1. Addams Family
  2. The Importance of Being Earnest
  3. Generic Western
  4. Community
  5. Lovecraft
  6. Avatar - Rise of Kyoshi
  7. Highlander
  • HuindilOPMA
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    26 days ago
    1. The Addams Family
    2. The Importance of Being Earnest
    3. Community
    4. Lovecraft
    5. Avatar - Rise of Kyoshi
    6. Highlander

    Highlander - TV Series

    • Location: 2700 BC Epic of Gilgamesh
    • Origin: Drop-In

    Perks * 00cp - Here We Are * Born to be Kings, we’re the princes of the universe. You get a personal badass theme song by Queen. * 00cp - Chronicler * Watchers assigned to research usually have advanced skills and aptitude for detailed research ranging from the collection and safe storage of ancient manuscripts and documents to computer, language, forensic, archival and investigative skills. While not necessarily ‘unfit’ for the field some prefer research to the field. Now you too can be counted among their number and have all the skills and abilities of among the best of those who work here. Similar to the further divisions within the field section, pay a further 100 CP for access to the other divisions of this arm of the Watchers. (Post-Jump: You gain a group of contacts with the same abilities keeping an eye on any goings on by powerful individuals in Jump) * 100cp - Will To Survive * You are among the World’s greatest survival experts, able to survive in most environments on the planet Earth. But this only scratches the surface of its potential. Name any situation that could kill you, like say being rude to your host in Mongolia during the reign of Genghis Khan or perhaps you are a Soldier fighting alongside the Allies on D-Day. Well, now you now know how to best survive and foresee any pitfall in any situation that may occur to you that you are also personally aware of. (Based off your prior experience, but this mostly causes others to call you ‘Paranoid.’) * 100cp - “The Unfelt Buzz” * No this isn’t about drinking. This is about that feeling Immortals get when close to one another which allows them to sense one another. Well now this capacity for you is one way only. Immortals can’t sense you but you can sense them. * Post-Jump works on anything ‘Immortal’ including deities trying to hide their presence (unless they specifically are trying to hide from you). You may not be able to tell their exact location, only a general direction, but you’ll know when you are in the same city. * 600cp - Was It All Worth It? * The quickening. When one immortal slays another, a portion of their skills and strength is transferred to the slayer. How or why, none know. Or the reason for the electrical storm in the process, beyond dramatic effect. Though abundant decapitation may sound like a fast route to power, the benefits remain on the subtle side. True, the veterans of many battles are incredibly skilled and perhaps slightly stronger and faster than the human body should allow for, but you won’t be flipping cars or bouncing bullets off your abs no matter how many heads you collect. Even ancients with hundreds of heads to their name can still be slain by their juniors. If you meet and defeat someone with demonstrably supernatural powers, then slaying them will transfer the beginnings of those powers to you. This perk is free for immortals during the jump, but they must pay to keep it in future jumps. In that case, the quickening won’t stagger you, it applies to everything supernatural, and the giant electrical storm is optional.

    Items * 100cp - The Cottage * When you simply have need of shelter or a place to teach the young ones, this cottage will come to aid you. It is not a permanent home, yet it will always be open to those whom you shelter. Once you have done all that you can and have left, so too will the cottage. * (Post-Jump it need not be a cottage, and it will always adapt and affix itself to your new world. Enjoy this pop-up/mobile home) * 100cp - The Trench Coat * Stow away any and all weaponry within, and no casual observer will be capable of noticing your stashed weaponry, even in broad daylight…unless you’re obvert about it. * You may import any article of clothing to be your Coat, please try to be at least realistic. No tank top coat or whatever the hell it is that EMIYA has going on. * 00cp - Take this letter that I give you * This small symbol of your design is unique in all the world. When you tell someone to look for it, they will always recognize it and never confuse it with anything else. If someone isn’t clued in to the conspiracy, they won’t give it a second glance no matter how many times they see it unless something else draws their attention to it and gives them a reason to be suspicious.

    Drawbacks * +1000cp - Jump Stipend * Points for showing up. * +100cp - Start at the Beginning * You begin every jump (that is not a direct sequel of a previous jump where you’re the same individual you were in the previous jump) at the birth of your alter-ego (or as a foundling for drop-ins) for that jump, your age roll in years before normal jump-start (minimum 11 years if age roll isn’t part of the jump). Your local powers mature as you grow as makes sense for the setting. As for your out of jump powers and skills… they’ll begin manifesting in your toddler years (1% per year until you hit puberty for a standard human, though for races that mature slower, it will be proportional… thus a race that takes 100 years to hit puberty instead of 10 years would mature 1/10th as fast). Once you hit puberty it’ll increase to 6% per year (or proportional time unit). Expect to be back to full strength around the time the jump would normally start though, so this might be slower or faster in some jumps. Your memories of your other selves start out as dreams as you age and become more and more real until they naturally just merge at the moment of jump-start. You have a form of slowly decreasing plot armor as you get closer to the start of things. The more helpless you are, the stronger it is. This applies to all your Companions who are imported into the jump with you, giving them +100 CP to be spent however the import rules allow, or only on Perks if they would normally not gain CP. Unimported Companions do not gain this, and will join you as soon as your warehouse opens… at the start of the normal jump timeline. It cannot be Revoked or put on Hiatus if it is a Chain-Drawback and applies even to Gauntlets. Yes, this makes Monopoly sooo much worse. You’ll never know which Monopoly game is ‘The One that Will Set You Free!’ If possible, you must make age rolls. Power returns qualitatively/ geometrically, not in absolute terms. * +100cp - Earlier Beginning * So you decided not to wait for your memories to return? Now you’ll begin the jump at age 4 ( adds at least 7 years to duration) with double the rate of power return above and all your memories fully intact. Your plot armor from SatB wears off far faster however, lasting no more than 2 years. Your Companions will join you by the time the jump normally starts and your warehouse opens. Requires SatB.