her in two, mussing her hair and sending him spinning helplessly backwards, roaring as he went. Uraraka breathed raggedly, hands trembling as she watched him tumble in mid-air, slamming into the far end of the room. In a confined space like this, her quirk was going to eventually make him ascend to the ceiling – her quirk's name was not, strictly speaking, one hundred percent accurate – but in the meantime, she wished him the joy of being mostly unable to move and hoped his inner ear gave him as much grief as hers did.
In the meanwhile, she had people to rescue. She burst into the room he'd been in, the one where she thought she had seen people swinging on chains-
She stopped. She had thought right.
But these… people… were a little… beyond saving.
She didn't remember walking out of the room, of the abattoir, but the next thing she knew, she was staring at the grimy stone floor outside the room.
She threw up.
On her knees, she retched until her stomach was empty and there was nothing left in her to purge. On her knees, she felt her eyes begin to burn and started to rub at them. She felt dizzy and weak. The events of the past hour were catching up with her and now – now she really wanted her mom and dad. She really wanted to go home.
Beyond the hideous noises made by what had to be one of the most monstrous villains ever, she heard something, from the room. A moan, maybe.
Her head craned back, almost involuntarily.
Could someone really...?
Yes, someone could. One of the bodies, more muscle than skin, got off the table it'd been on, practically falling, eyes spinning wildly in their sockets before becoming pinpricks of red, angled straight at her.
She strangled a scream, and tried to put a smile on her face. It wasn't their fault they looked so-
"Sir, I think you should sit down and let- oh shit on a stick!"
Sometimes extras are going to attack you. When they do so, unless they present a genuine threat due to sheer numbers, Ochako is going to auto-success that nonsense because the QM can't be arsed to roll the dice every time some two-bit thug tries to jump you. Similarly, if you try to jump someone way out of your league, you're not going to get very far. Rule of thumb is, I'll try to roll the dice no more than three times in an update. Everything else will run on narrative convention.
It had picked up a knife and tried to stab her. It even managed to get a glancing hit in – fortunately rebounding off the tough kelvar-weave of her suit - before she tapped it on the shoulder and threw it up to the ceiling. It groaned angrily at her, still clutching the knife.
Looking up, she realized that the shadow villain guy was actually there too. She hadn't seen him because she hadn't really looked. No doubt touching him would involve another long-range teleport, but at this point, she wanted to be anywhere else. She looked around for something helpful, ID, dog tags, found a book, a few scattered coins and some knives.
She picked the book up – probably a diary, maybe something she could give to the families of one of the victims, or whatever, she didn't care, she just wanted to go – and touched the shadow villain again.
There was another flash and they were gone.
-----
Gain: 3 xp &
Choose 1 Horaldric Spelltome
[x] Fireball Lv. 1
A potent attack spell, it explodes upon impact, dealing significant damage to enemies. Uraraka can cast it 1xIntelligence times before tiring. Adds +3 dice to an attack roll based on intelligence and technique, does splash damage, and turns the damage to Lethal.
[x] Telekinesis Lv. 1
A simple spell, telekinesis allows the caster to exert a certain amount of force on an object from a distance of about fifty feet. This would be enough to throw a switch, pull a trigger or grab a book, but not much more than that. Uraraka can use this spell 2xIntelligence times before tiring. A utility spell, telekinesis can be used to justify certain stunts.
[x] Healing Lv. 1
A spell of variable potency, healing allows the caster to heal themselves – but not others. Uraraka can use it a 3xIntelligence times before tiring. Heals 1-2 health levels per application.
-----
Pick a World:
[x] 'The Bestiary' (Pokemon) (META)
[x] 'The Marvel' (Marvel Avengers DISK Wars) (META)
[x] 'The Mirror' (Kamen Rider) (META)
[x] 'The Tarot' (Card Captor Sakura) (META)
[x] 'The Battlefield' (Tower of God) (KNOWN) LOCKED. Requires: ???
[x] 'Home' (Boku No Hero Academia) (KNOWN) LOCKED. Requires: ???
