- The Importance of Being Earnest
- Generic Western
- Zorro
- Avatar - Rise of Kyoshi
- Game of Thrones
- White Collar
- Highlander
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Generic Western
- Origin: Gambler
- Age and Gender: 26, Male
- Location: Tombstone
Perks
- 00cp Cardsharp’s Life
- Well, at least you won’t lose your shirt! You’re really good at gambling. You know every card, dice, and other chance game in the West (even the ones invented five minutes ago to fleece a poor civilizee of his last dollar), and have uncanny luck at any such pastime. If that’s not enough, you can rook better than any chisler you’ve ever heard of, and are sure to catch anyone else who plans to cheat against you.
- 100cp Barfly
- Your hours on a stool have taught you some serious lessons. In addition to nigh-immunity to the excesses of drink and drug, you’re a master of bar brawls, able to knock out even the toughest hands with a single smash from a chair. You know just how to break a bottle to make a weapon and not cut your hand, and when to use a bar mirror to time your strikes. While your battles might leave a mark on your tab, they probably won’t leave one on you.
- 200cp Kung Fu
- After being trained by a wandering Shaolin master (who kept calling you “grasshopper” for some reason), you are now an able practitioner of Shaolin-style Kung Fu. In addition to the obvious benefits of mastering a lethal style of unarmed combat, you have a very strong sense of dignity, and can easily keep calm through pain. The obvious markings of your rank (dragon-shaped burns on your forearms) will also serve as an excellent character reference for the thousands of Chinese immigrants working the railroads.
- 200cp Hands As Fast As Lightning
- The best way to win a gunfight, especially in the cramped environments you’re accustomed to, is to be the one who shoots first. And that’s always you. You’re so fast you can draw and fire six shots single action before another man’s hands touch leather, and without the inaccuracy most would expect. This has some nonviolent uses, as well; your card tricks must be seen to be believed, and you can make a draw or a simple cylinder check into a work of art.
- 500cp Just Good At Killing Things
- Draw. Aim. Fire. Aim. Fire. Aim. Fire. And three men are dead on the floor. That’s your talent; killin’ folk. You know exactly how to ignore all the fancy bits, whether that’s a fancy gun-twirling draw or a silly kung-fu stance, and get down to the barebones by shaving off the unnecessary bits (even the ones some other people think they need). It may not be quite as efficient, but it’s sure effective.
Items
- 00cp Texas Prayer Book
- While they may suspect, when using this deck of cards (which oddly seems to change shape, artwork, and even size, to fit the game in question) you can never be PROVEN to have cheated. No matter how carefully they check, there are only four kings in the deck. Just how you drew all of them… must have been luck, huh? Also guaranteed you’ll never end up with the Dead Man’s Hand!
- 50cp Katana
- Somehow imported from the mysterious Land of the Rising Sun, nobody else around here has one of these. A long sword, this weapon is good enough to cut through gunmetal with a little effort and, if you’re really lucky, deflect a bullet or two. It also seems to drop the temperature a few dozen degrees when you draw it. This also serves as a great method of deterrence; who’s gonna start a barfight against a guy with a sword?
- 50cp LeMat Revolver
- In addition to serving as an excellent 9-shot revolver, this pistol has a second barrel that can fire a 20-gauge shotgun round or more exotic projectiles. While reloading the second barrel is usually a problem, this particular example (owned by a famed Confederate cavalryman) seems to reload itself from shells in your pockets, on your belt, or in a bandolier, if given a few moments.
- 100cp Star [US Marshal]
- This emblem of the law proclaims you as a U.S. Marshal, a Mountie, a sheriff, or another legal agency. The star shines so brightly your jurisdiction can never be doubted; though people may not bow to it, they’ll know you are the long arm of the law here at last, whether in the Indian Territories or even farther afield. When someone does draw down on you, the star flashes in the sun in a way that seems to often blind people aiming in your direction, giving you an extra second to draw yourself.
