so i was inspired by a post made earlier today about jaune in different art styles so it got me thinking what would jaune Arcs story in the batman animated series be like.
to my mind jaune is a young man who's family was originally from france but fled the revolution being nobles and all, he was taught to fight by his father each of them passing down their familie's techniques with a sword and the family sword which dates back to Julius ceaser himself. the sword itself is made of a strange metal that fell from the sky (meteor) and is utterly unbreakable and able to cut through just about anything.
jaune takes up a vigilante persona after his friend Pyrrha is attacked by a criminal named Cinder Fall, but what starts off as a basic revenge tale quickly changes as jaune realizes that it's up to him to try and make Gotham livable. even if that means getting blood on the family blade.
The attack was committed by a group on the school of Beacon, something about hating the head master of the private institution.
pyrrha lived through the attack btw but was called back to her home to recover, we later find out that she's an amazon and clashes with her native culture over her care for jaune.
ren is a fellow swashbuckling vigilante, using a jian instead of an arming sword he takes up the balde to avenge his own father. in a lot of ways he's a mirror for jaune.
nora is a demigod of thor, she's just here to have fun. (it's the first rule of gun safety)
jaune is a better fighter than Batman but lacks his versatility and mind, he doesn't have a no kill rule though and generally deals with organized crime and their endless mercinaries handling threats that batman doesn't have time for and the cops just can't handle themselves, his skill at arms through has gotten him on the list of both batman and raz al goul.
it helps that he's just as rich as Batman, though. With Pyrrha being an amazon, there might be further issues when she's sent back to "bring her man to heel" like her mothers want. either way, the basic idea is that jaune's on a quest for vengeance, but is that all it has to be? Can he grow to be a great hero in his own right? Or is he destined to walk a blood-stained path to nowhere?
build under the cut
@weatherman667 here's the bare bones of a character, out of curiousity what would you do with swashbuckler jaune in gotham?
@howlingday do you think i captured post fall jaune well for trauma filled vigilante of gotham jaune? anything you'd wanna change? also anything you think would be neat for his story going forward?
origin: vigilante
Timm Design- Chiseled jaws, muscular physiques, and amazing curves… a lot of people here are ridiculously attractive! And if you're going to spend ten years here, you might as well look the part, right? Your body is now 'super' good looking, as if it was drawn by Bruce Timm himself. (Free)
Secret Identity- Oddly enough, it seems that people have trouble putting two and two together when it comes to your "civilian" and your "costumed" identities.
Even if you're the only person who fits the physical profile in the entire city, you can conceal your identity by playing dumb, wearing glasses, or even just slouching a little. This won't help if they have irrefutable proof of your double-life, but otherwise they'll just think it's a funny coincidence. (100 CPI free Bat- family/Vigilante)
Friend Of the Police- Vigilantism, even in a city menaced by super criminals, is still technically illegal; luckily, the police and other law enforcement seem to look the other way when it comes to you, so long as you're not committing serious crimes while crime fighting. In addition, if you capture a wanted criminal or find evidence of a crime, the police will be able to use your work without laws getting in the way. (100 CP, free Bat-Family/Vigilante)
Nightmare- Knowledge of you- specifically the parts that would scare the pants off of the average Joe- seems to spread like wildfire. Play your cards right, and you'll quickly gain a reputation as someone who shouldn't be trifled with… of course, while many are superstitious or cowardly, actually being able to back up your reputation doesn't hurt. You can toggle this on and off, though it won't remove information that's already out there. (200 CP)
Multiple-Choice Backstory- See, you're from this place called - no, wait, you took a chemical bath- no, you've been empowered by- actually, it's all technology- uh, you get the idea. It seems people will accept pretty much any explanation for why you have your abilities and equipment, and if you don't tell them they'll find their own explanations. More importantly, it's exceedingly unlikely that they'll
uncover the truth on their own, no matter what methods they use. (200 CP)