Note:
Worlds will be given tags. 'Known' words are worlds that Ochako has visited before. Meta worlds are worlds that she knows of as works of fiction. She thus has a certain degree of meta-knowledge regarding them and any discussion had about the worlds may reflect in the choices she makes during the update. While this will not always be true, it is true for this update.
For this first arc, Worlds are going to go by fast as Ochako experiments in how to choose worlds and ultimately get back home. You will be leaving within three updates, if not sooner, so keep that in mind.
And don't tell anyone, but I'm not actually all that familiar with jumpchains, so, uh, I'll be making up the Jumpchain rules as I go along. And if the mechanics start changing, well, this is the first time I'm trying to shoehorn actual mechanics into a quest that are more than just narrative window dressing, so yeah.
Attributes
Power oo Speed o Technique ooo Intelligence ooo Cooperation oooo
Equipment
Hero Costume: Ochako's Hero Costume was made for the sole purpose of helping minimize the negative effects of her Quirk. Adds three dice during resilience rolls to resist Zero Gravity.
E-Rank Pocket : A small black ball about the size of a child's bowling ball. Allows for the trait 'Universal Communicator.'
Sealing Staff: A staff that can seal 'outside context villains' - villains that have hopped universes - into 'villain cards'. Villains must first be defeated or immobilized. Strongly resembles the sealing staff of Cardcaptor Sakura. Maximum merits: 3.
The Butcher (o): A villain from Diablo.
Merit (o): Butcher's Skin: Holders of the card gain 2 Armor at will. Skin takes on a reddish, pebbly hue when active.
Stats: Pwr 4 Spd 3 Tech 1 Int 1 Coop 1.
Weapon: +3 to Pwr rolls, -1 to Defense rolls
Overwhelming Attack Merit: +3 to attack rolls
Terrific Madness Special Ability: Mooks in groups of 3 or less will automatically flee. Mooks in larger groups must roll coop and intelligence and achieve 2 successes or more or flee in fear.
The Warp (???): A villain from MHA.
The Crimson Alchemist (ooo): A soldier retrieved off the streets of Ishval in the midst of war.
Merit (o): Good Memory. +1 xp to each jump.
Dog Talisman (Active): An incredibly powerful talisman, it confers upon the wearer immortality and eternal youth. The bearer can still feel pain though.
In game terms, Ochako now cannot be killed, but she can still be knocked out. Her Health Levels refill at a rate of 2 per round of combat, but if all her health levels are knocked out before that point, she is overwhelmed and KO'd and must wait for about a minute before reviving.
Horse Talisman (Inactive): An incredibly powerful talisman, it confers the wearer the power of regeneration. Up to 1HL of aggravated damage, 3HL of Lethal Damage and 6HL of bashing damage can be cleared per round of combat. Damage exceeding the holder's health track will still kill them, though, and the horse talisman cannot bring back the dead. With both the horse and dog talisman, the wearer becomes virtually invincible! However, without the tiger talisman to balance the two talismans, Ochako cannot simultaneously equip both talismans so she is limited to one active talisman at a time.
Flask of Silvery Metal
Mysterious Red Stone
Merits
Merits can be purchased as either a minor merit (3xp per die - max three dice) or a major merit (6xp per die - max 3 dice). Minor merits adds dice to a specific situation, whereas major merits will add dice to a broad series of actions. For example, the Butcher's Overwhelming Attack Merit applies to all melee attacks, and thus would cost 18 xp, whereas Ochako's Act First merit only applies to initiative rolls and thus would cost 6xp. Only one merit can apply at a time, so don't try to double up. That said, there are also 'legendary' merits. These merits can be stacked upon another merit, but cannot be purchased, only earned.
Act First (Minor): Adds two dice during initiative rolls. Barf Bag (Minor): Adds two dice during resilience rolls to resist Zero Gravity. Fab Friends (Minor): Adds two dice to cooperative attacks done with close friends. Guts! (Legendary): Adds three dice to all actions against an opponent she acknowledges as superior to herself, but that she has to beat anyway. Cannot be used against an opponent she has no knowledge of.
