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Cake day: April 30th, 2026

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  • HuindilOPMAtoBuilds for JumpchainJust human
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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.

  • HuindilOPMAtoBuilds for JumpchainJust human
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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.

  • HuindilOPMAtoBuilds for JumpchainJust human
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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


  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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    18 days ago

    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.

  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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    18 days ago

    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]
      • 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 The 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.
      • 200cp Beyond 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.
      • 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 other

  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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    20 days ago

    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.

  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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    20 days ago

    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.
      • 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.
      • 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.
      • 500cp The 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.
      • 150cp Chiefly 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.
      • 250cp 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.

    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.


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    25 days ago
    • +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 +100CP 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

  • HuindilOPMAtoBuilds for JumpchainGunman
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    25 days ago

    Sherlock

    • Location: London, England
    • Origin: The Watson

    Purchases

    • 50cp - Origin

    Perks

    • 00cp - A Truly Legendary Patience
      • You possess a patience that would leave even a saint feeling inadequate. Putting up with an egotistical, antisocial genius with no end of bad habits for years is par for the course as far as you’re concerned. It doesn’t matter how much someone could grate on you, unless you make the conscious choice to be bothered by someone’s actions and manner, you can just shrug it off. As a secondary bonus when you do lose your temper with someone the impact is magnified in relation to how much you typically put up with from them.
    • 00cp - A Man of Merit [Soldier]
      • You’re plenty exceptional by anyone’s reckoning. Choose one profession, which can be anything that a man could make a career of. You’ve had plenty of experience in this field, earning you all the skills that would come from a distinguished career. A decorated soldier’s fighting skill and bravery, a doctor’s knowledge and medical expertise, and a writer’s hand at cataloging stories are just a few possibilities. May be purchased multiple times. This grants you effectively ten years of experience in each field, with all the tricks and know-how of someone who had specialized in each one individually.
    • 50cp - A Man of Merit [Hunter]
      • You’re plenty exceptional by anyone’s reckoning. Choose one profession, which can be anything that a man could make a career of. You’ve had plenty of experience in this field, earning you all the skills that would come from a distinguished career. A decorated soldier’s fighting skill and bravery, a doctor’s knowledge and medical expertise, and a writer’s hand at cataloging stories are just a few possibilities. May be purchased multiple times. This grants you effectively ten years of experience in each field, with all the tricks and know-how of someone who had specialized in each one individually.
    • 50cp - A Man of Merit [Poet]
      • You’re plenty exceptional by anyone’s reckoning. Choose one profession, which can be anything that a man could make a career of. You’ve had plenty of experience in this field, earning you all the skills that would come from a distinguished career. A decorated soldier’s fighting skill and bravery, a doctor’s knowledge and medical expertise, and a writer’s hand at cataloging stories are just a few possibilities. May be purchased multiple times. This grants you effectively ten years of experience in each field, with all the tricks and know-how of someone who had specialized in each one individually.
    • 100cp - Always on the Run
      • The crucial part of any proper scheme is knowing how and when to get away. You’re a natural at this, and possess a sixth sense for timing your exits that usually ensures you have at least a day’s head start before they realize they even need to be chasing after you in the first place. This sense also lends itself to covering up your trail, letting you vanish like a ghost if you’ve had any time to prepare at all.
    • 100cp - Brilliant
      • You have an extraordinary mind by anyone’s standards. You think faster, process information far better, and learn quicker. All with an impressive clarity of thought. In general you’re roughly at peak human capacity mentally. Not truly superhuman, although depending on the company you keep you can expect to be at least one of the smartest people in the room. Let’s be honest though, most of the time you’ll probably be THE smartest. Most people are rather dim after all.
    • 100cp - Tidying Up
      • Only a fool would leave a trail that would lead somebody right to their front door. At all times you have an exceptional awareness and intuition regarding anything that could lead others to you, whether that is witnesses or clues. You’re brilliant at figuring out how to remove these loose ends, ensuring that more often then not there won’t be any trail to follow at all.
    • 300cp - A Man of Action
      • It wouldn’t be untrue to say that at your birth fate itself decreed that you were born to action. When the chips are down and things are at their most dangerous, you find yourself buoyed with an incredible surge of confidence, ability, and fortune. Among the fire and fury of a battlefield you’d be perfectly at home, shrapnel whizzing past leaving you untouched, bullets veering off course to miss you, and you can nearly always expect fate to favor you when your life hangs by a thread. Whether it’s bare knuckled brawls in the sewers or daring escapes with bullets at your back, when other men would be desperate to stack the deck in their favor, you barely need to look at your cards.
    • 300cp - One of the Blokes
      • No matter where you go you find that it is a very difficult thing indeed for you to not fit in with whatever company you find yourself in. Everybody just feels like you belong, and even when this just isn’t possible, they more often than not will feel like you should. If only things were a little bit different.

