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Interlude 01

The first time I met ROB, who refuses to give his name, was after I'd just died. How did I die? Not important. Anyway, the first time I met ROB he told me that he was going to send me on a jumpchain but with a few twists.

The first was that if I chose a background for myself in a world than I'd have I've to not only design his life pre-canon but also live it out without my memories of the jumpchain and canon until a year before canon started. For example, in Arkham Asylum I had to actually live as a Gotham citizen from a declining high class family before being adopted by Bruce and getting trained by him. It wasn't until halfway through my training did I remember about canon events coming up.

The second twist, was that I had to actually earn my skills through training. I couldn't just buy a skill and have it mastered when I drop in. The only thing that buying a skill does is that it makes me a super genius when it comes to the specific skill, not master it instantly.

The last twist is that for some skills I won't be able to take them with me if it doesn't correlate with a world. That means if a world doesn't have magic than I can't take my magic powers with me to that world. However, if that world does have a type of magic system, chakra, mana, ki, etc, than I can take all of my magic with me. That means that I can definitely use bending from avatar in naruto. From metal bending my opponent's equipment, blood bending my enemies themselves to redirecting Sasuke's kirin. However, that doesn't stop from using my more mundane skills learned from Batman to whup people up.

"You assassinated the Joker." says ROB.

"Not only did you assassinate him, but you did it in such a way that even if people suspect foul play, you'll be the vary last person they suspect. I like that. So you can ask for me for one reasonable gift."

I don't even take a second to think before I reply stoically "I want a personal AI that's as good as CORTANA from Halo, and obeys me no matter what."

"Really? That's it? Where are you even going to keep her?"

"You'll see." I reply

"Ok then. Now pick your next jump and create your build."

Overall Build 2

Name: Ambrosius Malphas

Gender: Male

Age: 17

Height: 5'8

Hair Color: Black

Eye Color: Gold

Looks: Ozymandias

Build: Medium

Body Type: Athlete

Stats

Strength: 1→ 2

Endurance: 1→ 2

Speed: 2→ 4

Dexterity: 2→ 4

Appeal: 0

Shape: 0

Sense: 2→ 4

Metavore: Retain physically fit body no matter how much or what you eat as long as it's enough to keep from becoming malnourished

Cosmic Warehouse:

Belt O' Tools: Batman graciously seems to have loaned you a belt containing the tools that he'll be using for this adventure. This includes stuff like remotely applied explosives gel capable of bringing down walls (though never seems to kill when blown up near someones feet), to a cryptographic sequencer able to track signals, hack terminals, and listen to live radio broadcasts. ...How did he know you'd be needing this stuff?

Animal Suit: A hightech set of body armor themed after an animal of your choice (DCAU Damian Wayne Robin suit). The head piece contains advanced electronics equipment that scans the environment for information and clues relevant to the situation. It can pick up anything from gaseous alcohol molecules that'll lead you to a crooked guard, to traces of tobacco on the ground to lead you to a hostage. You may also import a set of armor you already own to gain these qualities.

Bat Wing: Hmm, seems like you've picked up one of Batman's spare vehicles. The Batwing is a supersonic aircraft faster than many jet fighters, possess advanced stealth systems that make it invisible to radar, and can be operated remotely, or operate autonomously.

Bat Cave: A series of platforms and bridges situated within a small cave. Contains a computer with immense analytical abilities, a landing platform for any aerial vehicles you have, and some workshops for working on gadgets and gizmos. After the jump this can either be attached to the warehouse, or will appear somewhere nearby.

Mass Effect Build

https://imgur.com/r/makeyourchoice/Z5s9b

1000 cp to spend

Race: Human

Age: 23

Location: Eden Prime

Origin: Marine (-100 cp) - Son of Caleb Malphas, Ambrosius was raised on Earth by his single father where he grew up listening to his father talk about their family's extensive history as marines. Eventually he would go on to promise to his father that he would make their ancestors proud by joining the Alliance. Unfortunately his father would never get to see that promise fulfilled due to meeting his end at the hand of a gang war. Grief stricken, Ambrosius threw himself into his studies and training using the left over notes and journals of his ancestors. By the time he was 18 and enlisted they only thing left for him to learn from boot camp was the current military tech, protocols and biotic training. This caused him to not only breeze through boot camp but he also almost beat the examiners in their final survival exam. In the end he was fast tracked to the N program where he was speculated to become humanities' first spectre. Currently on shore leave on Eden Prime after finishing N7 camp.

Class Infiltrator: Combining tech-savy with martial skills, infiltrators focus on quickly and stealthily picking off enemies one by one.

Perks:

Tactile Readiness: (-150 cp) You have very fine muscle control. For biotics, that means better and more powerful control over your abilities, a level of mastery so great it could be called telekinesis.

Finesse: (-300 cp) You instinctively keep track of your surroundings. Constantly assessing the situation, finding escape routes, looking for potential hostiles, nothing gets past your eyes.

Gear:

Loadout: (Free) Starter kit. Comes with a basic set of armor with a kinetic barrier, a basic weapon, one for every weapon type and an omni-tool.

Extra Credits: (50 cp) A credit chit holding 10k in credit.

Assistant VI: (-100 cp) Top of the line assistant model Virtual Intelligence. Can be stored in an omni-tool and keep track of large amounts of data.

Weapon Locker: (-100 cp) Cache of mid to high grade weapons of all types. Enough to outfit a battlelion.

Armor Locker: (-200 cp) Cache of mid to high grade armor of all types. Enough to outfit a battlelion.

Conflict Minerals: (-200 cp) Massive stash of various rare elements.

Drawbacks:

Shepard's Flock: (+100 cp) You'll never have to worry about keeping with Shepard's adventures, the adventures will come to you. Expect shenanigans to ensue.

Bounty: (+200 cp) Looks like you pissed in somebody's beer. Somebody important at that. Hunters will come after you, and every one you defeat causes the bounty to go up.

I wanted to finish Batman and get to the really exciting stuff, which to be honest doesn't start until after A Song of Ice and Fire. So here you go, the final chapter in the Arkham Asylum Arc. Don't forget to comment. As always constructive criticism is encouraged.

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