- 100cp Longarm
- As a Winchester '73 (Octagonal barrel optional) this longarm is perfectly suited to sharpshooting work out on the prairie. While it’s good for shooting people, this lever-action rifle is even better for shooting other things; in fact, the bullet seems to strike unerringly at targets other than humans. If you want to shoot a gun out of a man’s hand at a mile, or kill his horse at two, this is the gun for you, and there’s no chance of either causing any damage to the actual person involved. Somehow.
- 300cp Devi’s Right Hand [Colt]
- Shooting fast as lightning and true as thunder, you have an example of one of the guns that won the West. Whether a Peacemaker, a Single Action Army, an old cap and ball Navy model, or something more obscure, it’s probably a Colt, and it’s certainly lethal. It’s even more dangerous than most on the draw; as you fill your hand time slows down, allowing you two to five seconds where you can perfectly plan your following shots and make sure you’re as effective as possible.
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
- +100cp Refresher Course
- Are you afraid that you’ll drift away from who you were? At the end of every jump, your personality will reset to what it was when you left your homeworld. Your memories won’t be removed, but you’ll feel like you just played a really in-depth video game for ~10 years or so. This will mildly hamper skill retention (expect to lose between 5 and 10% of any progress gained over the course of an individual jump) and effects like Astral Layers from Psychonauts which spin off new personas or layers per jump will not work as advertised.
- +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.
The Importance of Being Earnest
- Origin: Ward
- Age and Gender: 16, 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 One Ought To Know Things
- Ignorance may occasionally be fashionable, but it is never desirable. You possess the breadth of knowledge and habits of study that accompany a genuinely excellent education, allowing you to converse intelligently on most subjects and readily acquire further learning. Your knowledge updates to reflect the standards of a good education at the beginning of each jump, ensuring you are never left behind by the times.
- 100cp Wildean Intellect
- The mark of intelligence is not knowing many things, but seeing the connections between them.
- You possess an unusually agile and perceptive mind. Information naturally organises itself into patterns, observations, analogies, and relationships. You are skilled at identifying contradictions, uncovering hidden assumptions, recognising similarities between seemingly unrelated subjects, and drawing useful conclusions from incomplete information.
- This grants no knowledge of its own and does not make you a genius, but whatever knowledge you possess is put to remarkably effective use. Others may know more than you; they will often be surprised by what you understand.
- 100cp Society
- One does not insult society, only those who cannot get into it do that. You got into it. You’ve actually got a reasonably decent seat at the table as a Lord or Lady.
- 100cp So Many Stories, So Little Time
- 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.
- 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, allowsyou to spend the jump in the fanfic version of the jump you entered.
- 100cp The Uniform of a Gentleman The uniform of a Gentleman is his poise, his enunciation, and his social skills. This uniform, such as it is, is yours. You can pass amongst society as one of them.
- 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
- 250cp Inheritance £130,000
- You have inherited a very large sum of money indeed, by 1895 standards. You’ll get it when you reach your majority.
Companions
- 50 Bunburyist [Jack Worthing] [600cp+600cp]
- 00cp The Uniform of a Gentleman The uniform of a Gentleman is his poise, his enunciation, and his social skills. This uniform, such as it is, is yours. You can pass amongst society as one of them.
- 00cp Wilde Wit
- Mr Oscar Wilde’s new comedy, The Importance of being Earnest, belongs indubitably to the first class. It is delightful to see it, it sends wave after wave of laughter curling and foaming round the theatre; but as a text for criticism it is barren and delusive. It is like a mirage-oasis in the desert, grateful and comforting to the weary eye—but when you come close up to it, behold! it is intangible, it eludes your grasp.
- That is the magic of Oscar Wilde, and his wit. You now have such adroitness with words as to rival him in wordplay.
