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Aladdin Jump Build

Origin: Vizier

Location: City Of Agrabah, Year: 1420 AD(When Jafar fails to enter the cave of wonders.)

Age: 35

Perks

Free - Singing Voice: ​You are a really, really good singer. At a whim, you can break into song, and it will always be a proper song, with all the fiddly little details in place.

Your voice never falters, you never forget any words, and the sheer quality leaves professionals in awe.

-200 CP - Breaker of Plans: ​So many people here with so many delicate, long-term plans. If only you weren't around. You have a gift for disrupting long running plans and conspiracies by your very presence. Circumstances tend to unravel around you, and your actions send ripples that crash and burn many delicate schemes.

You also have a gift for investigating and discovering any such plans and actions, and deliberately disrupting them is much more effective. The passive effect can be toggled.

-100 CP - Trickier than a Djinn: ​You have a talent for wordplay and trickery, being street-wise in a time when the streets are much less kind. You can tie people up in verbal loops, get them to reveal things they'd rather keep hidden, and pull 'exact words' tricks on creatures who have been pulling these tricks for longer than your civilization has existed.

Free - Pay no attention: ​Someone like you, with your manner, and obviously sinister airs, and the dark clothes should be outed as 'secret mastermind of woe' at first glance. But you never are. You have a gift for explaining away even the most bizarre and suspicious things about you, making them seem completely harmless and you are a good and honest person.

-100 CP - Low Associations: ​Like calls to like. You have a gift for dealing with people of low moral character and ill-intent. They find your power awe-inspiring, and are all too willing to go against laws, basic decency and even direct orders from their actual superiors in your service. You know the right promises to make the rewards to hand out.

You also keep encountering such people wherever you go, somehow. Never too many, but more than enough to get some schemes going.

-200 CP - Wheels within wheels: ​No question about it. You're a planner, Jumper. And one of the best, at that. You have the patience, skills and abilities to weave long-term, intricate plans with contingencies and fall-backs galore, to achieve even the most ambitious goals.

From gathering the information required to putting together the resources, you can make plans that are shockingly likely to be successful for even the greatest, most ridiculous goals. It may require a boy having exactly the right nature, then being willing to hand you the macguffin at the right time and a hundred other things, but you can make it work. And best of all, you know just how to do it under everyone's noses.

-400 CP - Sorcerous: ​You can do magic! It's not anything particularly great, but you can enthrall and bewitch people, cast divinations to locate and spy on people and locations, brew potions, and several other things.

You have an extensive knowledge of dark magic of all kinds, including mighty and wonderful spells.While your power is a bit on the low end, you know how to use all magic you know with incredible finesse, achieving precise, perfect results instead of ridiculous excess.

Items:

Free - Rare and Powerful: ​Magic requires a lot of materials, from precious metals, jewels to animal parts and plants and herbs. You have a workshop full of wide-ranging components and stuff, enough to work some really powerful magic, make poisons and mind altering substances, and whatever else you may want.

-200 CP - Sorcerer's Library: ​A sorcerer's power means precious little without the knowledge to go with it. Which is why this is a tremendous advantage! You have a truly vast library of magic to learn from, Jumper. It holds books about a huge variety of magic styles, thousands of spells and rituals, and who knows what else. It's enough to make you one of the most skilled and knowledgeable, if not powerful, Sorcerers in the world, let's just say.

It also holds potion recipes for mighty brews, and designs to make powerful artifacts like scrying devices, although some of them require pretty pricey components. It updates with an equivalent level of knowledge in all future worlds you go to.

-800 CP - Oil Lamp: ​An old, cheap looking lamp, with a permanent smudge at one side. Despite its ordinary appearance, though, it is a device of extraordinary power. For it holds a Djinni, an honest to god, massively powerful being of magic and spirit.

You may use this lamp to ask this Djinni for three wishes, and they may be anything, with a few limitations. You may not force anyone to fall in love with you, may not bring back the dead, and may not wish for the Djinni to directly kill someone. Nor may you wish for more wishes, or rewrite history or wish for CP or indeed, anything that can only be gotten from a Jump-doc . Besides this, the Djinni can provide you virtually limitless wealth, magical power...anything, really.

After this jump the counter is reset, meaning you can ask for three wishes every jump. This becomes three wishes per decade after your chain ends.

Drawbacks:

+100 CP - Obsessive Singer: ​You can't help but break out in song every time you feel any strong emotion. While the songs are always excellent, you blab out everything you're thinking in the lyrics, and keep trying to involve random people around you in dancing.

+100 CP - Adventure Seeker: ​You're...unwise. You have an obsession with 'the outside world', and seek adventure at all costs. This isn't an ever-present urge, but it strikes at the oddest times, and makes you do really dumb things against common sense and self-preservation.

+200 CP - Blind as the Sultan: ​You're far too trusting of everyone around you. Any abilities you have of judging and assessing people properly are disabled, and you go around sharing all your plans and belongings to anyone who says two kind words to you. Your companions can stop this, after all you trust them most of all, but it's a real problem.

+200 CP - Guards!: ​A number of the royal palace guards of Agrabah, who are also the city's police are after you. They pop up everywhere, with swords drawn and ready to strike. No royal commands, basic decency or laws will make them stop, as they hate you to their core. If you kill them more will come up, and their numbers keep increasing.

+400 CP - Vital Component: ​Jafar, the Grand Vizier of Agrabah and Dark Sorcerer, has determined your nature successfully. Now he's after you. He will use everything at his disposal to hunt you down and sacrifice you for your powers, and desperately gather more power to help him in this task. If you are caught and remain under his control for more than an year at any point in your stay, your status as a Jumper passes to him, with your chain over.

Total CP: 2,000 CP


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Stone -- Power stone

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