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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    3 months ago

    The Addams Family

    • Age and Gender: 16, Male
    • Location: Wulffe Den
    • Background: Gothic Romantic

    Perks

    • 00cp Addams Agility
      • You are exceptionally agile, flexible, and dextrous, at the peak of human ability. Your hand-eye coordination is similarly exceptional. You are a highly skilled gymnast and acrobat as well.
    • 00cp I Know What I’m Doing [Swords]
      • You are a true master of those most genteel of arts: Combat and Torture. You are an expert with every form of inflicting pain, both physical and psychological and have a sixth sense for how much a subject can take. You are also a skilled fighter both unarmed and with all forms of weapons. Pick one type of weapon to master. With this weapon, you are one of the very best in the world.
    • 00cp A Dark Sensibility
      • You carry with you the logic and dark comedy motifs of the Addams Family wherever you go. You enjoy the dark and the macabre, and have a passion for life that terrifies those not blessed to be an Addams. Existential dread now amuses you and beings that radiate conceptual madness will be more likely to befriend you than try to destroy you. Oddly, you never suffer problems that might crop up from living in dark and gloomy environments, nor have problems seeing due to lack of proper illumination.
    • 50cp Sic Gorgiamus Allos Subjectatos Nunc
      • The Addams Family Motto! It supposedly means “We Gladly Feast on those who would subdue us… which would actually be Domituros Libenter Devoramus in latin, but hey, you don’t watch Addams Family for accurate latin. You understand the minds of psychopaths, fiends, and mad dog killers… and they feel a kind of kinship with you. Also, you can choose a motto of your very own, and no one will care if you get the latin translation wrong.
    • 100cp You Frightened Me. Do It Again.
      • You have the dark beauty and calm menace of Morticia or the equally dark handsomeness and manic charm of Gomez. This includes a free (and optional) pencil moustache that never needs to be trimmed and the ability to always have your face covered by shadows whenever you want it to be, even if that should be impossible… in fact, especially if that should be impossible. Moreover, the scarier or more intimidating someone finds you, the sexier and more attractive they will find you as well. Drive someone to the brink of insanity through sheer terror, and you might find them begging for more. Your smiles can be truly unnerving when you want them to be.
    • 100cp What Bliss!
      • I would die for her! I would kill for her! You live a life of passion and romance. Because of that, you are a master of seduction and assorted related skills and arts, including dance and music. You also have perfect fluency in all variations of the Romance languages.
    • 200cp Addams Constitution
      • You have an Addams appreciation for the finer things in life: Whips, chains, red-hot pokers and other such wonderful things. As a true Addams, you still feel pain, but it is hardly something you dislike. Rather, you glory in riding the edge of pain and insanity. What is more, pain and injury never cripple you or make you less capable of anything, and you will heal perfectly from any injury that doesn’t kill you or remove a limb, unless you happen to want a scar. And lastly, you find that otherwise lethal poisons never do more than make you sleepy, with most of them merely providing a bit of extra flavor.
    • 200cp Ladykiller? Acquitted!
      • You have a remarkable ability to escape the consequences of your actions. It is not that people think you are innocent, it is just that evidence seems to disappear, witnesses forget things, and the people trying to punish you just make one mistake after another. It isn’t i mpossible for you to get convicted of something, but it is going to take a truly herculean effort, and probably some illicit activity of their own, for anyone to pull it off.
    • 200cp Crippling Narcissism
      • People are constantly trying to keep you down. Belittle you. Give you Malibu Barbie instead of Ballerina Barbie! The Nightmare! The Nerve! Thankfully, you know who and what you are. Graceful, delicate, and obviously more deserving than anything or anyone else. No outside force will ever be able to change or control your mind, because nothing can hope to penetrate your impenetrable wall of self-importance. Equally, no trauma will ever be sufficient to overwhelm your flawless sense of self-esteem, rendering you immune to PTSD and similar afflictions.
    • 200cp Superhuman Beauty
      • Beautiful people don’t have to worry about the little inconveniences in life, like paying for their own food in restaurants, actually buying tickets to events, or obeying traffic laws. After all, there are ordinary people to handle that sort of thing. Thankfully, you are one of the beautiful people. Even if you were Fester before this, you’re now a solid eight out of ten at minimum, and have an instinctive mastery of how to manipulate those that are less attractive than you into doing your bidding. People will just give you little things or look the other way as long as you’re not actively causing demonstrable harm to others. Even when you do get punished, it’s likely to be a slap on the wrist.