    Items

    • 00cp - The Cane
      • An indestructible and stylish cane that will always look perfect according to your sensibilities. It contains an impossibly sharp and equally indestructible blade inside, which can be drawn casually when you wish it to, not needing any special press of a button or twist of a knob. Holding this cane renders you a master of bartitsu. This mastery is permanent for you, and will slowly become permanent for any others that use this cane. For an additional 100cp you can import a weapon to take the place of the blade. When you will it the cane will simply morph into your chosen weapon, although expect plenty of odd looks at that little trick.
    • 50cp - A Sidearm
      • An otherwise normal pistol, this little guy is guaranteed to never jam or misfire. Should you lose it you’ll find it in your pocket the next time you reach for it. Is always in tip top shape, never needing to be cleaned, and comes with plenty of ammunition.
    • 300cp - Baker Street
      • A comfortable, and rather nice home. While certainly not a manor house it’s spacious, accommodating, and coincidentally rather perfect as a base of operations for your adventures. Large enough to house living space, offices, and working space for up to three people, along with a library, and kitchens. Any damage to the property seems to restore itself in a week, and you seem rather more lucky when it comes to whatever work it is you perform here. Strangely, while you can still be attacked while you reside here, any assassination attempts for other attacks will always foul up, letting you and anyone else escape relatively unscathed.

    Drawbacks

    • +1000cp - Jump Stipend
      • Points you get just for showing up.
    • +100cp - Limited Storage
      • Instead of a Warehouse, you have a storage locker that is 40 square feet (5 foot by 8 foot by 7.5 feet tall) instead of 40,000. You may still fill out the supplement, but doubling it only makes it 80 square feet (10 foot by 8 foot by 15 feet). Everything scales down. Plumbing becomes an RV style toilet, sink, and shower. Housing becomes a tiny house. The Medbay becomes a Medical Pod. The Workshop becomes a Workbench. If this is a Chain Drawback, you gain a one time +20 Warehouse Points. Anything that wouldn’t fit anymore gets dumped out at your starting location, with items that lack CP backing going first. Augmenting this space is proportionally harder than augmenting a full size Warehouse. Any workarounds to minimize this minimization is only of limited effectiveness. There will always be a shortage of storage space.
      • +100cp - 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). Requires and Modifies Limited Storage. If this is a Chain Drawback, you gain an additional +30 Warehouse Points (50 total). This cannot be taken with Limited Access and the Backpack must be carried with you, but cannot be opened by anyone besides you or a Companion you allow to open it. As you cannot exactly spend a week between jumps in a backpack, you get a camping spot deep in nameless wilderness to plan your next jump in. It is always a different clearing or hollow and it’s barely 100 foot square, so there isn’t anything to do besides camp out there. Any storage item you get will be limited to internal storage equal to that of the Backpack and cannot be merged with the Backpack unless it is another backpack but doing so strips it of any extra storage space. Warehouse Add-Ons that can be rationalized the same way I’ve scaled down the Warehouse features are fine, others attach to the clearing.

