Highschool DxD

  • Race: Human
  • Faction: Independent
  • Background: Neophyte
  • Age: 300
  • Apparent Age: 25
  • Role: PE Teacher at Kuoh Academy

Perks

  • Walking On Wires [Free for Neophyte]
    • Whether you’re a Devil collecting your dues or a lone Magician tap-dancing around the politics of the area, it’s good to know when it is and isn’t the right time to speak, or the right tone to carry. When you’re negotiating with other factions, you have a sixth sense for the right ‘style’ of formal speech they expect you to use, and what to avoid saying or mentioning in order to get what you want out of them…even if it’s just ‘survive another day’. However, this only alerts you on what you shouldn’t say, not what you should. That’s going to require a different type of skill.
  • All Myths Are True [Free for Neophyte]
    • Well, not necessarily, but in a world where Angels, Demons, Norse Deities, Youkai, and even more absurd creatures co-exist in the same setting, it pays to know what’s what. You have an encyclopedic knowledge of all myths and religious texts that exist on present-day Earth, and how to quickly draw connections between them and the ‘real deal’ in this world and beyond. This won’t teach you about any unique mythologies in other worlds, but it will let you draw connections and learn about them quickly so long as you have a way to research them. Never mistake a Reincarnated Devil for a Pure-Blood ever again!
  • Magical Warrior [100 for Neophyte]
    • Whether you are part of a peerage or a lone wolf, there is one constant in this world - if you do not fight, you will not survive. Luckily, you’re not someone who was born yesterday - you’re already a master of a mundane weapon or martial art of your choosing, at least by human standards. In addition, you know how to weave your own magic into your physical fighting style, able to use the two seamlessly together. For instance, if you prefer to use a sword, you can use a fire spell to provide a way to create distance or heat up your sword with very little loss in focus in doing so. This obviously doesn’t mean much if you don’t have much magic to use in the first place, but you can combine magic and your physical fighting style together with very little trouble, and learn how to do the same with others in the future. Unfortunately, this doesn’t quite play as nicely with supernatural martial arts or any other ‘exotic’ abilities…you’ll have to practice using those in tandem by hand.
  • Life Is A Chance [100 for Neophyte] * You won’t get anywhere in the supernatural world by sitting on your ass and having slice-of-life adventures. That’s why you’ve picked up a talent as a ‘treasure hunter’ for artifacts of power, or ways to further yourself in your territory. You have a sixth sense for likely locations to find a Sacred Gear and who might possess it, as well as similar unique items of power. The greater the reward, the greater the risk and danger the journey will be…these items tend to have powerful owners or are sealed away from greedy beings, after all. But with a bit of effort, you’ll know where just to find such things…whether you have the power or talent to claim them will be in your own hands.
  • Senjutsu [100 for Independent]
    • While magic and mana are the universal constants of this world, and magical systems are different ways of utilizing them, other energies and practices do exist in this world. This trick in particular allows you to control and harness your own vitality into an energy called ‘ki’, which when concentrated will strengthen your physical form considerably, letting your fists and feet strike much harder against foes. In addition, it lets you read and sense the ‘ki’ of others, letting you read and predict movements and spy on the enemy’s current state from a distance. Take a deep breath, because now this power is yours to command.
  • Magician [300 for Neophyte]
    • You’re not just ANY magic user. Whether you’re a living freak accident or have spent years of honing your potential, you’re one of the few who have earned the right to be called a Magician among your kind. Your magical power is greatly increased, and your Mana reserves are much more vast than the average member of your Race. In addition, your spells are much more efficient and consume less energy, allowing you to keep up a fight or a long ritual more effectively. You’re not the strongest thing in this world, especially against a Longinus, but with this? You’re a threat to even veterans of the Great War.
  • Been Around The Block [300] [Reincarnated Zhang Sanfeng]
    • Originally, it was assumed you were a relative newcomer to the supernatural stage - whether from old blood, dabbling, or just bad luck. But as it stands, you’ve been around for a while, one way or another. For non-Humans, you are a living veteran of the Great War, someone who survived and perhaps even thrived in the apocalyptic war of old. You have mastery of your Magic System of choice, any Sacred Gear or Holy Sword you own with its Balance Breaker and at least one Sub-Species unlocked for the former, as well as magical combat. You are likely a high-ranking member of your Faction, if you have any. These green and wet-behind-the-ears high school students may as well be flies to you, though the strongest members of the Factions and a practiced Longinus user can still be a challenge to you. Obviously, you’re several millennia older than a high school student, as a result. If you have no background memories or prefer to be a young prodigy, this experience and power appears ex nihilo, though your Faction is likely to hold you in high esteem as they realize your skill. For Humans, you are instead the Reincarnation of a human (or hybrid) hero of myth who passed away many years ago. You started as an ordinary person, but you began to remember your old life and skills related to that mythological life began to surface to you in visions and dreams. A reincarnation of Lancelot would turn into a master swordsman overnight, a reincarnation of Hercules would be a master of wrestling and unarmed combat as well as incredibly strong. You require practice to unlock your old self’s full potential, but it takes nowhere near as long as it would if you were an ordinary person. Your soul’s strength will also let you quickly unlock and master the powers of a Sacred Gear or Holy Sword, particularly if they were a weapon or had an ability linked to your legend somehow.
  • Legacy of the Great War [600]
    • While the War was in a time before time, its echoes can still be felt today - the clashing of holy blades against the infernal devils and their fallen cousins, sundering creation whole and laying low the creator God who led the Angels. These blades have since fallen silent, but they have not rusted or waned - and you’re an example of that. You carry a major bloodline or innate power that was passed down from those days, akin to the Bael Clan’s mighty Power of Destruction…or perhaps identical, if you call them kin. In addition to a unique and powerful magic that will be passed down to your own descendents, you have a natural knack and talent in all things related to combat and warfare…without training, you could lay low hundreds of untrained thugs and even duel an experienced warrior bare-handed. And that’s before you train or get your hands on a Sacred Gear. In time, you will bring entire modern armies to their knees with both your magical and martial might, though mind that your mana and stamina are still finite…but that’s fine. A proper leader should lead from the front, don’t you agree?