    Items

    • 50cp Cigars
      • A dozen boxes of high quality cigars delivered every month. These cigars have the strange quality of always being at the ideal photogenic length with a nice head of ash to tap off. They don’t leave everything covered in ash and don’t go out unless you want them to. Your health will never suffer from smoking these cigars.
    • 100cp Monthly Expenses
      • This is a briefcase loaded with golden doubloons (7 grams of 22 carat gold… worth between 300 and 400 dollars each in terms of gold, not considering historical rarity). These are historically accurate spanish 8 escudo coins and are probably worth several thousand dollars each to a collector. The briefcase contains roughly 3,500 of these coins, and weighs in the neighbourhood of 25 kilograms. You get one of these every month. No matter how much you flood the market, the price of gold will never decrease… unless you’re actively trying to make it crash… but doing so would take at least a few centuries’ worth of briefcases in a modern world. As a reference, 2,500 tons of gold are mined every year on Earth.
    • 200cp Addams Manor [Wulffe Den]
      • You have a beautiful Addams style manor and grounds, including a lovely swamp, desolate wasteland, and an extensive set of caves and underground vaults. This manor will provide all its own utilities and supplies, and will keep itself maintained in the proper Addams-style condition to make you feel right at home. You will never have to pay taxes or any other form of expense for this home, and it will never be damaged by anything but deliberate attack. Or, if you are some kind of freak, this can be a “normal” home, decorated in the latest fashion with the same advantages. But really? Pastels?

    Drawbacks and Additional CP

    • +300cp Item Stipend
      • Points just for visiting
    • +1000cp Jump Stipend
      • Points just for visiting
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    3 months ago

    The Importance of Being Earnest

    • Origin: Ward
    • Age and Gender: 17, Male

    Perks

    • 00cp When one is Dictating, one should speak fluently, not cough
      • Speak with the polite confidence of an upper class pom, and you will have people follow your instructions. You can even cure a person of a cough, or a hiccough, just by admonishing them.
    • 100cp Something Sensational to Read
      • A girl must always have something sensational to read, and for many, it’s fanfiction. This perk is that. It’s a gateway to a fanfiction of the setting you are in. Toggling this perk on in this jump, or future jumps, allows you to spend the jump in the fanfic version of the jump you entered.
    • 100cp So many stories, So Little Time [Carmilla, League of Extraordinary Gentlemen, King in Yellow, Sherlock]
      • There are many stories out there and so little time to watch them all. With this there are even more, and maybe not even enough time to be in them all. Of course, The Importance of Being Earnest takes place over the course of less than a fortnight, so it might not have applied here. Unfortunately you purchased this perk, so it does. Now any story that isn’t mutually exclusive with the current jump, can be fused with it. For instance; Sherlock Holmes, Pride and Prejudice, Sense and Sensibility, or Sharpe’s Rifles could be merged into the world of The Importance of Being Earnest, but A Song of Ice and Fire could not.
      • In future jumps the worlds must still be mutually compatible, you could not merge Harry Potter with either Dresden Files, or Buffy the Vampire Slayer, for instance. In fact, any jump where the people reference a setting as fictional, is incompatible with that setting, as are worlds where magic, demons, or matters of cosmology, et cetera, work different to each other.
    • 500cp Like a Phoenix from the Ashes
      • And just like that, if there’re minimal witnesses to your death, you return to life with aplomb, ‘your’ remains being disregarded as not belonging to you, and people react with the emotion they would have at news of your survival.

