• 10 Posts
  • 31 Comments
Joined 3 months ago
cake
Cake day: April 30th, 2026

help-circle
  • Jump Budget

    • +00cp - Canon Insert - Atanalcar, son of Elros Tarminyatar
      • You incarnate into the world in place of a canonical character, though you gain no abilities or privileges beyond what you purchase here.
    • +1000cp - Jump CP
      • For taking this document, you, like everyone else, gets to start with 1000cp.
    • +100cp - Shipping Ban
      • Your transportation options (Cars, Ships, Magic, Shoes…) will conform to the local dominant tech / magic level. You might have the Light of Terra, but if you’re in an Age of Sail setting, LoT is just a really (really) big boat. This scales everything. Weapons, propulsion, education level of NPC crews, etc.
    • +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.
    • +300cp - No Access
      • You have no access to your Warehouse for the entire length of the jump. If this is a Chain Drawback, you may add the base 150 Warehouse points to your Body Mod, as you have no Warehouse. Everything that respawns is delivered to you by parcel post. You can bring anything you like into the jump at the beginning (as long as you have it in your possession already), but nothing past that, including Companions. You cannot take this with other warehouse drawbacks. No Hiatus. Must keep for 10 jumps or more before Revoking.
    • +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.
    • +100cp - Humiliation Congo
      • Your enemies will not willfully kill you. Oh no… they want you to suffer. Some will torture you, others subject you to humiliation and or degradation… Some will prefer physical methods, others mental, still others sexual or emotional techniques… Feel free to customize what, exactly, each enemy will do to you… or just pick a single specific theme (Everyone wants to tickle you for hours would work. As would people keep crucifying you.) It has to be something generally bad. You can’t say “They’ll give me a nice meal and subject me to small talk.”

  • HuindilOPMAtoBuilds for JumpchainThe Chain one fantasises about.
    link
    fedilink
    arrow-up
    1
    ·
    edit-2
    9 days ago