The Flying Jumper- Well, you might as well be flying; you're extremely acrobatic, and can somehow swing from building to building with a grappling hook without breaking your arm or tearing it out of its socket. You're also more than capable of using your dexterity in a fight, almost dancing between the blows of your
less skilled opponents. Maybe you learned this by watching Batman's sidekick? (200 CP, discount Bat-Family/Vigilante)
Disappearing Act- You're extremely good at staying unheard and unseen when you want to be, almost seeming to merge into the shadows and letting you get the drop on almost anyone. Your knowledge of stealth also allows you to pull off an unusual trick of Batman's; with almost preternatural skill, you're capable of finding
a hiding spot or rushing silently out of sight in the span of a few seconds; enough time that a person could be looking at you, turn away, and look back and not find a single trace of where you went. You also know how to reveal yourself in a way that gives the best effect. (200 CP, discount Bat-Family/Vigilante)
Martial Discipline- You've received training in many martial arts, from the ancient disciplines of Asia to more modern styles of combat. Training with so many masters and the refinement of your technique has elevated you to a level most martial artists never reach. You've mastered practically every martial art known to man, including armed and unarmed styles. (400 CP, discount Bat-family/VigiIante)
'Peak Human"- You've trained your body to the peak of human potential, and beyond; you're capable of leaping nearly 10 feet vertically, can open an elevator door with your bare hands, keep up with a run-away-bus, and can replicate and maybe even outmatch any Olympic feat an athlete has done.
You also have incredible control over your body's functions and are as flexible as humanly possible, and could survive being punched, thrown several feet, or even tossed through a wall by someone with superhuman strength. Needless to say, you have really good genes. (400 CPI discount Bat-family/Vigilante)
All-Star Training- Good training is the difference between you and everyone else; it helps that you learn and master new skills absurdly quick. When you dedicate yourself to learning a skill, you'll learn at a rate that's ten times faster than that of a normal human. You're also capable of sharing some of your capability to learn with others, training them to a point near your level much easier and faster than any other master. (600 CPI discount Bat-family/Vigilante)
Expertly Crafted Weapon- You have a weapon made with exceptional
craftsmanship, needing little maintenance to remain in peak condition. If you choose a projectile or throwing weapon, such as a gun or throwing stars, you will receive a supply of ammo or additional armaments weekly in the Warehouse. For an additional 100 CP your weapons are unusual in some way; your throwing stars might have tracking devices in them, or your staff might give off an electrical
charge for example. (50 CP)+100 for exceptional weapon (crocea mors)
Quick Change- You are somehow able to change into your costume in only a few seconds, even while wearing another set of clothes or if your costume is a heavy suit of armor. (50 CP)
Money- The only other green that Poison Ivy likes; you have one million dollars to do with as you please. Can be purchased multiple times; multiple purchases do not change the amount of money given by Jumper's Millions and Trust Fund, instead adding an additional one million to the total amount. (Buying both Jumper's Millions and Trust Fund and then an additional purchase of Money would give 101
million.) Money purchased with this option, Jumper's Millions, or Trust Fund does not restock, unless you buy Batman's Superpower. (50 CP)
Jumper's Millions- Thanks to someone generously bequeathing their fortune to you (for some reason), your earlier purchase of one million dollars is now ten million. Can be purchased once; requires at least one purchase of Money. (100 CP)
+ Trust Fund- And now it's actually one hundred million dollars; don't spend it all in one place. Can be purchased once; requires Jumper's Millions. (150 CP)
+Batman's Superpower- The problem with money is, once you spend it it's gone. That's still true, but now you'll at least get more bang for your buck, At the start of each Jump you'll get the equivalent in purchasing power of whatever amount of money you've purchased here in that setting's most common currency, be it gold, bottle caps, meat, or human souls. This currency won't arouse any suspicions as to where it came from, or why you have it. For an additional +100 CP you'll get a yearly allowance; for an additional +200 you'll get a monthly allowance. Requires at least one purchase of Money. (100/200/300 CP)
detriments:
Rogue Gallery- Sure, companions are all well and good, but haven't you ever wanted to see some familiar, unfriendly faces as well? A colorful collection of antagonists to act as the thorn in your side; people that test you?