    Items

    • 00cp A Modern Contraption
      • You have a car, a modern car by the standards of 1895.
    • 100cp Oscar Wilde’s plays, books, and entertainments
      • Oscar Wilde was a prolific writer and you have a private library of everything he ever wrote, including, of course, all his published works. This library has everything organised according to a very neat system, and any other book purchase may be automatically sorted within its expanding shelves, should you wish.
    • 500cp A Townhouse in London, and a Place in the Country
      • Pretty self explanatory, you have a very nice townhouse in Belgrave Square, London, and a manor house country house with some land, of course, attached to it, about fifteen hundred acres. They both draw in some monies, but not enough to consider them your main source of income for a life in society. In future jumps the House in Belgrave Square will always be in the capitol, or somewhere similarly influential, near the seat of power, and both Townhouse and Manor shall appear to fit the setting, upgrading or downgrading to fit in should you wish it

    Drawbacks and Additional CP

    • +1000cp Jump Stipend
      • Points just for visiting
    • +300cp A Fearful Ordeal
      • You have not been baptised, and may at any time quite perish away and go to hell. Becoming a Christian involves sprinkling water upon your brow, and for that you shall have to face a Reverend.
    • +300cp I am going to be his.
      • You are to wed. You have decided this, and within the length of this jump shall have to arrange matters so you are.
  • HuindilOPMA
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    3 months ago

    Community

    • Origin: Greendaler
    • Age and Gender: 26, Male

    Perks

    • 00cp Welcome to Greendale
      • Greendale is a diverse place where crappy people can sort themselves out and you can be one of them. With this Perk you can essentially insert yourself into any friend group of a future Jump. This will happen organically and not be forced so don’t worry about that. In this Jump this would let you easily become a member of the study group. Welcome to the group. The seat next to Jeff is usually free.
    • 100cp A Great Evil Is Nearby
      • You can sense when something is about to happen that will shake up the status quo, or when some villain is about to make his move. This won’t tell you what it is only that its happening. At the very least you will not be surprised when your Spanish Teacher turned Security Guard turns your College into a Dictatorial Regime.
    • 300cp Back to Teach!
      • The logical conclusion to a Season after the Main Character leaves the school setting. With this Perk you can teach on any skill and ability you possess, as well as you can do it even. Even if you might think it to be impossible or your students for whatever reason untutorable, it will be possible and you soon will make for a great teacher.
    • 300cp Graduate [Hacking/Computer Science]
      • This perk gives you the amount of knowledge in a field that you can count as having graduated from it, while the second purchase makes you qualified to be a full on Professor in your chosen profession. A second purchase in Robotics would for example put you on par with Greendales founder and allow you to create robots able to feel emotions. You can pick anything from language to business to programming to biology or really anything that can be a subject at Greendale.

    Items

    • 00cp Paintball Equipment [P90]
      • I still say this has become forced after the first one went well. This is a to your specifications designed Paintball Gun. Any bullet it fires is simply a harmless colour pellet. You may import a weapon for it to gain these properties.
    • 100cp Wood Berries
      • These Berries have a certain… drugging effect on them. They can give you an incredible high. Not only that but consuming them makes people want to tell those around them their darkest secrets. Show some compassion in these times and chances are you come out stronger as friends.
    • 200cp Geo Trafficking Devices
      • Honor them these are expensive and will ensure your friends won’t have to count bumps on the road when kidnapped. You have an unlimited supply of Chips you can safely insert into people around you. These will never be noticed and never do any harm, but their only purpose is to show you their exact location down to the inch. You also are the only one who can remove them.

    Drawbacks and Additional CP

    • +1000cp Jump Stipend
      • Points just for visiting
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    3 months ago

    Lovecraft

    • Location: Miskatonic Region, 1925
    • Age and Gender: 29, Male
    • Identity: Cultist

    Purchases

    • 200 Identity

    Perks

    • 00cp Eldritch Lore
      • Most of mankind knows nothing of the ancient creatures and arcane entities that inhabit this world. Not you. You know all there is to know about the cosmic entities and inhuman races in lore, and by itself won’t let you learn magic or summon monsters. However, there is power in knowledge.
    • 100cp Multitasker
      • You have the ability to complete multiple tasks simultaneously. Split your attention between up to a dozen things at once without having any trouble at all. Note that it doesn’t actually make you smarter, just better able to concentrate on multiple topics at once.
    • 200cp Regenerative Stasis
      • That is not dead which can eternal lie. You can cheat death, though not infallibly. The next time you are mortally wounded you will enter a regenerative trance. After twenty four hours in this state you will rise again. This state is quite exhausting and you cannot enter it more than once a week.
    • 400cp Dream Walker
      • You can enter and leave the Dreamlands at will. While your mind enters that realm your body remains comatose. You are stronger and faster in the Dreamlands than you are in real life, and once you have more experience traversing the aether it is possible to wake up in a different location than the one you went to sleep in.