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    • +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 +100CP 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.
    • +200cp - The Long Road
      • Let’s be frank, the events of the movie won’t occupy you for ten years. You’ll spend a little time getting settled, you’ll have your team-up, and then the Turtles and Batman will go their separate ways. Unless you take this option. Now, your decade in Gotham will be filled with your typical comic book shenanigans. Expect to see more schemes, more action, and even more villains from Batman’s extensive rogue gallery. This will all culminate in a second joint operation between the Dark Knight and the Teenage Mutant Ninja Turtles. This time you’ll head to New York to quash a jokerized-Shredder and a rebuilt Foot Clan supported by any number of villains from the DC lineup. The fate of New York and possibly the world hangs in the balance, and one way or another, you’ll be participating in one final showdown.
    • +200cp - Basically A Hostage
      • Okay, so your stay in Gotham is off to a rough start. Soon after you arrive, you’re going to be captured by an enemy faction. If you’re a member of the Batfamily or one of the Turtles, you’ll be subdued by Shredder or the League of Assassins respectively. If you’re one of the Foot Clan or a Gotham Syndicate member, you’ll start in either the Turtles’ or Batman’s custody. Whatever great and terrible powers you have at your disposal, this faction will have methods of containing you. Escaping will be a matter of planning, observation, and enduring whatever your captors have in store for you. For factions aligned with the law, that may just mean solitary confinement, but other groups may have more… transformative ideas. Should you fail to escape your starting circumstances, rest assured that you will be rescued before Batman and the Turtles investigate Arkham Asylum. See the Notes section for details.

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    25 days ago

    Batman vs TMNT

    • Origin: Gotham Syndicate
    • Age and Gender: 26, Male

    Perks

    • 00cp - That’s Doctor To You
      • You might not be some mad scientist, but you still had to do a lot of learning to get where you are now! You have not only an undergraduate degree, but also a doctorate in a mundane specialty of your choice. You could be a physician, psychologist, or even a college professor. You didn’t go eleven years of schooling just to be called nurse!
    • 100cp - Master Thief
      • A city as industrious and wealthy as Gotham is filled with juicy targets for the criminally inclined. You might not even need an experimental cloud seeder, but the people that do will pay a pretty penny for your “acquisition services.” Whether you’re a solo act like Catwoman, or a crew leader like Penguin, you have the skills to pull off a big heist, know where to fence your stolen treasures, and know who might pay the most for your efforts. Rob ‘em blind, Jumper!
    • 100cp - Ninja Vanish
      • Even among the ninja, you’re incredibly stealthy. Blend into shadows, vanish before the smoke clears, or disappear the moment someone turns their back. Silently take down an opponent without alerting their buddies. Even in bright costumes you can weave your way through foes. Oh, and you’re also pretty good with thrown weapons. Whether they’re shurikens, batarangs, smoke bombs, or even arrows, you’re an expert at hitting your mark.
    • 200cp - Heroic Potential
      • Whether the result of genetic editing or a great lineage, you have some amazing genes. Regardless of your age or body, your physical potential is in the top percentile. This perk would push even an undisciplined person into the realm of professional athletes, but focused training would let you reach the peak of human potential. Wield the strength of an olympian, the flexibility of a gymnast, and the reflexes of the Batman himself. Your genome has also bolstered your immune system, granting your resistances and recovery times at the edge of the bell curve.
      • Of course, there are plenty of fringe benefits to having such excellent genes. You cut a striking figure, whether you have Shredder’s rippling muscles, Barbara or Talia’s curves, Damian’s boyish charm, or your own personalized appearance. You have a dulcet voice, you only scar if it would improve your appearance, and your body has natural grace and beauty that doesn’t diminish with age. You won’t need a Lazarus Pit to keep these good looks!
    • 400cp - Oracle
      • At the end of the day, solving crimes takes a lot of investigating. Now, you are on par with some of Gotham’s best detectives. You can canvas a crime scene, uncover clues, and follow up on leads like few others. Cold cases have a real chance of being closed when you put your mind to it. You’re also a terrific sleuth online, on par with Oracle herself. Whether you’re hacking your way into a closed system or trawling the world wide web for useful information, you can hunt down your leads and dig up the dirt you need to crack your case.
    • 600cp - The Detective
      • When people think of what makes Batman special, some point to his vast wealth while others will think of his deep drive for justice. But the ones that truly know him understand Batman’s greatest asset; his mind. Like the caped crusader, your mind has become your strongest weapon. Your mind absorbs new information like a sponge, letting you learn new skills in a fraction of the time and retaining those details with photographic accuracy. Given time, you can craft plans for any contingency, and yet you’re still flexible enough to think on your feet when the plan goes awry. Analyze that DNA evidence or your opponent’s fighting style mid-battle with equal ease, remain open-minded to new possibilities, and back up your goals with the iron willpower necessary to see them achieved.