    Companions

    • 200cp - Companion Import [600+700cp]
      • The Horse, and The Hound
      • 00cp Prince of Beasts
        • You are an exemplar among your kind; larger, faster, stronger, more impressive and overall better than the majority of your species. And, of course, with intelligence on the level of a human. Overall, in terms of your physicality you’re generally around half again as ‘good’ as the conventional peak of your species; this may or may not include size, as you see fit. This potency is particularly expressed in areas your species is known for; a bear would be particularly strong and tough, a horse particularly swift, a hound particularly good at tracking and so on.
        • In addition, there’s more to your title than idle fancy. Other animals of your kind instinctively regard you well, and you can communicate with them clearly as if sharing a language of gesture, grunt and so on. They don’t automatically submit to you, but if you put your mind to it you could lead groups of them without too much difficulty. Furthermore, your gestures and other animal actions are unnaturally expressive, such that you can make yourself understood by those who pay attention, even if communicating very complex topics may be beyond you.
        • If you take this perk as a member of a different Kindred, you are not any larger or stronger than normal, but instead gain a similar rapport with animals in general. Animals like you, you find it easy to tame and understand them, and only corrupted or maddenned beasts will attack you unless you give them good reason. If a beast, you may purchase this perk again at full cost to broaden your animal authority in a similar fashion.
      • 100cp Faithful Companion
        • None could ask for a better companion than you. You are a boundless source of comfort, support and trust for those you choose to devote yourself to, easily uplifting their spirits even in dark times, and urging them on. You’re an excellent listener, and even if you have limited ways to communicate with someone, so long as they’ll listen to you you can work to tamp down on their darker tendencies and bring them out of rage, recklessness or despair - and doing such work will likewise help lift your own spirit, as you and your friends support one another. Finally, when working to help, defend or travel to those you have a close connection to, you have a near-endless well of determination and courage. In their defence you could endure a hundred blows from orc-sabres, endure the terrors of Sauron or run for days on end - though this is no guarantee of survival.
      • 200cp Tireless
        • In you is something of the immortal lands, a spark of light untarnished by decay or weariness. You have no need for sleep or rest, and simply do not experience exhaustion or wavering attention. You could keep watch until the Final Battle or run to the ends of the Earth, and never become tired or distracted. You can still be weakened by hunger or thirst, but you cannot die of deprivation - though you must still breathe. Furthermore, the world-weariness that will come to plague the elves will never claim you; perhaps something to do with your close connection to ever-changing nature allows you to simply live within the world rather than mourning what once was. Despite all this, you can still enjoy all the charms of sleep, rest, food and drink as much as you ever did.
        • If you also have the Hand of Power or High Doom perks, you are ageless and immortal, remaining in the prime of your life forever, or at least until slain.
      • 300cp Hand of Power
        • Huan was the Hound of Valinor, and the great Eagles are messengers of Manwë. They were mighty beasts, and in the service of higher powers, they changed the course of fate on many occasions.
        • This perk has two main effects. Firstly, you are blessed by a higher power, your natural gifts taken above and beyond the mundane. If before you were an eagle, now you are large enough to carry off a full-grown stallion or duel a dragon in the air. If before you were a bear, now you are a living titan of muscle and ferocity, your very tread is capable of shaking the earth when you charge into battle. If you were a horse, your very being embodies the ideas of swiftness and freedom, and you could outrun and escape any pursuit. Regardless of whether or not this spiritual power finds expression in size, you are proof against all but the most potent and prolonged of torments or corruptions, and find any magic in line with your species’ associated qualities uplifted and strengthened further. For humans this would enhance ingenuity, for dwarves stubbornness and endurance, for elves beauty and wonder etc.
        • Secondly, if you choose to take up service under another, you will find yourself well-rewarded, according to the stature of your master and the nature of your service. If you serve the Valar, they will give you advice and guidance in signs or dreams, and you will find yourself enhanced still further by their spiritual power. If you serve a lesser being, they will reward you as best they can, take care of you and give you gifts which others might deem strange for a ‘mere animal’. You may serve multiple masters in this way, but only those you truly give faithful service will ‘count’ for the purposes of this perk.
      • 400cp Sanwe-Latya
        • Meaning ‘thought-opening’, this is a capacity that all thinking beings in Arda possess, from the greatest of the Ainur to the least hobbit. In short, every thinking mind is at least potentially capable of sensing others, and both inserting its thoughts into other minds, and reading the thoughts of others. However, there are many limitations on this process, which prevent every Tom, Dick and Barliman from making use of - or knowing about - this ability (see Notes).
        • With this you, like every person in this world, gain the latent ability to develop this skill to at least some extent, to contact and read the minds of others and project your thoughts into theirs, whether to communicate or compel. This can be very useful for interpreting thoughts others wish to reveal, and thus in interpreting unfamiliar languages.
        • Perhaps more importantly, though, you gain the likewise-universal ability to close your own mind, whether to particular individuals or to all. This barrier of ‘unwill’ makes it impossible for even the greatest and most powerful mind in Arda to perceive or alter your thoughts - but you can still be persuaded, intimidated, tortured or tricked into lowering it. By default, the unwill still provides a strong barrier against other means of intrusion from outside this jump (e.g. psychic powers), but is not entirely invulnerable. In future jumps, characters will be able to close their minds against your thought-reading and thought-sending in a similar way, regardless of the local metaphysics, and with time you may be able to teach them to close their minds against similar intrusions by other means.
        • For 400 CP, free to Maiar and discounted to Elves, you are able to easily and clearly converse in thought with others so long as you have at least one advantage in doing so, and with effort can send thoughts and dreams to those far away, even with only limited advantages. This is roughly the level on which Gandalf, Galadriel, Elrond and the Maiar in general use, and is mostly out of reach for ordinary humans - not because they lack the capability altogether, but because the amount of time and study required for a being with a strong hröa to overcome the limitations of that body are difficult for a mortal to give. That said, if one had the time, it might be possible within a century or two of diligent study for a human to achieve this level of proficiency - though if available, a magical tool like a Palantir would help greatly.
      • 400cp Echoes of the Music
        • More than simply remembering select strains of the Music of the Ainur, you have memories of the music over all - and more than that, can hear its echoes within the living world. You experience this sense almost as literal music, existing on a spiritual rather than physical level, but the sensation as a whole is not entirely unlike listening to the backing track of a movie. In the immediate sense, this gives you a strong sense for the ‘mood’ of your present environment - you can tell by the Music whether you are in danger or not, the degree of emotional tension, whether you are in a place which has felt sorrow, gladness or other emotions strongly, and similar. By listening carefully, you can also discern whether a given person, object or place has magical or spiritual power, and the rough degree of that power, though thinking beings can defend against this by raising the unwill. With time to examine the subtle melodies of such a place, person or thing, you can gain greater insight into the nature of whatever power they may possess, though this insight tends towards understanding the ‘intent’ of the power, rather than precise effects.
        • Finally, with time and peace to consider, you can discern the echoes of the Music from the future or the past, gaining similar levels of insight, though this takes longer and is less precise. In order to do this you must be able to examine an object, place or person relevant to that future; that is by listening to a person’s melody, you can gain an emotional idea of their future and past, or by listening to the Music at a crossroads you might get an idea of roughly what awaits you down a given road.

  • Items

    • 100cp - Ship
      • You are in possession of a fine sailing vessel, fit to cross the many seas of the world. The ship is something more; either it is magical, enchanted to fly across the waves like a bird, to endure or run before any storm, and otherwise master the sea like no other, or it is nothing less than a floating fortress in its own right; not swift, but an implacable force from which a host could disembark to conquer a city, and its hull impervious to all but great engines of war, or being cast upon the shore by a terrible storm.
    • 200cp - Arms and Armour
      • Your battle-harness is nothing short of legend. Forged by the greatest smiths, its craftsmanship and provenance are unmistakable, and it is all but indestructible, breaking only beneath the most terrible onslaughts. You are equipped with a complete suit of armour, a shield if desired, and your choice of weapons, each wrought to protect and serve you against even the mightiest foes.
      • Protective runes gleam upon your armour and shield to ward away harm, while your weapons possess magical properties of their own. You are free to design the exact qualities your arms and armour possess. They might rival Anglachel, the star-iron blade that could cleave all earthly metal; the Dragon-Helm of Dor-lómin, which struck terror into those who beheld it; or the glittering blade Ringil, with which Fingolfin wounded Morgoth seven times.