Powers
Quirk: Zero Gravity (Lv. 1 (0/16xp))
Ochako's Quirk gives her the power to manipulate gravity, such as making objects weightless or making objects float upon touching them. With this Quirk, she is also able to fly, though this ability is limited. A drawback to this Quirk that if it is used too much (around three and a half tons) or if she makes herself float, she will suffer from nausea and possibly vomit as a result. Those affected by her quirk and not in possession of a 'Spacewalk' merit, or some means of flight, are instantly reduced to speed 0 and cannot move under their own power.
If she surpasses her limit, Ochako must make a resilience roll at (Power + Merit + Equipment) and overcome a difficulty roll of 1 during the first round, 2 in the second, 3 in the third and so on and so forth. Successfully surpassing her limit gives her quirk 1 xp.
As her quirk, Zero Gravity is Ochako's most potent ability. This is represented mechanically by it being a dice-adder. Once leveled, it adds dice equivalent to its level to any action that reasonably includes it (for instance, just because she decides to float while playing Mario Kart will not magically make her a better Mario Kart player, however, if she tries to impress a bunch of peasants from Westeros by floating down towards them or dropped an I-beam on a villain's head, she could apply this bonus).
Magical Powers
Telekinesis Lv. 2 (0/8xp) (HORADRIC)
A simple spell, telekinesis allows the caster to exert a certain amount of force on an object from a distance of about sixty feet. This would be enough to throw a ball, trip a person, or grab a few books, but not much more than that. Uraraka can use this spell 3xIntelligence times before tiring. A utility spell, telekinesis can be used to justify certain stunts.
Allomancy Powers
Lerasium Soothing Lv. 1 (0/9xp)
In Allomancy, brass gives the ability to soothe the emotions of others.When burning brass, an Allomancer can target either a single person or a group of people. Additionally, the Allomancer can target specific emotions to dampen. As this allomancy was gifted from Lerasium as opposed to genetically inherited, it is very powerful. At level 1 its range is four city blocks in radius, and allows the allomancer to add or subtract 1 dice from any number of enemies in that range as an instant action, or 3 dice as part of a specific mental attack using Power + Soothing Level. Those without appropriate mental merits or powers to resist such powers triple the dice penalty. Must consume brass beforehand.
Special Attacks
Special attacks are the essence of flashy superheroics. They are also extremely potent. A special attack allows you to add a lot of dice to an attack, but are restricted in some way. Either they consume a lot of stamina (making it a one-off attack), can only be performed under certain circumstances (Ochako Uraraka's Home Run Comet can only be used in an urban environment with intense structural damage in cooperation with another hero), or carry important consequences (Midoriya using One For All at 100% severely injures him, Iida overclocking his engines for an extreme speed boost disables his quirk during a cooldown period, etc.).
Special attacks cannot be purchased normally. Instead, they must be first developed as a stunt and then purchased for 15xp per stat that is doubled, and 30 xp per stat that is tripled.
Home Run Comet
After applying her Quirk's power of making objects weightless to some rubble and a pillar, Ochaco then uses the pillar to hit the rubble at her enemy. This particular special attack can only be used cooperatively in an urban environment. Triples Ochako's Power for a single attack.
1. World 1: My Hero Academia ('Home')
2. World 2: Tower of God ('The Battlefield')
3. World 3: Diablo I ('The Nightmare')
4. World 4: Cardcaptor Sakura ('The Tarot')
5. World 5: Jackie Chan Adventures ('The Talisman')
6. World 6: Mistborn Series ('The Ruin')
7. World 7: Fullmetal Alchemist ('The Sacrifice')
Why not? All my Kyubuy's deals are totally fair and mutually agreed upon. Heck, they even grant theoretical immortality, something never mentioned in the original contract!
I really don't see why everyone hates me Kyubey so much.
/人◕‿‿◕人\
[x] Telekinesis Lv. 1
[x] 'The Mirror' (Kamen Rider) (META)
zero gravity and Telekinesis go together because without gravity they can't resist even the smallest forces. It should also mess up any Zero G training a person has.
