The Hobbit - There and Back Again

  • Origin: Adventurer
  • Race: Dunlending Man
  • Location: The Hall of a tribe in Dunlend

Perks

  • 00cp - Fairytale Songs
    • You’d be surprised how common singing songs is in this world. Even evil things like to sing every now and then. It wouldn’t do for you to be left out, would it? So with this, you gain a decent level of skill at singing, as well as in playing musical instruments. Of course, a well-practiced song can move the hearts of even the coldest, and you can sing insults to enrage your enemies. Perhaps you’ll try to get a magical instrument to supplement your performance?
  • 00cp - Night Watch
    • The core of adventuring is journeying towards the unknown. However, that does mean that you’ll have to find your own shelter to sleep in during the night. And when you’re packing light to travel quickly, that can be a problem. But of course, if you’re in a party, you can take turns standing watch to wake the others if something happens. You would certainly have no problems with night watch duties. You won’t doze off if you don’t want to and know how to avoid getting distracted. You are also trained to be able to go for a day or two without rest, although at that point you really should probably go to sleep.
  • 200cp - Clever Wit
    • Your strength does not lie in might of arm or magical craftsmanship. No, your strength lies in wit and words. This is quite helpful for concocting plans in unexpected situations and making the best of what you have, as you can no doubt imagine, and thinking out of the box can lead to very successful schemes. Aside from that, you’re also quite resilient, mostly keeping your bearings even in dark and stressful situations, such as conversing with dark and terrible things that can and may murder you at any moment, such as a dragon. If you speak well enough, you may still be able to escape unharmed.
  • 100cp - Words Of The Thrush
    • Old magic can be found in this world. And while some of it is beyond the reach of mortal men, there are some things that you could consider magic to be found among normal people. You in particular have some of it, letting you communicate with animals as you would with your own kin. Not only that, but you’ll also find that some species of animal, such as thrush birds, or ravens, or some other choice of yours, is quite helpful to you, going out of their way to gather information you would find useful and acting as messengers for you to communicate with faraway allies. Please treat the animals kindly.
  • 600cp - Greatest Of Your Kind
    • Ah, well then. You aren’t some nobody. You’re an incredibly important person in this world, by dint of sheer might if nothing else. You are larger than most of your own race, likely far older than you have any right being, and your strength and endurance are legendary. As a Hobbit, Dwarf, or Man, you might be comparable to the Numenoreans of old, perhaps even on par with their greatest heroes. As an Elf, you might outright be one of the great elven heroes of the ancient wars between elves and goblins that reshaped the world, somehow undiminished in might and skill. As an eagle, well, you’ll truly be feared on the battlefield.

Items

  • 100cp - Goblin-Cleaver []
    • A big part of adventure is battle. There are plenty of wicked beasts in this world, and not all of them are willing to sit down and have a game of riddles with you. So it would be wise to travel with a weapon at your hip. And this blade is certainly a worthy weapon. Not only does it require very little maintenance, it’s of quite fancy design, possibly crafted by elves. Most notably, it is extremely effective against goblins, carving through their flesh and bones as if so much smoke. Goblins will recognize this on sight however, so be careful with that. Or maybe you’d like to use it to intimidate them? In future jumps, you can change the species or race this blade is very effective on (said target species or race will also be able to recognize the blade on sight). Also, while by default it is a sword, it can be some other bladed weapon you’d like.
  • 200cp - Black Arrow
    • Used by your father, and his father before him, this heirloom is a magical arrow that will never fail you. Black as obsidian, it will always fly true to any target you can see and are using at least a modicum of effort to aim at. Even if it’s in the middle of the night, in the middle of a storm, and you’re trying to strike a small hole in the hollow of a the breast of a dragon flying half a city away from you, so long as you can see the small target, it will fly straight and with great force, likely even embedding itself totally in your enemy. Additionally, if you make sure to search for it after the battle is over, you will always be able to recover the arrow intact, ready to be used once again. While its sharpness is not legendary in and of itself, it is certainly sharp enough to sink into even the flesh of dragons. Just don’t aim for armor or scales.
  • 400cp - Coat of silver steel
    • Protection is important, but you can’t very well carry a full set of armor with you, can you? But don’t worry, you will not have to sacrifice defense for mobility, as you’ve obtained this chainmail coat made of a glittering metal shining like silver. This is in truth made of Mithril, also called silver-steel, a metal only found in the depths of dwarven mines. It is light as leather, and yet just as strong as steel, if not stronger. With it, you won’t have to worry about blades piercing your body, although remember that the coat does not protect your head and neck. You can even wear it beneath your clothes, to hide the protection you boast. Likely a good idea too, to avoid thieves getting greedy.
  • 400cp - Known far and wide
    • Being old and having a habit of wandering the world leads to many meetings with interesting people. Even if you don’t actually wander around, you’ve somehow made many connections as if you have. You know a lot of important people, in other words, and are trusted among them, certainly useful for being able to have some influence over the course of history. Don’t expect people in power to put themselves in danger for little reason, of course, but most who hold great sway among the peoples of this world are at least willing to lend an ear to your advice. In this world this means you know people like Elrond, king of the Last Homely House. In future worlds, you will have a foot in the door with other people and kings of similar status.