  • HuindilOPMAtoBuilds for JumpchainThe Chain one fantasises about.
    link
    fedilink
    arrow-up
    1
    ·
    edit-2
    10 days ago

    Perks

    • 00cp - Dauntless Mariner
      • In the wars that ended the First Age, the men who would be granted the land of Numenor stood with the elves, even against the dread of Morgoth. This courage lives in you; for better or worse, you have great will and determination, and courage enough to face any fate less than the torments of Sauron without flinching.
      • After the War of Wrath, however, the men of the West became for a time men of peace, and the highest of their arts were not warcraft, but ship-building and voyaging across the seas of Arda. You are a skilled sailor by the standards of the Numenoreans, able to handle any of their vessels given appropriate crew. You can train others quickly in sailing as well. Finally, by the grace of the Valar, when sailing on any mundane sea, you need never fear death in the waters. Even should your ship be wrecked, you will survive and find land again.
    • 100cp - Sanwe Latya
      • Meaning ‘thought-opening’, this is a capacity that all thinking beings in Arda possess, from the greatest of the Ainur to the least hobbit. In short, every thinking mind is at least potentially capable of sensing others, and both inserting its thoughts into other minds, and reading the thoughts of others. However, there are many limitations on this process, which prevent every Tom, Dick and Barliman from making use of - or knowing about - this ability (see Notes).
      • With this you, like every person in this world, gain the latent ability to develop this skill to at least some extent, to contact and read the minds of others and project your thoughts into theirs, whether to communicate or compel. This can be very useful for interpreting thoughts others wish to reveal, and thus in interpreting unfamiliar languages.
      • Perhaps more importantly, though, you gain the likewise-universal ability to close your own mind, whether to particular individuals or to all. This barrier of ‘unwill’ makes it impossible for even the greatest and most powerful mind in Arda to perceive or alter your thoughts - but you can still be persuaded, intimidated, tortured or tricked into lowering it. By default, the unwill still provides a strong barrier against other means of intrusion from outside this jump (e.g. psychic powers), but is not entirely invulnerable. In future jumps, characters will be able to close their minds against your thought-reading and thought-sending in a similar way, regardless of the local metaphysics, and with time you may be able to teach them to close their minds against similar intrusions by other means.
      • You have the skill to perceive the thoughts of others or insert your own with some effort, so long as you have some advantages in doing so - familiarity, authority and urgency all help with this (see Notes). This is roughly the level that Faramir, Denethor and similar operated at, and could be learned by an otherwise-ordinary human with years of careful study and self-honing.
    • 100cp - Stature of Body and Mind
      • The Men of the West are a blessed people, and you share in that blessing more than most. At a baseline, without significant training, you would be the equal of a notably athletic person in strength, speed and stamina. With a reasonably dedicated training regimen you could equal and maintain Olympic-level strength, stamina and speed, and with true dedication you could go beyond that, achieving feats more on par with Captain America or similar comic-book humans. You may optionally choose to be noticeably taller than most Númenóreans.
      • Beyond simply your physical abilities, however, your skill can reach beyond the normal limits of mortal craft. This does not increase the speed at which you gain new skills or abilities, but time will only ever serve to increase your skill. If you neglect your skills they will remain without atrophy until you take them up again.
      • So long as you practise a skill, you will slowly find more ways to advance it, even into the realms of what other men might call magic. This advancement is slow, such that it would require a century or more of regular use to achieve this ‘magical’ degree of skill, but it is without limit. Should you somehow overcome mortality, there is not telling the heights to which you could rise.
    • 200cp - Songs of Power
      • In the beginning, Arda’s history was foreshown in the Music of the Ainur, and although it was physically created afterwards, music still holds power within the halls of Ea. Befitting this world shaped by music, you have a talent for song and poetry; you can carry a tune or recite a poem easily, injecting appropriate emotion. Furthermore, you can easily memorise such artworks.
      • The power of your music and chanting goes beyond ‘mere’ poetry and song. Through such music, you can perform goetia, the magics of the mind. With a calming song you could quiet wild beasts and befriend furious horses, with an upbeat and merry melody imbue a party with an air of enchantment, wonder and joy, with a quiet rhyme help conceal yourself and others in foliage and shadows, or with a bellicose chant ignite courage in the hearts of your allies and intimidate your foes. Alternatively, you may sing such songs to counter similar enchantments of others; for instance a song of courage and resilience to help another resist the terror-spells of a Nazgul. On your own, the effects you can invoke with this are relatively subtle and will be tiring, but many such chanters together can magnify the effects and reduce the burden upon you, as can magical tools such as Rings of Power.
    • 300cp - Lord of the Star
      • In the First Age, through Lúthien and then Elwing, the blood of Maiar, elf and human mingled, and of that line came the line of the kings of Númenor—and your line. While all Númenóreans have great longevity, your lifespan is extended by a quarter again, and your will and spiritual power is similarly increased. Furthermore, when you make use of magical items to which you are entitled by right, your ability with them is magnified; they will obey you as they would not others, and curses and negative effects they carry are weakened against you—though not entirely removed.
      • Beyond these more mystical benefits, however, you also gain more practical ones. You may or may not have lands and titles within Númenor, but if you were granted such you would have the wisdom, skill and judgement to administer them ably, to keep your subordinates loyal, your peers respectful, your lands bountiful and your people happy—or subservient, if you are more inclined to wring value from them by force. You can easily administer a domain of this type, easily learn and memorise laws and rules, and have the judgement to apply them fairly; if you so choose, you can make your court a haven of justice, without sacrificing stability.
      • Finally, you are a skilled tactician and general, able to command armies from the front or the rear, and to achieve grand victories even from disadvantageous positions.
    • 400cp - Strength of Arms
      • You are amongst the greatest warriors who have ever lived. You are proficient with nearly every weapon, skilled in the use of armour, horsemanship, and fighting in formation, with the combat instincts and leadership to command armies as one of the greatest captains of war. Your prowess will only continue to grow with time.
      • You could defeat a dozen ordinary warriors without difficulty, battle heroes and terrible beasts on even footing, and with the right arms and armour duel a Balrog as Glorfindel did in the flight from Gondolin, or slay a hundred lesser warriors without taking a wound. Nothing in this world beyond the slowest and most terrible torments of the Dark Lord can truly daunt you, though you remain vulnerable to corruption and recklessness.
      • Should you fight at their head, those under your command will share your unshakable resolve, standing firm until they are destroyed or you are slain, and even then their oaths to you may sustain their courage beyond your passing. You can command armies as the greatest of musicians commands a harp.