100cpOne Ought To Know Things- Ignorance may occasionally be fashionable, but it is never desirable. You possess the breadth of knowledge and habits of study that accompany a genuinely excellent education, allowing you to converse intelligently on most subjects and readily acquire further learning. Your knowledge updates to reflect the standards of a good education at the beginning of each jump, ensuring you are never left behind by the times.
100cpWildean Intellect- The mark of intelligence is not knowing many things, but seeing the connections between them.
- You possess an unusually agile and perceptive mind. Information naturally organises itself into patterns, observations, analogies, and relationships. You are skilled at identifying contradictions, uncovering hidden assumptions, recognising similarities between seemingly unrelated subjects, and drawing useful conclusions from incomplete information.
- This grants no knowledge of its own and does not make you a genius, but whatever knowledge you possess is put to remarkably effective use. Others may know more than you; they will often be surprised by what you understand.
200cpStart Who You Want- You may insert as any canon character to your jump, regardless of whether you have the perks to do so. With this perk you gain all of their abilities, power, knowledge, and skills, as if you simply wake up as them at the start of the jump. However, you lose anything you gain through this, if you haven’t also picked up the appropriate perks to carry on. For example, if you were to insert as Rand Al’Thor, you would be Ta’veren, with the power of the Dragon, but in future jumps, would be as powerless as anyone else without perks to become more. Pay 200cp to keep it beyond this jump.
500cpThe dog cart is ready for you, Sir When you want someone to fuck off, you are able to tell them politely to do so, and they will. You won’tever get in trouble for this. This seems underpowered, but you’re a servant, and they’re far above you in your society. Also, it gets them out of your face for at least a week. My gods I want this.150cpChiefly in Investments- You have reasonable amounts of wealth, about 30,000 pounds, which was quite reasonable in 1895, but this is chiefly in investments, not in funds, or land. You can live quite a decent life off the income.
250cpA 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.
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
- +100cp - Refresher Course
- Are you afraid that you’ll drift away from who you were? At the end of every jump, your personality will reset to what it was when you left your homeworld. Your memories won’t be removed, but you’ll feel like you just played a really in-depth video game for ~10 years or so. This will mildly hamper skill retention (expect to lose between 5 and 10% of any progress gained over the course of an individual jump) and effects like Astral Layers from Psychonauts which spin off new personas or layers per jump will not work as advertised.
- +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.
Zorro
- Age and Gender: 26, Male
- Origin: Hidalgo
- Much like a certain Don you might know of, you’re the scion of an old, established spanish family having found fortune in this country. A decent chunk of wealth and respect at your back, and quite possibly much more to come if you play your cards right.
Purchases
- 50 Age
Perks
- 00cp Seducer
- Just what is it about you? The way you speak, the way you act? Or maybe it’s something you’ve worked on actively, a set of skills you have perfected. Whatever it is, you have an unbelievable aptitude when it comes to flirting with and seducing people of your preferred gender to your bed.
- Marriage, preexisting commitment, ‘love’, nothing seems to be able to prevent you from getting into the pants of anyone you set your mind to, and worse, none of your partners ever seems to mind when you make new ones!
- It’s really rather disconcerting.
- 100cp That Spanish Beauty
- Well, maybe not spanish, strictly. But you are a phenomenally good-looking young man/woman, all broad shoulders and dainty features, enough to be a figure of dreams and imagination after a single look.
- The exact details of your complexion and stuff is up to you, of course, but however you look, you look great.
- 200cp Heir of the Wolf
- The woman who became Regina de la Vega, mother to Zorro, was first Toypurnia, Daughter-of-Wolf. She united dozens of feuding native american tribes and led them in an attempt to oust the spanish colonists, all through the sheer force of her will and charisma.
- You have that same charisma now. It’s almost supernatural, the way you can take command of just about any situation. People tend to view you as a larger-than-life figure, and instinctively prefer you for any given leadership position.