Items

  • The Longinus [500]
    • And then we have these Jokers. These Sacred Gears were freak accidents in the system established by the God of the Bible, 13 unique items that vastly surpass the others in terms of growth and raw power. In addition to Balance Breakers, the Longinus also possess Juggernaut Drives which unlock even greater powers in the right hands. These are extremely desirable by all factions, and possessing even a duplicate will make you a subject of interest to almost every supernatural being in this world. Purchasing this allows you to have one of the Sacred Gears listed below. Whether you possess a benefactor-sponsored duplicate or the original is up to you, but mind that this may have unforeseen consequences if you take someone’s place. Note that all Longinus have unique powers beyond their base ones described here, or can unlock further abilities with training as well as Sub-Species depending on the user. These are mainly general summaries of their base capabilities. Any abilities that they have in canon, they also possess here.
      • True Longinus - The legendary spear that pierced the side of Christ, this is the holiest weapon in existence. An ordinary human with training could reduce even the strongest Devils to ash with the power of this weapon, possessing incredible powers. In the hands of Cao Cao (and possibly you), it can also manifest seven orbs called the Seven Treasures, each with unique abilities from teleporting the user to completely destroying an enemy’s weapons. The spear’s Juggernaut Drive is Truth Idea, which absorbs the ambition and will of the user to create many unique effects and miracles, from completely annihilating an enemy to blessing the user greatly.