  • Silmarillion

    • Era and Location: The Foundation of Numenor
    • Age and Gender: 25, Male
    • Kindred: Men of the West
      • When the Valar destroyed Morgoth’s fortress at Angband and cast him beyond the Door of Night, they rewarded those humans who stood with them and the elves in the War of Wrath. These, they blessed with great stature of body and of mind, and with the land of Númenor for their own. You are such a one, bearing such blessings—just don’t let them go to your head.
      • As one of the Númenóreans, or a Man of Númenórean descent, you are blessed above the rest of humankind. You are tall, likely six and a half feet or taller, and have great resilience to disease. Your hardihood allows you to endure wounds which would kill lesser humans and, although you do not have true regeneration, you can heal to at least partial functionality from anything that doesn’t kill you. You won’t regain a lost limb, but a cut tendon would eventually heal, and nerve damage would restore to the point that you could at least use whatever was damaged, though you might lose some finesse or dexterity.
      • Although you are still mortal, your natural lifespan is likely to reach 350 years, with noticeable senescence only occurring within the last 50, and with a healthy lifestyle you could reach 400, or maybe a little more.


  • HuindilOPMAtoBuilds for JumpchainGolden Age of Piracy Reborn
    link
    fedilink
    arrow-up
    1
    ·
    edit-2
    11 days ago

    CP Budget

    • +1000CP Base CP
      • This is the CP everyone gets for doing the jump, given at the beginning of the document.
    • +300CP Lands and Holdings Stipend
      • You gain +300 CP in this section per tier of Of High Standing purchased. Territories manifest in your chosen region, replacing minor canon holdings or occupying unclaimed land. Major houses/cities remain intact unless deliberately supplanted. By default, your domain exists without derailing canon events, but active intervention can alter the story. CP here cannot be used elsewhere.
    • +200CP [Chain Drawback] 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.
    • +200 [Chain Drawback] 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.
    • +300 Long Term Stay - Additional 30 years - Stay ends 300 AC
      • Your stay in Westeros is extended by 10 years for each purchase of this drawback, with a maximum of 100 extra years. Though the world around you will age and change, you are assured that you will not die of old age or succumb to any natural ailments during this extended stay. However, the years will bring new challenges, as political climates shift, allies age or die, and the kingdoms find new troubles.
    • +500 Power Lockout
      • Your powers from previous jumps are sealed entirely, leaving you with only what you gain within this jump. Any special abilities, magical talents, or supernatural skills that you once relied on are now inaccessible.
    • +500 Material Lockout
      • Your items, companions, and warehouse from previous jumps are locked away, completely inaccessible for the duration of this jump. You cannot rely on any equipment, relics, or allies from other worlds, nor can you access your warehouse’s resources. If you wish for companions during this jump, they must be created anew, with no imports allowed.

