+00cp - Canon Insert - Atanalcar, son of Elros Tarminyatar
You incarnate into the world in place of a canonical character, though you gain no abilities or privileges beyond what you purchase here.
+1000cp - Jump CP
For taking this document, you, like everyone else, gets to start with 1000cp.
+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 - The Long Road
You must remain in jump until you die of old age or reach extreme old age for your race. If you’re immortal, unaging, or belong to a race that cannot or does not die of old age, the jump ends 100 years from its official start date, assuming a normal 10 year jump. If you can die of old age, you must last at least 10 additional years from the normal end date before dying of old age or the jump ends with failure. If you possess any ability or technology that could keep you from dying of old age, you must last the full 100 to successfully complete the jump. Age related complications count as old age. If another drawback would extend the duration of the jump, or the jump naturally lasts longer than ten years, The Long Road automatically tacks on another 10 (for non immortals) or 100 (for immortals) years for every decade added. This drawback means that you will show signs of aging over time even if you possess an ability to stop aging, though those signs would be minor and slow to show up. Incompatible with The Hub.
+300cp - No Access
You have no access to your Warehouse for the entire length of the jump. If this is a Chain Drawback, you may add the base 150 Warehouse points to your Body Mod, as you have no Warehouse. Everything that respawns is delivered to you by parcel post. You can bring anything you like into the jump at the beginning (as long as you have it in your possession already), but nothing past that, including Companions. You cannot take this with other warehouse drawbacks. No Hiatus. Must keep for 10 jumps or more before Revoking.
+200cp - Earlier Beginning
You begin each jump at age four, or the nearest equivalent, and remain until the jump’s normal start date. Your memories, personality, and experiences are fully intact from the beginning. Local powers mature naturally as you grow. Out-of-jump powers return at 2% per year until puberty and 12% per year thereafter, scaled proportionally for species with different maturation rates. Power returns qualitatively rather than absolutely. You retain only two years of plot armor against random childhood misfortune. Imported Companions receive the same effects. Your warehouse and any unimported Companions become available at the jump’s normal start date.
+200cp - One Life To Lose
Death is no longer a revolving door for your Companions. If a Companion dies beyond the point of medical recovery, they are removed from the Chain and returned to their reality of origin, though Undead Companions use an equivalent definition of death. Once lost, a Companion may only be reclaimed through Return, a continuity toggle in a later Jump to the same setting during that Companion’s lifespan, or by earning your Spark. Respawn mechanics, resurrection powers, 1-Ups, recovery items, and similar abilities cannot restore a dead Companion. Powers, Perks, and Items may still prevent death before it occurs. To prevent arbitrary losses, Companions will not die from random accidents, casual illness, age-related complications, or similarly insignificant causes. Only deliberate action or major plot-level threats can kill them. Each Companion gains an additional 600 CP at the beginning of every Jump while this Drawback is active, while the Jumper gains +200 CP. Companions who are not imported cannot receive Origins, freebies, or other import benefits.
+100cp - Humiliation Congo
Your enemies will not willfully kill you. Oh no… they want you to suffer. Some will torture you, others subject you to humiliation and or degradation… Some will prefer physical methods, others mental, still others sexual or emotional techniques… Feel free to customize what, exactly, each enemy will do to you… or just pick a single specific theme (Everyone wants to tickle you for hours would work. As would people keep crucifying you.) It has to be something generally bad. You can’t say “They’ll give me a nice meal and subject me to small talk.”
Jump Budget