Drawbacks and Additional CP

  • +1000cp Jump Stipend
  • +50cp Economic Impact
    • So, you think you’re a bigshot, rolling into town with more money than a thousand stellar empires? Really? But it’s okay because you’ve got some perk that guarantees that you’ll never crash the local economy or cause hyperinflation, right? Wrong. Now every dollar, peso, yen, yuan, crown, or credit you spend has just as much influence on the local economic situation as it normally would. Tread carefully.
  • +50cp PPPPP
    • Anything that isn’t actually inside your Warehouse at Jump’s end is left behind for good. You gain a one time bonus of +10 Warehouse Points. If you have properties that follow you, they count as Warehouse for purposes of this drawback, as does anything you’re actually carrying or wearing. Pronounced P5. If you don’t know what it means, you are unworthy. This specifically does include CP backed items.
    • +50cp Remember the Little People
      • PPPPP now includes your Companions. They have to be inside one of your properties or in direct contact with you or they get left behind.
  • +50cp Why Is It Glowing?
    • Every CP protected item you have that is not from the same universe you’re currently in will be surrounded by a faint but tell-tale glow and any attempt to analyze its physical or chemical properties will reveal that the item is made of unknown matter.
  • +100cp - Shipping Ban
    • Your transportation options (Cars, Ships, Magic, Shoes…) will conform to the local dominant tech / magic level. You might have the Light of Terra, but if you’re in an Age of Sail setting, LoT is just a really (really) big boat. This scales everything. Weapons, propulsion, education level of NPC crews, etc.
  • +100cp - Limited Access
    • You can only access your Warehouse (or other methods of bringing stuff between jumps) either once a month or from property you own. If this is Chained, you also gain a one time +10 Warehouse Points. Replenishing stocks of things, such as Food Supply and Ammo Supply items you’ve purchased are exempted from this and you’ll receive a daily or weekly allowance wherever you’re staying. Destroyed or lost items will respawn in your warehouse as normal. Properties that aren’t used to store things between jumps are not affected by this.
  • +100cp - Soundtrack by Jumper
    • At irregular but frequent intervals, you’ll find yourself and others breaking into song and dance routines as if your life is now one giant musical. While not every plotpoint will generate a musical number, most key ones will, and you’ll usually see at least 4 such numbers even in slow weeks. No one besides you and your Companions will find this to be at all strange
  • +100cp - Limited Storage
    • Instead of a Warehouse, you have a storage locker that is 40 square feet (5 foot by 8 foot by 7.5 feet tall) instead of 40,000. You may still fill out the supplement, but doubling it only makes it 80 square feet (10 foot by 8 foot by 15 feet). Everything scales down. Plumbing becomes an RV style toilet, sink, and shower. Housing becomes a tiny house. The Medbay becomes a Medical Pod. The Workshop becomes a Workbench. If this is a Chain Drawback, you gain a one time +20 Warehouse Points. Anything that wouldn’t fit anymore gets dumped out at your starting location, with items that lack CP backing going first. Augmenting this space is proportionally harder than augmenting a full size Warehouse. Any workarounds to minimize this minimization is only of limited effectiveness. There will always be a shortage of storage space.
    • +100 - Warehouse Brand Backpack
      • You have a backpack that can contain 4 cubic feet of space. That’s it. Everything in the Warehouse Supplement scales down (Bedroll & Tent instead of Housing, First Aid Kit instead of Medbay, Hand Fan & Heater for AC/Heating, Travel Toolkit for Workshop, a Universal Power Point for Electricity, a Water Spigot for Plumbing)… but none of it takes up room. Doubling the volume makes it 8 cubic feet (roughly the size of a large milkcrate, 2 feet by 2 feet by 2 feet). Requires and Modifies Limited Storage. If this is a Chain Drawback, you gain an additional +30 Warehouse Points (50 total). This cannot be taken with Limited Access and the Backpack must be carried with you, but cannot be opened by anyone besides you or a Compan ex ion you allow to open it. As you cannot exactly spend a week between jumps in a backpack, you get a camping spot deep in nameless wilderness to plan your next jump in. It is always a different clearing or hollow and it’s barely 100 foot square, so there isn’t anything to do besides camp out there. Any storage item you get will be limited to internal storage equal to that of the Backpack and cannot be merged with the Backpack unless it is another backpack but doing so strips it of any extra storage space. Warehouse Add-Ons that can be rationalized the same way I’ve scaled down the Warehouse features are fine, others attach to the clearing.
  • +300cp - Playing Catchup!
    • You’ve been chosen to go on a jumpchain! Aren’t you the luckiest? Well… technically, you’ve been given the chance to go on one… only… Your Benefactor wants a little proof of intent first. You’ve been transported to an isolated tower on an uninhabited asteroid (Don’t worry, life support systems are fully engaged), along with every single book / comic book you’ve bought or downloaded but haven’t read, every manga / comic / article you’ve added to your reading list but haven’t gotten around to yet, every video game you’ve bought or downloaded but haven’t watched, every movie / tv show you’ve bought or downloaded or added to a watchlist, every model you’ve acquired but haven’t built yet, every mini you’ve gotten but haven’t painted… in fact, every single hobby project you’ve started (even if it was only in the planning stages) and every media you’ve wanted to consume but just couldn’t find the time to. You now have to finish all of them before you get your chain. Don’t worry, you won’t be getting any older, food will be provided, and you’re guaranteed not to go insane while you whittle away the mountain. But you’ve got to finish it all. For games that have a main sequence that branches, one play through is enough. Not all side quests need to be completed, but 51% completion needs to be reached in addition to reaching the end of the game at least once. For games that don’t have concrete completion goals, a reasonable checklist will be provided, of which you must complete 65% or more, or at least put in 500 hours. No, you can’t decide you don’t like a project / game / movie / etc and give up on it. Falling asleep during some piece of media will instantly pause it. No, it doesn’t matter if you still own the media in question. If you ever even borrowed it from someone that’s enough.