  • Lands and Holdings

    • 00 Cultural Heart
      • Your territory becomes a nexus of both artistry and martial spectacle, blending grandeur and grit. At its core lies a colossal arena, a coliseum of carved stone where knights clash in tournaments, mummers perform epic tragedies, and bards compete in song duels that draw nobles and smallfolk alike. Victorious champions crown your house with prestige, while bets, entry fees, and merchant stalls flood your coffers. Between bouts of steel and song, the arena doubles as a military training yard for drilling troops and a stage for public executions that turn justice into theater.
      • Surrounding the arena, workshops and theaters thrive: sculptors chisel monuments to your legacy, playwrights pen satires skewering rivals, and painters immortalize your triumphs in vivid frescoes. Annual festivals blend jousting tournaments with masquerade balls, attracting spies seeking secrets and artists hungry for patronage. The blend of bloodsport and artistry makes your domain a cultural lodestone, where perception is shaped as deftly by a bard’s ballad as by a champion’s lance.
    • 100 Regional Lordship [House Tarth]
      • A mid-tier lordship controlling land and resources critical to a kingdom’s stability. Examples: the Glovers’ timber-rich Wolfswood, the Manderlys’ coastal trade hub of White Harbor, or the Royces’ mineral-rich Vale territories. Includes a stone castle, 5-10 sworn knightly houses, and specialized income (mining, fishing, wool).
    • 100 Essosi Powerbase
      • Nobility works differently in much of Essos, and this purchase grants you a foothold in Essos’ kaleidoscope of power, be it through merchant cartels, slave markets, mercenary bands, or the shadowy machinations of the Free Cities. Your influence is rooted not in land, but in the currencies Essos values most: gold, secrets, and fear. You might command a network of informants selling whispers to Pentoshi magisters, a fleet of “trading” cogs that smuggle weapons to insurgents in Volantis, or a cadre of pit fighters whose victories launder bribes through Slaver’s Bay. Local elites tolerate, even grudgingly respect, your presence, seeing you as a player who understands their lethal game.
    • 100 Fertile Lands
      • Your soil defies nature, vineyards surpass the Arbor’s wines, orchards fruit in winter, and fields yield triple harvests immune to blight or drought. This bounty transforms your territory into a breadbasket of legend. Granaries overflow, fueling trade caravans that flood markets from Lannisport to Qarth, undercutting rivals and securing alliances through grain diplomacy. Your people thrive, their loyalty hardened by full bellies and the pride of cultivating the finest goods in the known world.
    • 200 Castle of Legend
      • Your seat is an architectural marvel, defying both nature and mortal ambition, a Harrenhal-scaled monstrosity of blackened stone (minus the curse), a sky-piercing fortress carved into mountain peaks like the Eyrie, or a labyrinthine stronghold burrowed deep into gold-rich cliffs akin to Casterly Rock.
      • Additionally, arcane wards are etched into its foundations, repelling siege engines, wildfire, and dragonfire with shimmering barriers that hum like distant thunder. Those possessing the Labyrinthine Sense perk navigate its hidden tunnels and vaults effortlessly, while purchasers of Blood of the Dragon may incorporate a colossal dragonpit into its design. The castle’s sheer presence dominates the landscape, a statement of power that dares rivals to test its walls.
      • So long as the castle remains under your house’s control, its sheer mythic presence stifles rival claims to your lands. Neighboring lords dismiss thoughts of rebellion, cowed by tales of its impregnability and the bloody legacy of those who dared challenge it. Your soldiers fight with the fury of men defending their gods, their morale unbreakable as they rally beneath its shadow. Fertile fields, bustling markets, and veins of precious ore flourish inexplicably further within its sphere of influence, as though the land itself bends to ensure your coffers overflow. This is not mere stone and mortar, but the beating heart of your dominion, radiating power that chokes dissent and bends fate to your lineage.

    Companions (+700cp from One and Done, for Companion)

    • 00 Canon Companions
      • Any characters you convince to join you on your journey may continue with you for free. They will not receive any CP unless included under the Create/Import option. If you choose to do so, they will join you without needing further convincing and will receive 1000 CP to spend, along with the option to take personal drawbacks.
      • Robert Baratheon