Drawbacks and Additional CP

  • 1000cp - Jump Stipend
  • +00cp - 15th Party Member
    • Ah, are you quite entertained by the journey Bilbo and Thorin went through? Maybe you’d like to help them, but aren’t sure on how to join their quest? Well, don’t worry, as with this option you will find yourself entangled in their journey somehow. Perhaps a great force is subtly guiding you to take part in it. Whatever you are, wherever you begin, you will eventually interact with the 13 dwarves and 1 hobbit in their quest. It may not be on good terms if you are an Evil Thing, or it may be depending on how you act. Whatever the case, you will be part of their story one way or another.
  • +100cp - Limited Access
    • You can only access your Warehouse (or other methods of bringing stuff between jumps) either once a month or from property you own. If this is Chained, you also gain a one time +10 Warehouse Points. Replenishing stocks of things, such as Food Supply and Ammo Supply items you’ve purchased are exempted from this and you’ll receive a daily or weekly allowance wherever you’re staying. Destroyed or lost items will respawn in your warehouse as normal. Properties that aren’t used to store things between jumps are not affected by this.
  • +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.
  • +200cp - Earlier Beginning
    • Earlier Beginning [+200]: Rather than waiting for your memories to slowly return, you instead begin the jump at age 4 (-adds at least 7 years to duration) with all your memories fully intact from the start. Your local powers mature naturally as appropriate for the setting, while out-of-jump powers and skills return gradually at 2% per year until puberty (or equivalent maturity for your race, proportionally adjusted for longer-lived species), increasing to 12% per year afterward. Power returns qualitatively/geometrically rather than linearly, with full strength expected around the normal jump-start. You possess a form of plot armor that decreases as you approach the normal beginning of the jump; the more helpless you are, the stronger it is. However, this protection fades far faster than normal, lasting no more than 2 years. Your Companions will join you by the time the jump normally starts and your warehouse opens. This drawback cannot be revoked or put on hiatus and applies even to Gauntlets.
  • +200cp - Good And Evil
    • While moral concerns can be quite nuanced, this world is surprisingly simple when it comes to good and evil. Primarily from the perspective of a (largely reasonable) christian man. While normally you would have your own perspective of things thanks to originating from beyond this world, that is no longer the case. Now you work on the same rules of morality as other beings of this world. Be very wary of corruptive forces, and remember that humility is a virtue and pride is a great flaw.
  • +200cp - Warehouse Brand Backpack
    • You have a backpack that can contain 4 cubic feet of space. That’s it. Everything in the Warehouse Supplement scales down (Bedroll & Tent instead of Housing, First Aid Kit instead of Medbay, Hand Fan & Heater for AC/Heating, Travel Toolkit for Workshop, a Universal Power Point for Electricity, a Water Spigot for Plumbing)… but none of it takes up room. Doubling the volume makes it 8 cubic feet (roughly the size of a large milkcrate, 2 feet by 2 feet by 2 feet).
  • +400cp - Risky Adventure
    • There are many places you can journey to, many people to meet. Quite a bit of this world is peaceful and friendly, welcoming wanderers and strangers. There are also darker parts of this world, parts which are not as welcoming. Unfortunately, you have the tendency to come across dark and terrible things, which will usually want to kill and eat you. Certainly quite dangerous, but if you can vanquish such darkness you could accumulate great glory to your name. As an Evil Thing, you’ll instead find that your name is widely known among good peoples, and many hunters and adventurers have the bright and possibly foolish idea that they can defeat you. While they might be useful to gather loot without you having to wander around yourself, the constant pestering might get rather annoying. And that’s assuming you’re strong enough to not worry.