Well, now you can; during your stay here, up to ten original heroes or villains (or anti-heroes or anti-villains or particularly aggressive neutral people or… well, you get the idea) will come about, with their own unique skills, gear, and/or powers. And, inevitably, they will come into conflict with you somehow. These rogues do not take up a
companion slot, and cannot be imported like companions are. If you do not want the Rogue Gallery to follow you, this will function like a drawback, its effects disappearing when your ten year stay is up. More details on the Rogue Gallery can be found in the Notes section. (+200 CP)
Past Tragedy- YOUR PARENTS ARE DEEEEAAAAAD! or something along those lines. Some event from your past haunts your every waking hour, be it watching helplessly as your parents were gunned down or something else equally as horrible.
While you'll be able to put your pain aside to get things done, your loss will constantly be a source of sorrow in your life
Who's Afraid Of the Big Black Bat?- Batman is incredibly suspicious of you, and will do his best to hinder your actions, believing you are a possible danger to the world; he is aware of all of your abilities, and has already prepped countermeasures to the ones that would keep him out of your hair. Engaging him will only confirm his suspicions in his eyes, and killing him will call down more heat than you can probably handle from his friends. You cannot be a member of the Bat- family if you have this drawback. (+200 CP)
Just A Man- If Batman can save the day without any powers, so can you; for the entirety of your stay here you will only have access to your purchases here, as well as your Body Mod purchases. (+300)
The Demon's Head- Ra's al Ghul, the leader of the Society of Shadows, believes that you are a threat to his plans for world. A master fighter and planner with over six centuries to grow his criminal organization, Ra's will send numerous assassins after you, and will devote all of the resources in his empire to taking you
out.
Attempting to kill Ra's will result in him not quite being dead- at least not to the point where a Lazarus pit can't fix him, which there always seems to be one more of, and attempting to dismantle his organization will be fruitless as his organization seemingly never dies, no matter how many you kill or how much you destroy. (+300)
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A treatise exploring the latest... advances? in fanfiction
After staring at that title for thirty seconds, novice web fiction readers will be like “uhhh… you mean those Gamer fics? Where the main character has video game stats that he levels up by grinding or quests? Like Worth the Candle, Play Test, or A Daring Synthesis?”
Nope. I don’t mean Gamer fics, or LitRPGs, or anything like that. We’re going significantly more meta with this. For starters, the Celestial Forge makes the main character of a story stronger every 2000 words.
eheheehhehehehehehehehe you mightve guessed from the spam (and that polycule post abt cuilang making a baby) but ive been dug into rune factory like a tick ever since @jordemme introduced me to the newest game, Guardians of Azuma
its a farming/dating sim, and the plot is deLISH but it alsoooo gave me space to play with magpie's jumps again
rfgoa will be in the latter half of the "learning the ropes" arc, where she's getting swapped out with protags but assigned their powers (which helps her understand the interaction of Abilities and multiverse "tagging" system -- her PLA "protagonist tag" sticks around in some cases >:333 )
so she swaps with kaguya until she makes a deal with nubatama i think ive posted abt this so blah blah blah new outfit!! in PLA she got away with the tatts despite being in poké-Japan due to her Hero™ standing but in this verse she definitely has to cover them more, so she wears a kote (? whatever it was ashitaka wore in princess mononoke lol) to cover them (which solves the "problem" of having to get used to communal bathing again...and gets to be a fun scene with various characters down the line)
this jump helps her learn swordfighting bc unfortunately the talisman system requires being able to write rfgoa-japanese (i assume) which she would have to learn on her own -- but its Good that she learns swordfighting now trust
now the only thing ive actually written for this, the "fates favorites" fics, is out of date in a Lotta ways to what i consider mags' canon, so i figured i was allowed to redesign her "godtatts" while i was at it!