  • Items

    • 00 GRRM’s Books
      • A copy of every book written by George R.R. Martin about the universe of A Song of Ice and Fire, including A World of Ice and Fire and Fire and Blood . You can summon and dismiss these as you desire and they may take on whatever appearance you desire.
    • 00 Ship of Wonder
      • A magnificent ship rivaling the legendary Sun Chaser in speed, durability, and design. Crafted with rare materials and imbued with subtle enchantments, this vessel can weather the fiercest storms, outrun pirates, and cross vast oceans with ease. It comes with a fully trained and loyal crew, ready to follow your every command. After this jump, the ship will adapt to fit the setting, remaining the best possible vessel for its time and place, whether that’s a spaceship, airship, or something else entirely.
    • 00 Blackmail
      • You possess a trove of dirty secrets from across the realm. While you may lack leverage on fellow councilors or the royal family (for now), most others aren’t as fortunate. This cache holds enough damaging information to keep many people in line, or ruin them, should you choose.
    • 00 Wardrobe
      • You have access to a vast wardrobe in whatever style you desire, from Westerosi finery to the exotic garb of distant lands. Regardless of appearance, these clothes adapt to make you comfortable in any weather, remaining perpetually clean unless you prefer to blend in with a bit of grime.
    • 100 Alliance of Gold
      • This items allows you to purchase favor with a major group or kingdom on Planetos. Every purchase of this allows you to “buy” certain alliances and immunities that are nearly impossible to gain through normal means. You could use it to secure exclusive trading rights with Volantis, or obtain interest free loans with the Iron Bank of Braavos. Alternatively, you could use it to be given immunity and respect of the Ironborn on your ships and holdings, marking you as an ally in their eyes.
      • Post-jump, this item will grant you the power to secure exclusive alliances, trade agreements, or immunity with a major group, guild, or kingdom fitting the setting.
    • 200 Armour of the Kingsguard
      • You possess a suit of exquisitely crafted white armor of the Kingsguard, perfectly fitted to you and aesthetically pleasing. This armor can take on any appearance you desire, should it be traditional Kingsguard regalia or something entirely different. Lightweight and comfortable, it won’t hinder your movement, yet it offers the protection of fully enclosing plate armor as long as it covers most of your body.
      • This armor is virtually indestructible, even largely impervious to Valyrian steel or starmetal. Additionally, you may choose to have it enchanted with protective runes, similar to the ancient armor of House Royce. After each battle, the armor will magically repair and cleanse itself, requiring no upkeep on your part.
    • 200 Treasure Maps
      • A grand tome filled with maps and clues leading to legendary lost artifacts scattered across the world of Planetos. From the missing Lannister sword, Brightroar, to the mythic Dragonbinder, the book reveals the rumored locations and last sightings of each fabled treasure. While none of these relics will be easy to claim, every one will be possible for you to accomplish.
      • In future jumps, this tome will adapt to the new setting, detailing the locations and clues for tracking down similarly legendary artifacts and lost treasures unique to that world.
    • 300 A Suitable Network
      • This purchase grants you a loyal, adaptable network of experts who share your ambitions. Whether warriors, spies, scholars, or administrators, they are masters of their craft, bound to you by unshakable loyalty. Should any perish in service, whether in battle, intrigue, or crisis, they return unharmed one week after the conflict ends.
      • Your network evolves with your role and setting. In Westeros, they might be knights or courtiers; in a sci-fi realm, engineers or hackers. Their skills and composition shift seamlessly to match your needs, but their dedication never wavers.
      • Master of Ships - Riders of the Ocean
      • This item grants you dominion over the seas through a fleet of legendary warships and a network of sailors, smugglers, and shipwrights whose skills border on myth. Your captains navigate hurricanes with the calm of men strolling through a garden, while navigators chart courses using stars long faded from the sky. Shipwrights reinforce hulls with ironwood and Valyrian-steel alloys, crafting vessels that outpace pirates, shrug off kraken tentacles, and slip through blockades like shadows. At your command, they retrofit ships for war, trade, or smuggling, a cog becomes a floating brothel to eavesdrop on merchants, a dromond bristles with hidden ballistae to ambush rivals.
      • Your fleet’s true power lies in its dual nature. By day, they trade spices and silks in Lannisport or Braavos, their ledgers pristine and permits flawless. By night, they smuggle stolen dragon eggs, poisons, or forbidden tomes from Asshai through secret coves mapped only in Qarthian star-charts. Their contacts in every port, drunken dockhands, greedy harbormasters, Lyseni pleasure-ship captains, whisper warnings of storms, wars, or royal inspections, ensuring your operations glide untouched through chaos.
      • In battle, your crews fight with the precision of Braavosi water dancers, boarding enemy ships in silence or bombarding them with wildfire projectiles. A dozen of your ships could outmaneuver a Volantene armada, while your flagship, a monstrous hybrid of iron and magic, scatters lesser fleets like driftwood. Post-jump, they adapt as starship smugglers dodging imperial patrols, ghostly galleons haunting Caribbean tides, or submersibles raiding underwater cities, always masters of the waves, wherever those waves may be.