I'm voting for Kamen Rider because, I know nothing about said story and the first vote is for one we are rushing through.
Fresh air. A high place. The sound of a city at night. And there, standing tall and proud in the moonlight, Tokyo Tower.
The sight of it hit Ochako like a slap across the face, sweeter than water, and sweeter than wine. She felt something on her cheek, and lifted a hand to her face, blinking. Tears.
She laughed, a little shakily. And then she let herself sit down, rump hitting the roof of the building. Back. She was back.
She took in deep, grateful lungfuls of air that an uncharitable person might have mistaken for sobs, and a charitable one laughter. The noise of traffic humming beneath her feet was so damn familiar, and so damn soothing.
Around her, the world continued to spin. Peacefully. Without war. Without meaningless death.
Something about it was off, but she couldn't think about that right now.
The book she'd been holding, fell onto the ground, pages spilling open.
She looked down. Spidery script filled the ancient tome, so dense that the pages seemed more ink than blank space. The symbols seemed almost alive, in a way. Silly, of course. She shook her head, sniffed, then wiped away her tears. She reached down to pick the book back up and -
Got a glimpse of infinity.
Ochako's eyes disappeared up into her head and she collapsed.
A faint white light began to burn from within the book, starting with a single word, then spreading throughout the book, like ink dropped in water. It grew, feeding upon itself until it blazed, too bright to look at directly.
When the light faded, the book was gone, replaced by a small mound of ash. A mark shone briefly on Ochako's brow, a stylized eight, its base missing.
On a different world, a world of extremes, it was a mark of the an ancient order, a mark of the Wise.
And through it, on this one, something reached forth.
-----
Ochako dreamt and knew she was dreaming.
Massive clockwork gears surrounded her. It reminded her of an old cartoon, one of the early Disney ones, before the company had been more than a hundred years old. The climax of the movie had been in a giant clocktower from before the famous Chessman Incident, with gears much like this one, big enough to stand on, teeth as big and thick as her arm.
She looked around.
A short figure, stood on a higher gear, watching her.
The robes were so ornate that they trailed across the ground, spreading in six different directions like jellyfish feet. Ochako didn't have to see them to know it, just as she didn't have to see the starburst marking on the long earflaps of her hood. It was the sort of costume only someone with the slightest idea of what a superhero was would design.
But the one that lay before her was not a superhero.
She was, in fact, completely fictional.
Ochako frowned.
"Wait, aren't you -"
The figure lifted a long, voluminous sleeve to its 'lips'. Then it blew lightly. A shining star, trailing silvery dust, flew forward, landing in Ochako's palm. It was a small charm, like the kind you'd put on a keychain, only there was a tiny key on the end. The star and two wings design made it absolutely undeniable.
Her dreams was cosplaying as-
-----
"-Card Captor Sakura?"
It took her a moment to realize she was awake, and another to realize she had spoken out loud. Below her, the roar of late-traffic was a murmur. She raised her right hand, almost in awe: it was, after all, holding Kinomoto Sakura's sealing staff from the Clear Card Arc. Or, as it had been known, for some reason, lost to the mists of history, as the Kingdom Hearts Arc.
In her other hand she held a card. It was large, rectangular and mostly transparent, except for the art and text box. The art was of a shadow, the text the word Warp.
"Wait, what?"
She looked back down at the two objects.
"Seriously, wait, what?"
-----
Gains
Uraraka Ochako's Sealing Staff: Looks suspiciously like Sakura's sealing staff. Abilities are currently unknown, but presumably include sealing rogue magical cards. The Warp Card: A card that looks suspiciously like it represents a certain villain. Abilities are currently unknown, but presumably include making warps.
-----
Voting Options
[x] Attempt to use the Warp Card.
[x] Attempt to use the Sealing Staff.
[x] Go confirm that this is actually CCS.
-[x] optional write-in: what do you think you should do if it's indeed CCS?
[x] Ignore this nonsense, go find UA and sleep for like a week.