1. The Importance of Being Earnest
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    12 days ago

    The Importance of Being Earnest - Jump 1 Character Summary

    The Jumper: Richard Fairfax, Lord Bracknell

    Richard Fairfax (commonly known socially as The Hon. Richard Bracknell or simply Richard Bracknell) is the 15-year-old son of Lord and Lady Bracknell.

    Thanks to the Earlier Beginning drawback, he has possessed the full memories, personality, and awareness of an adult man since the age of four. For the past eleven years he has been growing up as a member of one of London’s most formidable high-society families, fully aware of how ridiculous and theatrical it all is.

    He is tall for his age, refined, and classically handsome, with natural poise and a disarming smile. He divides his time between Eton (during term) and London/country society. He is particularly close to his cousin Algernon Moncrieff (“Uncle Algie”), with whom he frequently goes out on the town — clubs, witty banter, and various escapades. He also spends significant time with his sister Gwendolen Fairfax.

    Key Perks & Traits:

    • Wilde Wit — Oscar Wilde-level verbal brilliance and perfect epigrams
    • Wildean Intellect + One Ought To Know Things — Exceptionally sharp, perceptive mind with a broad, excellent gentleman’s education
    • Society + The Uniform of a Gentleman — Fully accepted in high society with natural grace and poise
    • Set to inherit £130,000 upon reaching majority (an enormous fortune in 1895)
    • Owns a modern motor car and a complete, perfectly organised Oscar Wilde library

    Richard is still entirely human — no superhuman abilities whatsoever. He simply treats late-Victorian high society as his personal playground for wit, double lives, scandals, and personal enjoyment.


    The Companion: Lady Bracknell

    Lady Bracknell is the genuine canon character — the imperious, domineering, and magnificently snobbish matriarch of the family, inserted via Start Who You Want.

    She is Richard and Gwendolen’s mother. Her husband, Lord Bracknell, is alive but largely absent/disengaged, leaving her as the undisputed ruler of the household (exactly as portrayed in the play).

    She is every bit as formidable, opinionated, and hilariously overbearing as in the original text. She rules family matters with an iron fist, obsesses over class, propriety, and suitable marriages, and frequently interrogates her children while disapproving of her nephew Algernon’s idle lifestyle.

    She brings significant resources and influence:

    • Strong social command and intellectual perks
    • A large staff of well-trained servants
    • Impressive properties (grand city manor + Belgrave Square townhouse with country estate)

    Lady Bracknell serves as both a powerful social ally and a constant source of pressure/comedy for Richard.


    Current Family Dynamic:

    • Mother: Lady Bracknell (the canon terror)
    • Sister: Gwendolen Fairfax
    • Cousin: Algernon Moncrieff (“Uncle Algie”)
    • Richard Fairfax / Bracknell: The sharp-witted, mentally-adult son caught between them all
    • HuindilOPMA
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      12 days ago

      The Importance of Being Earnest

      • Origin: Ward
      • Age and Gender: 15, Male
      • Name and Title: Richard Fairfax, Lord Bracknell (honourary title, son of Lord and Lady Bracknell)

      Perks

      • 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.
      • 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 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 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
        • 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.
      • 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.
      • 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.
      • 200cp Start When You Want
        • Don’t want to start your jump when the jump document says? Well then, start whenever you want, but you’ll still have to either complete at least ten years here, or survive right up to the default end of the jump, when drawbacks say you should have ended, or as long as you want past when drawbacks say you should have ended. Whenever you enter another world, however you enter another world, you can choose the time period you land in. Pay 200cp to keep it beyond this jump.
      • 200cp Start 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.

      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.
      • 150cp A Diary
        • Every adventure you have, or wish you’ve had, will be recorded in this diary in sensational writing. The writing will be at professional standards of editing.
      • 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 Import/Create [Elderly Relation “Lady Bracknell” 600cp+700cp]
        • 00cp 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.
        • 00cp Start Who You Want - Lady Bracknell
          • 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.
        • 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.
      • 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 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.
        • 150cp A Bell
          • You can’t be expected to do things for yourself. That’s why you have this shiny gold with silver filigree bell to call servants of all stripes to do your bidding, and you have close to a hundred well trained servants to go with it.
        • 250cp A Manor Befitting
          • There are those in society, and those at the very top of it, the Lords and Ladies with wealth who actually matter to those of the highest prominence. They cannot be expected to stay in a mere townhouse, or a country manor. No, you have such a palace in the city itself, not too dissimilar to Kensington, or Eltham.
        • 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.
    • HuindilOPMA
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      12 days ago

      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.
      • +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.