    Items

    • 200cp The Shining Trapezohedron
      • Whenever you stare into this shining crystal you can see a small creature made entirely of fangs and claws. This beast will show you anything in the universe for a price. You must suffer horrible pain or the little monster will refuse to show you anything. It has to be you, and it has to hurt terribly.

    Drawbacks and Additional CP

    • +1000cp Jump Stipend
      • Points just for visiting
    • +50cp PPPPP
      • Anything that isn’t actually inside your Warehouse at Jump’s end is left behind for good. Chain Only. You gain a one time bonus of +10 Warehouse Points. If you have properties that follow you, they count as Warehouse for purposes of this drawback, as does anything you’re actually carrying or wearing. Pronounced P5. If you don’t know what it means, you are unworthy. This specifically does include CP backed items. The value of this is increased to +100 if you also have Semper Preparatus.
    • +50cp Remember The Little People
      • This includes your Companions. They have to beinside one of your properties or in direct contact with you or they get left behind. This is worth +100 if you also have Semper Preparatus, and if you do, your companions gain +50CP when imported. Requires PPPPP.
  • HuindilOPMA
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    2 months 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.

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    2 months ago

    Avatar - Rise of Kyoshi

    • Age and Gender:
    • Background: Master
    • Nation: Fire Nation
    • Location: Royal Caldera City

    Purchases

    • 100 Background

    Perks

    • 00cp - Power
      • You have a fire within you, a powerful drive. You know what you want, and you have the willpower to go for it, despite any obstacles or hardships. Your inner fire cannot be banked or smothered, not by fear or depression, and not by any outside force.
    • 00cp - Wisdom
      • Others see you as a figure of great wisdom, and perhaps you are. Wisdom, like intelligence, seems to be a catch-all term for a great many skills only tangentially related. You are uncommonly perceptive, with common sense, compassion and an understanding of your own character and flaws that surpasses your peers.
    • 100cp - Positive Jing
      • The ability to overwhelm others with strength and direct force, attack. Very common to the Fire Nation. Your attacks and blows seem to strike noticeably harder (say twenty to thirty percent, if you need a hard number) and are particularly powerful when forcing people back or beating down blocks and other defenses.
    • 100cp - Neutral Jing
      • The art of going with the flow, doing nothing, patiently waiting for the moment to act. You are very patient and have an almost preternatural ability to recognize those moments of opportunity when they come.
    • 100cp - Negative Jing
      • The art of defense and retreat, most often seen with airbenders. It is nearly impossible to overwhelm you while you still have ground to retreat to, and you are a master of making opponents waste their time and energy striking out at you, wearing themselves out, and getting distracted from your friends.
    • 200cp - Immortal
      • Le Gao claims to be around four thousand years old, a contemporary of Laghima and Shoken. He showed Kyoshi his meditative technique, focused on repairing or replacing the bits that wear out over time, and this likely had a lot to do with her own impressive lifespan. You know this agelessness meditation, and using it for an hour once or twice a week is effective. Moreover, you can teach it to others.
    • 300cp - Sage
      • You have mastered the spiritual arts as much as anyone in this world, know all the rituals for calling or speaking with spirits, can easily meditate into the spirit world and know how to bargain with spirits for things you want or need. This knowledge updates in future Jumps.
    • 400cp - Traceless
      • As a consequence of moving around, you are almost impossible to track or locate if you don’t want to be, whether by people asking around or complicated geomantic rituals, they will find no trace of your passing.

    Drawbacks and Additional CP

    • +1000cp - Jump Stipend
      • Points for coming to the jump.
    • +100cp - Location Bonus
      • Points for rolling location.
    • +100cp - Wounded Soul
      • Three things a human needs to survive: food, water, and air. You now have a fourth need. A poet might name it “life” or possibly “humanity.” A cynic will call it “blatant hedonism.” Time with friends, music, laughter and games help a little. Alcohol, sex and drugs help a lot. If you go more than a couple of weeks without any of these things, you will weaken and die.
    • +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.