  • Perks

    • 00 The Winds of Winter
      • Your body possesses an incredible resilience, enabling you to thrive even in the harshest conditions. Native diseases hold little threat, and you endure brutal winters or food shortages with ease, maintaining strength and clarity where others falter. Sickness rarely takes hold, and starvation becomes a distant worry, as you instinctively ration energy and resources within yourself.
    • 00 That Smell…
      • You are always impeccably clean and can choose exactly how you’d like to smell, no matter what you’ve been through. From your perspective, everything and everyone around you also smells perfectly pleasant, even if you’re wading through filth or haven’t seen a bath in weeks.
    • 00 All the Fourteen Seas
      • You are a master sailor, with an innate, almost supernatural connection to the sea. You possess an uncanny sense of direction and are able to read the waters and skies with near-perfect accuracy, allowing you to plan the fastest, safest passages, even in unknown or hostile waters.
      • At the helm, your instincts guide you to avoid storms, harness favorable winds, and find safe harbors with near-magical insight, making your fleet virtually uncatchable. With natural sea legs and the ability to read the ocean’s every whim, you remain steady on any vessel, even in the roughest conditions.
    • 100 Unity
      • You possess an exceptional ability to transform a disparate crew into a unified force. Even the greenest recruits swiftly adapt and bond with seasoned veterans, supporting one another and working with near-flawless cohesion. Groups that work together under you form an almost familial loyalty, they would fight and die for one another. With enough time, you can transform even a ragtag group into a disciplined and loyal force that rivals any navy.
    • 100 The Captain is Speaking
      • On or beyond the open seas, your charisma makes you a born leader in any sphere, from organizing a crew to commanding a battalion or spy network. Under your influence, followers become so committed that insubordination or mutiny becomes inconceivable. You inspire such loyalty that you could convince those under you to sail the Dothraki Sea… somehow.
    • 100 Tongues of Many Lands
      • You have a masterful and supernatural grasp on linguistics, able to learn, understand, and fluently speak any language or dialect you come across within days of encountering it. This perk also grants you a mild cultural understanding of the many places you go.
    • 100 Steel and Sinew
      • You possess the hardened physique of a lifelong warrior. Your reflexes are sharp, your stamina endless, and your pain tolerance inhuman. You can march for days in full plate, fight through grievous wounds, and recover from injuries twice as fast as normal. While not superhuman, you are the pinnacle of mortal physicality.
    • 100 Of High Standing
      • With this perk you are born into nobility or hold significant power over land, resources, and people. Feudal duties and expectations come with the territory, but the prestige and influence you wield are undeniable. You can have this apply to anywhere in Planetos, ranging from beyond the Wall to the far east in Essos.
      • For 100 CP you are a regional Lord, with authority that can be comparable to the Baelishes spanning up to families like the Hightowers. Alternatively, you could be a ruling Magister of Pentos or a Keyholder of the Iron Bank.
    • 100 No Happy Accidents
      • You hold full control over your own fertility, deciding precisely if and when you wish to conceive, without fear of accidental pregnancy. Additionally, you are entirely immune to diseases transmitted through intimacy, granting you peace of mind and security in even the closest liaisons. If you experience them, you may choose to never have a period again should you wish it to be so.
    • 100 Informed Intellectual
      • Your knowledge extends to the very limits of maesterly duties, encompassing history, philosophy, medicine, science, and ravenry, with insights that stretch as far as Yi-Ti. Any knowledge a maester would have to know, you possess in spades, making you a scholarly titan of the world. Furthermore, your credibility grows to match your expertise; no one, not even the skeptical or mistrustful, will question your words. You are an authority beyond reproach.
    • 200 Vault of Memories
      • Your mind is a perfect repository, retaining everything you’ve ever learned, read, or experienced with photographic clarity. You can recall any minute detail on command. If you choose, can forget or compartmentalize memories, allowing you to selectively block out knowledge whenever you desire.
    • 200 Tide of War
      • With expert control over formations, ramming tactics, and deceptive feints, your fleet functions as a single, unstoppable organism, outmaneuvering opponents with deadly precision. Your tactical prowess allows you to turn the tide of battles with clever maneuvers and precision strikes, earning you a well-deserved reputation as an unstoppable force at sea.
      • Your skills apply just as effectively on land. Whether commanding cavalry charges, orchestrating defensive lines, or coordinating ambushes, you bring an unparalleled mastery to any battlefield. You read the flow of battle instinctively, sensing shifts in morale, spotting weaknesses in the enemy’s ranks, and adapting instantly to exploit every advantage. Your tactical brilliance elevates any army or fleet you lead to new heights.
    • 600 Storied Hero
      • You are the epitome of knighthood, an unparalleled force on the battlefield and the paragon of the Kingsguard. You could match the swordsmanship of Ser Arthur Dayne, the leadership of Ser Duncan the Tall, the bravery of Ser Barristan the Bold, the beauty of Ser Jaime Lannister, and the nobility of Prince Aemon the Dragonknight. You easily stand as the greatest knight to ever live in every facet of the ideal.
      • Your presence alone can sway the tide of battles, lifting allies’ spirits and striking despair into foes. Your skill with a blade is such that people would call you the Warrior reborn, allowing you to win a bout when outnumbered and surrounded on all sides. Your poise, gallantry, and skill set you apart, making you a living legend, an example for all the world to follow.