- You rise rapidly in any hierarchy you’re part of, though the rate tends to slow down the higher you rise. In addition, you have a natural flair for command and leadership too, being able to direct raids and battles with a deft hand few can ever match. This doesn’t quite extend to leading armies, to be honest, remaining limited for the most part to only whatever numbers you can reach personally, even if it’s just standing in front of a crowd and rallying them.
- But in that number, you can incite almost a fanatical devotion with your presence and actions, having almost a supernatural gift of animal magnetism.
- 300cp Swordsman
- Ah. Well, you didn’t think we’d leave out this, did you? Simply put, you’re right at the edge of being utterly superhuman, when it comes to your body. Your physique is exemplary, such that you could win Olympic golds in not one bust all categories with even the barest training. Speaking of which, the place this shows the best is in fighting. Despite the name, you’re an absolute demon when it comes to unarmed as well as armed combat. The martial arts of the far east may be unknown to you in California (or they might not), but you would have a superb talent for them all the same. You can master in days and weeks what it normally takes people years to get proficient in, particularly when it comes to any form of swordsmanship. You start out a genius with every form of blade used in Europe, along with every form of unarmed combat, mounted or otherwise. Seriously, you’re deadly.
- 600cp Art and Education
- Are really rather vital for this profession, aren’t they? Good thing you have both, and in spades. You are a phenomenal artist, first and foremost. Be it drawing, painting, singing or writing, you have the ability to take all the passion and emotion you’re supposed to repress and pour it into the art, creating works that would be feted as wonders of humanity for centuries to come.
- These years have many masters worth the name, but if you put in an effort you could easily be among them, a Picasso much before his day. And that’s just the art. You also have the education and knowledge that would be required to be a good priest, with a solid mastery not only of Latin but also of many Native American tongues, along with an exemplary knowledge of the sciences, history and all the rest, flawed as it might be.
- Finally, you’re amazing at both improving yourself in these things and passing all of this along. You can teach years worth of knowledge in weeks, and learn just as quickly. You could take uneducated brats by the dozens and turn out smart young men fit for the spanish court, all in a month.
Items
- 100cp Pistol
- Whoo, nice! Well, not that nice. This is pretty much just a simple pistol of the kind you can find in this day and age in this world. It does have some advantages, specifically that no shots from it ever miss the target, and that it never needs any maintenance… or new bullets, for that matter.
- Oh, and in future jumps is evolves according to the world, becoming whatever local equivalent to an ordinary pistol there is, be it a more advanced pistol, a blaster or even a wand. It automatically gives you the skills needed to not blow your own nose off or something, but nothing further.
- 100cp ‘Soap’ Collection
- Or rather, Nitroglycerine. A train full of it, all for you to use however you will. This is high-end explosive, especially since it never breaks down or explode without you having intended it to.
- The crates full of it are in your warehouse, and they refill themselves every week or as soon as they’re empty, whichever is longer.
- 100cp The Title and Name
- Don Jumper, is it? Well, now it is. You have your very own aristocratic title, along with considerable estate and wealth to go along with it, in the forms of several thousand acres of land, a trade empire of some sort, or some combination of both.
- This is yours without question if you’re a Hidalgo or an Administrator. It might be a church or Monastery land that you control if you’re a priest, or an inheritance you receive shortly after arriving if you’re a Drop-in.
- Either way, the lands are very productive and rich, and the businesses also turn enough of a profit to leave you enviably wealthy by the vast majority of people. In future jumps too, you receive the equivalent in titles and/or wealth under one of the factions in the setting, enough to make you among the most powerful men in your chosen country.
- 200cp The Position of Authority
- Well, you can’t do anything without it, can you? This is a legitimate, official position at the highest levels of government, second only to the Governor’s in the level of power it gives you. You could move vast amounts of money, or order about armies or change landscapes with simple orders.
- In future jumps too, you receive a position close to the top in one faction’s government, be it in the army or the civilian side, close to the top. You could be a Cabinet Minister, or a General or an Admiral second or third in command of the whole Army or Navy, that sort of thing.