    Powers

    • 200cp - Qi Manipulation
      • Every living thing, whether it be the smallest mouse, the average human, or a wildly-altered mutant has a life force made of qi. This energy flows through us, moving and pooling in currents and reservoirs throughout your body. Those who study this energy can manipulate these currents in their opponents, striking pressure points to stun, immobilize, and knock out their foes. Now, you too have been thoroughly trained in the lore and application of qi.
      • You can also use this energy to enhance your body’s own abilities. The Shredder used qi to fall three stories and land as gracefully as a dancer. Further applications, like bolstering your strikes and heightening your reflexes, may be possible with intensive study. Masters of these techniques can alternatively focus their qi inward, healing grievous trauma and expelling poisons within themselves. After a decade of intensive study, those who purchase this power will unlock the capstone of these techniques; fabled Sato Oshi Strike. Beware, however. This technique consumes all of your qi reserves, and can be as deadly to the user as it is to their target.
    • 300cp - Martial Arts
      • It wouldn’t be a ninja-themed jump without some good old martial arts! For 100cp , you have the skill of the average Foot Clan soldier. You’re proficient in a martial art of your choice, and could reliably fight a group of unskilled combatants by yourself. For 200cp , you’re on the level of Robin, Batgirl, or one of the Turtles. You’ve dabbled in several styles and even mastered a few. You can sweep through several untrained fighters and fight off a few Foot Clan soldiers on your own. For 300cp, you’ve reached a level few ever attain. You’ve mastered dozens of styles and perhaps have even created your own. You could wade through entire gangs of thugs, hand all four of the Turtles their shells at once, or even match blows with masters like Batman and Shredder. With time and training, you could count yourself as one of the best martial artists in the world.

    Drawbacks

    • +1000cp - Jump Stipend
      • Points you get just for showing up.
    • +00cp - Existing Character Toggle [Thomas Elliot]
      • Maybe you don’t want to be an original character this time around. Maybe you’d rather be one of the Turtles instead of a new addition. Should you choose, you may insert as an existing character in either the TMNT or Batman continuity. This could be a character that’s already present, like Donatello or Batgirl, or it could be a recurring character not present in the movie, like Nightwing or Splinter. With this toggle, you will receive an appropriate backstory within the world, as well as proper circumstances to get you involved in the story. The only characters you can’t become are Shredder, Batman, Joker, and Ra’s al Ghul.
    • +100cp - Limited Storage
      • Instead of a Warehouse, you have a storage locker that is 40 square feet (5 foot by 8 foot by 7.5 feet tall) instead of 40,000. You may still fill out the supplement, but doubling it only makes it 80 square feet (10 foot by 8 foot by 15 feet). Everything scales down. Plumbing becomes an RV style toilet, sink, and shower. Housing becomes a tiny house. The Medbay becomes a Medical Pod. The Workshop becomes a Workbench. If this is a Chain Drawback, you gain a one time +20 Warehouse Points. Anything that wouldn’t fit anymore gets dumped out at your starting location, with items that lack CP backing going first. Augmenting this space is proportionally harder than augmenting a full size Warehouse. Any workarounds to minimize this minimization is only of limited effectiveness. There will always be a shortage of storage space.
      • +100cp - 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). Requires and Modifies Limited Storage. If this is a Chain Drawback, you gain an additional +30 Warehouse Points (50 total). This cannot be taken with Limited Access and the Backpack must be carried with you, but cannot be opened by anyone besides you or a Companion you allow to open it. As you cannot exactly spend a week between jumps in a backpack, you get a camping spot deep in nameless wilderness to plan your next jump in. It is always a different clearing or hollow and it’s barely 100 foot square, so there isn’t anything to do besides camp out there. Any storage item you get will be limited to internal storage equal to that of the Backpack and cannot be merged with the Backpack unless it is another backpack but doing so strips it of any extra storage space. Warehouse Add-Ons that can be rationalized the same way I’ve scaled down the Warehouse features are fine, others attach to the clearing.