  • HuindilOPMAtoBuilds for JumpchainUncovering the Ripper
    link
    fedilink
    arrow-up
    1
    ·
    17 days ago

    Zorro

    • Time: Late 1600’s
    • Place: San Gabriel
    • Age: 32
    • Gender: Male
    • Origin: Hidalgo

    Perks

    • 100 The Nobleman’s 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 manners 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.
    • 300 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.
    • 600 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

    • 100 The 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.
    • 100 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.
    • 200 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 (+700cp from One and Done, for Companion)

    • 50 Import Companion [Velma Dinkley with 600cp]
      • 00 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.
      • 200 Money Manager
        • Gold. That’s what California’s all about, isn’t it? Good thing you’re a genius when it comes to managing it, then! You are what we call in scientific terms ‘absolutely genius’ with all things money. In California it means multiplying cattle numbers and crop yields, in France it might mean managing your investments, but whatever the market might consist of, you remain able to beat its pants off.
        • Everything from being a wealthy landlord to a corporate CEO or accountant, or even managing money for a nation as a King’s Treasurer or Finance Minister is in your ballpark, and you’re nothing short of stellar at it. Money multiples under your care, seemingly getting attracted like you’re a giant gold-affecting magnet or something.
      • 200 The Nobleman’s 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 manners 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.
      • 600 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.
      • 00 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.
      • 100 La Justicia Badge
        • Or rather, a generic badge of identity for any secret society. Well, it’s generic until you use it. This badge proves you as a member of any one of the secret societies running around here. Once used, it becomes a badge for that specific society, inapplicable on the others barring extraordinary conditions.
        • You get one more in every future jump, all operating under the same rules.
      • 200 Goldmine
        • Well… there’s not much else to say here. While not quite what you see in M ask of Zorro , this is a fair-sized mine, already being worked by a generic NPC force. It produces somewhere in the vicinity of fifty kilograms of gold every month.
        • It can either be pure gold or gold alloys or a mixture of them, up to you. It can even be the alloys that don’t exist naturally, somehow. So… yeah. Go nuts.
      • 200 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 pro

  • HuindilOPMAtoBuilds for JumpchainUncovering the Ripper
    link
    fedilink
    arrow-up
    1
    ·
    17 days ago

    Generic Western

    • Age: 29
    • Gender: Male
    • Location: Tombstone

    Perks

    • 100 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.
    • 200 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.
    • 500 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

    • 00 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!
    • 100 Star
      • 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.
        
    • 100 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
    • 200 The Tennessee Stud
      • The Tennessee Stud is long and lean, and is pretty much the perfect horse for you. In addition to a noted habit of getting into places a horse normally wouldn’t when you call (such as inside a saloon) the Stud is always strong enough and fast enough to serve as an attractive mount. No matter what you weigh, the Stud can carry it and your gear, and no matter how fast you are, the Stud is fast enough to seem an attractive choice of transportation.

    Companions (+700cp from One and Done, for Companion)

    • 200 Import Companion [Velma Dinkley with 400cp]
      • 00 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.
      • 100 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.
      • 200 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.
      • 500 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.
      • 00 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!
      • 100 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
      • 200 The Tennessee Stud
        • The Tennessee Stud is long and lean, and is pretty much the perfect horse for you. In addition to a noted habit of getting into places a horse normally wouldn’t when you call (such as inside a saloon) the Stud is always strong enough and fast enough to serve as an attractive mount. No matter what you weigh, the Stud can carry it and your gear, and no matter how fast you are, the Stud is fast enough to seem an attractive choice of transportation.

    Drawbacks

    • +200 [Chain Drawback] 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.
    • +200 [Chain Drawback] 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 JumpchainUncovering the Ripper
    link
    fedilink
    arrow-up
    1
    ·
    edit-2
    17 days ago

    Scooby Doo

    • Rontinuity: Scooby-Doo (2002)
    • Ridentity: Meddling Kid
    • Age: 23
    • Sex: Male
    • Location: Coolsville

    Purchases

    • 100 Rontinuity
    • 100 Age

    Recial Rability

    • 100 Enormous Appetite
    • 100 Run For Your Life
    • 200 Clue
    • 400 Puppy Power

    Ritems rand Rompanions

    • 100 Glasses
    • 400 Mystery Incorporated [Velma Dinkley]

    Rawbacks

    • +200 Earlier Beginning
    • +300 Scrappy


  • HuindilOPMAtoBuilds for JumpchainJust human
    link
    fedilink
    arrow-up
    1
    ·
    2 months 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
    link
    fedilink
    arrow-up
    1
    ·
    edit-2
    2 months 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
    link
    fedilink
    arrow-up
    1
    ·
    edit-2
    2 months 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
    link
    fedilink
    arrow-up
    1
    ·
    2 months 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
    link
    fedilink
    arrow-up
    1
    ·
    2 months 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
    link
    fedilink
    arrow-up
    1
    ·
    2 months 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
    link
    fedilink
    arrow-up
    1
    ·
    edit-2
    2 months 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.