Companions
- 50cp Import Jack Worthing[600+700cp]
00cpSeducer- Just what is it about you? The way you speak, the way you act? Or maybe it’s something you’ve worked on actively, a set of skills you have perfected. Whatever it is, you have an unbelievable aptitude when it comes to flirting with and seducing people of your preferred gender to your bed. Marriage, preexisting commitment, ‘love’, nothing seems to be able to prevent you from getting into the pants of anyone you set your mind to, and worse, none of your partners ever seems to mind when you make new ones! It’s really rather disconcerting.
100cpThe Noblemans Education- Well, you do need this, no need to bother pretending otherwise. You now have all the elaborate skills and manners needed to be a members of even the highest courts in Europe. While you’re focused on Spanish for obvious reasons, you speak at least half a dozen other languages, always know which spoon is for what, and never forget the right way to dree or treat people of varying social stations.
- In the event that you’re in a situation you don’t know the right menners in, you find that you can learn very, very quickly. It takes you days and weeks to master new languages, and hours to perfect complicated dances is the level we’re talking here.
200cpBeyond Suspicion- Most priests are, really. At least until they aren’t. You haven’t reached this mark just yet, let’s just say. It might be your job or just the way you act, but people in authority simply never consider you a threat, even when you actively are one.
- Regardless of whether or not you’re working with their enemies, until someone gets incontrovertible proof of you acting against them, people always tend to trust that you’re an involved neutral party, and even more amazing, they tend to respect this neutrality! When you actually are uninvolved, or just trying to help, the effect is even stronger, like even hostile armies or pirates would be more likely to leave you in peace than anything else.
300cpSwordsman- Ah. Well, you didn’t think we’d leave out this, did you? Simply put, you’re right at the edge of being utterly superhuman, when it comes to your body. Your physique is exemplary, such that you could win Olympic golds in not one bust all categories with even the barest training.
- Speaking of which, the place this shows the best is in fighting. Despite the name, you’re an absolute demon when it comes to unarmed as well as armed combat. The martial arts of the far east may be unknown to you in California (or they might not), but you would have a superb talent for them all the same.
- You can master in days and weeks what it normally takes people years to get proficient in, particularly when it comes to any form of swordsmanship. You start out a genius with every form of blade used in Europe, along with every form of unarmed combat, mounted or other
Rise of Kyoshi
- Age and Gender: 26, Male
- Background: Master
- Nation: Fire Nation
- Location: Royal Caldera City
Purchases
- 100cp 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 Freedom
- You are very good at dodging, almost impossible to pin down. Imprisoning you is likewise an exercise in futility. If you don’t spy some means of escape, an opportunity or rescue will come in a day or less.
- 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.
Items
- 00cp **** *
- 00cp **** *
- 200cp Pai Sho Board
- The refined game of intellectuals, or the fast-paced game of street hustlers. You needn’t fear, though, as this rigged board guarantees you will always make the best possible move to win. You don’t even have to know how to play! Rubbing the one slightly off-color corner will toggle this effect on and off.
- 400cp Pai Sho Tile
- A single game tile marked with a white lotus flower. A piece with no special meaning outside one obscure and secretive club of gaming enthusiasts, who will be glad to assume you are a member in good standing. In future Jumps, this can be your ticket inside one secret society of your choice.
- 400cp Passport
- A passport, ticket, reservation, backstage pass or otherwise whatever document you might need to prove you belong in a particular place. People are unlikely to question this unless you are acting almost comically suspicious.
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
- +100cp Refresher Course
- Are you afraid that you’ll drift away from who you were? At the end of every jump, your personality will reset to what it was when you left your homeworld. Your memories won’t be removed, but you’ll feel like you just played a really in-depth video game for ~10 years or so. This will mildly hamper skill retention (expect to lose between 5 and 10% of any progress gained over the course of an individual jump) and effects like Astral Layers from Psychonauts which spin off new personas or layers per jump will not work as advertised.
- +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.
