The Following 'Chapter' is merely just the Build information for the Mechanical side of the Jumpchain. If you are just here fore the narrative or don't want any potential spoilers for skills and items he may have you are free to jump to the next chapter. You will not miss any story threads. See you on the other side. *Salutes*
For those wanted the crunchy mechanical bits I will try and make them as clear to read as possible. For new comers, Perks are powers and skills you spend points on. These come in all shapes and sizes. Knowledge, talents, magic, or strange forces that effect the world in your favor. Items are just what you thing, Items you acquire from the jump you can use in this and future worlds. All items purchased in a build are Fiat backed. if lost, used up, or destroyed they will return to you within a week unless otherwise noted. Drawbacks are modifiers to can add to make a jump more challenging to gain more points to spend. These are optional but if you take one their downside will overpower any perks you might have that would counter them. The come in small annoyances up to deadly challenges. Though in this Jump Ramza has no drawbacks taken.
This Build was made using the "Fire Emblem Elibe" Jump, Primarily created by By NikaMoth located in the TG drive
Gender: male
Age: 16
Origin: Drop In
Class: Mercenary
Start Point: Year 979 - Time of Peace
It's a great time for peace in Elibe. While the Black Fang, a former organization dedicated to killing corrupt nobles and helping the poor, now corrupted and run by Nergal operates behind the scenes, the peace isn't really noticeable threatened or anything for now.
Even though there's also a flurry of chaos in Lycia at the moment over an inheritance dispute in one of the cantons, and there has been an unusual amount of dark magic activity on the Isle of Valor, but things are okay.
Perks
Calculating Glance (Free Drop-In)
Your observational skills have been increased, particularly at accurately surmising an opponent's power or the difficulty of a task and estimating what you'll need to overcome this foe or problem. It will also help with noticing weaknesses in your foe's combat or mental prowess. It
does not give you the means to defeat someone-this perk, for example, can tell you that a foe is simply too strong for you to fight and it would be better to flee than to fight.
Tactician's Advice (100 CP, Discount Drop-In)
You are better at helping people work out their personal problems by speaking to them and getting to know them. Quality of the advice and effectivity of the solutions you present will depend on the length of time you've known them, and there's still a chance they might not follow your advice at all. You are also likelier to get people to like you or at least see you as wise as a result of your good advice.
Affinity Boost (100 CP, Discount Drop In)
Everyone in the world of Elibe is attuned to one specific element. This connection is called an "Affinity." But you share an especially strong connection to your affinity. Your affinity assists you in accomplishing deeds that could fall under the purview of the affinity. Your affinity also gives people you have a bond with a weaker version of the boost you get from your affinity if they are around you. You may buy this perk only once per person.
Light : You have an inner peace to yourself that enables you to resist any outside forces affecting your mind. Any being weaker than you will find that controlling your thoughts or feelings will be a challenge. You also are harder to emotionally disturb or unsettle. You can also resist curses cast upon you. You carry a talent with light magic.
Crit Animation (Free All)
You have a snazzy, distinct flashy move you do before you do anything to ensure your actions are more successful. It might take a few seconds to do and could appear corny to some, but those seconds are worthwhile.
Winning Road-Jumper's Hope (Free All)
You have victory music that plays when you're near victory. It's an uplifting or badass tune, but will abruptly stop if things suddenly swing out of your favor.
Beyond The Distant Skies (600 CP)
You can attract many people to your cause, and you find that when you know others, you can grow very close to them very easily. Your bond with them grows swiftly as you spend time with them. Fighting side by side is the fastest way for your bond to grow. Fate just seems to pull people to your side, and even the coldest hearted person will gradually warm up to you, with time, as long as you don't seriously hurt them or give them a big reason to dislike or hate you.
With a little time, you could pull people around you into working like an army under your banner with this skill. With each bond you have, as well, you grow stronger as the power of friendship empowers you. This will only happen when you're in close proximity to them. Your friends will also get a minor version of the same boost you get from being around them.
Items
(all weapon upgrades are applied to his personal Rapier)
Slim Weapon (50 CP)
You have a thin, lightweight weapon you can use. It's not as powerful as the usual kind of weapon, but you'll be swifter and more precise with it in your hand than with a regular weapon. Importing a weapon into this slot will not make it lose power, merely make it lighter.
Killer Weapon (50 CP)
This weapon is in particular, very sharp. It guides your hand through a mysterious force to weak points in the enemy's armor and defenses. It might not be as strong as other weapons, but it can really get a critical hit. You can get killer tomes, by the way.
Armorslayer Weapon (100 CP)
This weapon is designed to pierce armor, and that makes it powerful against armored foes. It is slightly stronger than regular weapons against unarmored foes, however it is incredibly heavy.
Drawback
None for now