ft tats from jumps to pokéverse, palia's "ancient human" runes as well as the majiri alphabet, a sheikah symbol for the nebulous jump there, the rune used to conjure/hatch the baba yaga house from Reka, the atlantean alphabet i was too high to try and write so small 💀, the anima/spiritus/corpus symbol from 9verse (the 2009 stitchpunk movie), and the never-depicted scrivings of foundryside-verse as the squiggles that worm between everything -- terrifyingly, i think she eventually makes herself a walking lexicon :D
aaaand the last piece of the puzzle (ignoring some nonapplicable labeling below) is the bloodborne Caryll rune for insight that gets Branded on the nape of her neck prior to being very abruptly ascended at the end of that jump >:3333
ft a jotted down idea whilst Imbibing™ of her ascension/first transformation tearing a scar through the anima/spiritus/corpus binding she made for herself after a couple jumps involving Souls and How to Split Them
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Welcome to the Pokémon Universe! This world is peaceful enough that parents have no problem allowing their adolescent children to wander th
So, I've been working on a JumpDoc for Pokémon, as part of a larger project (because of course there aren't enough Pokémon JumpDocs in the world). I've hit the point where I think it's pretty good/Jumpable. Feel free to check it out, and if you're willing, I'd love any feedback you can provide, especially as regards overall balance.
(I know this isn't the best place to be posting this, but I don't have enough karma on Reddit and don't feel like learning how to navigate a new site right now.)
I have been creating jumpchain content for a bit now. It has begun to color what I'm known for in some spaces. In the Reddit community over jumpchain enjoyers, I'm actually not unknown, due to my passion for this community and the contributions I've made to forcibly expanding and growing our audience and community. But why do I like jumpchains? That's a good question.
For me, jumpchains remind me of the wonder I felt when I first started playing video games. They allow me to feel what it is like to live in another world, another time, sometimes even another country. In doing a jumpchain I don't just think of the powers I/my jumper get or their cool gear, I think of the sights they get to see.
As a child, one of the things that I loved the most about video games were the sights I got to see. Getting to see even things as simple as Kanto region in the original Pokemon games was incredibly exciting to me. Getting to see Yoshi's Island was exciting to me. Nowdays seeing things like the eerie pool rooms and liminal spaces in Anemoiapolis and seeing the dragon filled skies above Skyrim in TES:V excites me. For me, creating a jumper is, in a sense, giving someone else the chance to feel that wonder. I actually like creating jumpers who don't have meta-knowledge or genre-awareness so they can experience the wonders of these places for themselves for the first time.
Another thing that I really like is the freedom jumpchains offer. Video games are inherently limited by the fact that they are programmed and thus have limits (though ones that are being stretched and improved every day) that imagination and imaginary games like jumpchains do not. If you ever wanted to wander Hyrule as a dragon but knew that no Legend of Zelda game would let you do that, well... Jumpchain. If you ever wanted to ride through the Mushroom Kingdom on a F-Zero machine... Jumpchain. If you have *thoughts* about how someone in a Metroid powersuit would do in Castlevania... Jumpchain, baby!
On a more personal level, I also strongly enjoy jumpchains as a sort of escape. I don't mean that in a way that is super depressing or anything, but I'm physically disabled and I'm also chronically ill. My health will... never be good. For the rest of my life. But with a jumpchain I can allow myself to become someone who can do cool stuff that I can't do. As a kid I was a martial artist with formal training in Taekwondo and Karate and less formal training in Muay Thai and Silat, and I LOVED martial arts. I may not ever be able to do the same kind of martial arts shenanigans I could once do, but I can with jumpchains. Between basic perks in jumps like Generic First Jump and full jumps like Generic Fist, I can envision myself doing cool stuff that is beyond my real-life capabilities. I don't often do self-inserts in real, sketched out, chains but I sometimes daydream about self-inserts doing a few jumps. I like to imagine getting the parkour skills of the mario brothers from the Super Mario 64 jump, and spending time on Isle Delfino in the Super Mario Sunshine jump, or spending a decade honing my skills as a martial artist in the Generic Fist jump.
Why do you like jumpchains? If you see this post, and you feel like engaging with it but aren't a jumper yourself, what do you think it'd take for someone to persuade you to try? I'd love to know what could convince you to try out a chain yourself.