  • HuindilOPMAtoBuilds for JumpchainGunman
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    25 days ago

    Adventures of Tintin

    • Age: 25
    • Race: English
    • Gender: Male
    • Origins: Boy Reporter

    Perks

    • 00cp - Nose for a Story
      • You always stumble onto opportunities for adventure. A plane crash nearby contains a mysterious figure, a tchotchke you buy contains a clue to a treasure. Your life will never lack for adventure if you make any effort to look for it. Can be turned off if you really want.
    • 100cp - Stout
      • Tintin is usually pretty grounded and well-researched for a comic book, but pretty much nobody ever dies unless they’re poisoned or riddled with bullets. Car crashes, plane crashes, head trauma, massive explosions. At most these things leave you unconscious. More often, you’ll be comically dazed and disheveled for a little bit.
    • 100cp - Crack Shot
      • It’s a funny thing, but when your back is to the wall, when times are desperate, the last bullet in your gun will always strike true and then some. It will somehow do far more damage than could be believed, perhaps hitting a weak point or causing a chain of failures to rout a small force. It’s not a miracle fix by any means, but you can’t fail to walk proud after downing a plane with one shot.
    • 100cp - Lightning Reflexes
      • Now how can a person charge thirty feet and punch out a gunman before he opens fire? Well, they could be you, to start. Not only are you amazingly swift and sure-footed, you are never hampered by surprise. Even when startled, you react exactly as you would have if you had sat down and planned out your actions.
    • 100cp - To Be Precise
      • And you are always precise, in your information, but also in your movements. You have phenomenal fine-motor skills.
    • 100cp - Learning
      • Pick a field of science, could be as broad as physics or chemistry, could be medicine, astronomy, metallurgy, social sciences like psychology and anthropology, or fields as specific as sigilography or game theory. You are now one of this world’s foremost experts in this field. Which ah, may mean less in things like Computer Sciences than just living in a setting taking place ninety years in the future. Can be taken multiple times.
    • 200cp - Keen Observation
      • It really is amazing how Tintin can memorize the license plate of a car speeding off into the night moments after trying to run him down, remember a person he passed in a stairwell once or find the one missing element in a ransacked room. You’re no Sherlock Holmes, but you are remarkably observant, and need glimpse something only once to remember it and be able to review it at your leisure.
    • 200cp - Moon-Curser
      • An ancient name for thieves, who work in the dark and bitterly rue the nights when the moon comes out. You’re good at getting around unseen, hiding in shadows, stowing aboard vessels, and shimmying up to the second-floor windows that are rarely locked.

    Items

    • 00cp - The Adventures of Tintin
      • The complete comics, cartoons, and film(s) of the series, along with numerous commentaries and reviews.
    • 00cp - Job
      • You have a steady job that provides enough for a young bachelor, at least, and doesn’t mind you disappearing for months at a time. You do still need to work to get paid, but your job will always be waiting for you.
    • 100cp - Flat
      • A spacious apartment, rent-free with all utilities taken care of. Be the envy of struggling college grads everywhere.
    • 200cp - Marlinspike Hall
      • A luxurious mansion and sprawling estate, making it clear to all that you are a person of wealth and class. Well, wealth anyways.
    • 400cp - Red Rackham’s Treasure
      • A massive treasure? How big you ask? Enough. Want to rent Liechetenstein for a month? You have enough money. Pay off the national debt? You have enough. Build a space program? You have enough.

    Drawbacks

    • +1000cp - Jump Stipend
      • Points for showing up.
    • +400cp - Snowy? Why is it always Snowy?
      • Alas, you cannot remember any of Herge’s comics. Metaknowledge is really unfair in what is largely a mystery series, you know. If you wish, you can be at least a casual acquaintance of Tintins so you might get involved in the adventures even if you don’t know you’re supposed to.
    • +400cp - Older Than Superman
      • Phenomenal cosmic powers aren’t really what these comics are about. Check them at the door please and take a number, you’ll get all your powers back when you leave. Academic knowledge and non-supernatural skills can stay though.

  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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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.


  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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    28 days 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.

  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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    28 days 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.

  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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    29 days 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

  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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    29 days 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.

  • HuindilOPMAtoBuilds for JumpchainByronic Hero
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    29 days 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