Ahab – MGS Native

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  • Origin Form: Non-Genetic Clone of Naked Snake, The 2nd Big Boss, Ex-Leader of MSF. Human Caucasian Male
    • Self Importer: Ahab can import himself into any Jump, taking any Origin costing less than 200 CP and gaining all associated freebies.
    • Superspy / Supersoldier
    • Form 2: {SJ Provides} Human Caucasian Female (Jusenkyo Curse)
    • Marksman: With Marksman, you can hit things with a gun reliably and accurately. At least enough to not get killed in conventional warfare. Your accuracy never wanes due to stress, orientation, or environmental activity, save for natural disasters and the like.
  • Mother Auto-Import
    • Form ?: ‘Ahab’, 10 year old Male Nowhere Islander.
    • Nerd Origin: The ultimate brainiac. You know your way better around a chemistry set than a conversation, and you can craft all kinds of nifty gadgets. Still, your life feels like it’s missing something, so you’ve packed your bags and headed out to see what the world has to offer you.
    • Gearhead: {Mother} the power of backyard engineering. With it he can create lethal weapons out of household objects. His talent for working with machines improves and people are less likely to question why he’s packing heat.
  • Kill-la-Kill Auto-Import
    • Nudist Background: You’re an undercover agent for Nudist Beach at Honnouji academy. You’re a 0-star student, but you get to stay in an apartment provided for you by Nudist Beach, and you get training in how to fight Life Fibers and those who use them. The apartment’s kind of dingy and plain, but it has everything you’d expect from a modern apartment.
    • Acupuncture: The ability to reliably hit key pressure points on the body with needles for a variety of purposes. You can use them to relieve stress, energize someone, or immobilize them… though that requires such precision that you’re not often able to use these skills in combat unless you get the drop on them.
  • Lord of the Rings Auto-Import
    • Form 3: Hobbit Male
    • Hobbit Race: You are one of the little folk, of the Under-hill. Homebodies at heart, your people are nonetheless fierce when threatened, and are very good at moving unseen.
    • Sneakiness: You are very good at not being seen when you don’t want to be. You have talents in the realm of camouflage, and are generally unobtrusive. You might make an excellent burglar.
    • Mental Fortitude: You have a hardy soul and a powerful will. Even the darkest of mind magics take far longer to take their grip on you, and you can often surprise people by your fierce heart, even if unaccustomed to battle. 
    • Home: You don’t want to always live on the road, do you? You have a small, but comfortable, home in whatever town or city you choose (this may be different from your starting location).

     

  • Final Fantasy VII Auto-Import
    • Turk Background: You are a member of the Turks, Shinra’s enforcers. Evil mega corporations tend to have things they need to keep quiet or people that have to disappear, that’s where you come in. You are an elite specialist in such distinguished fields as kidnapping, espionage, and killing people who know too much. Your skills make you very valuable, and Shinra will pay handsomely for them. In addition, you have an enormous degree of autonomy and they’ll let you do more or less whatever you want as long as you get results. However, being so close to this kind of work makes it difficult to retire. If you try to leave Shinra, you will have effectively taken the Hunted drawback without receiving any points.
    • Dirty Fighting: Focusing more on people than monsters, this perk won’t help you in an honorable duel, but it will improve your…”tactics.” You’re much better at fighting dirty, and are intimately familiar with various weak points on the human body.
    • Specialty Weapon: Is the advanced weapon still too weak? This lets you get something crazy. Steam-powered greatsword? Go for it. A gun that shoots concentrated Mako? Sure. Gunblade? Weird, but alright. Even stronger than the advanced weapon, and comes with a whopping 6 Materia slots.
      • Harpoon Gun
    • Basic Armor: Some nice, mundane armor. Not too interesting, but it will keep you alive slightly longer and has 2 Materia slots.
    • Basic Weapon: Pick a mundane weapon. You get a run of the mill version that’s not terribly impressive, though it does come with 2 Materia slots.
    • Basic Spell Materia: A few simple spell Materia. Spell Materia are green and the spells they give you are the closest to generic magic attacks, such as throwing fireballs at people. Not terribly powerful, but it will help you get started. Contains 1 Fire, Bolt, Ice, and Cure.
    • Money: A big bag of Gil, 200,000 to be exact.
  • Avatar: The Last Airbender Auto-Import
    • Form 4: Male Fire Nation Civilian
    • Fire Nation: Passionate, willful, and innovative, the Fire Nation is the most powerful of all of the Nations, both economically and militarily. They believe that this greatness comes with the burden to share it with the world, and revere the Fire Lord, their autocratic monarch, as the bringer of light and guidance to the world. They act quickly and decisively, caring more about the final result than the means by which it is achieved. For the past hundred years, this combination of decisive action and creativity has led to an industrial revolution, where Firebending became utilized to construct machinery and technology far beyond those of any other Nation.
    • Civilian: Born into a humble family in one of the three existing Nations, your only exposure to the flames of war comes from raids, and even those may be unknown to you. This means you’re going to have a difficult time dealing with violence, but it also means you’ve probably got a lot of neighborhood friends, as well as a modest home in your starting location.
    • Tradesman: There’s more to life, and even war, than fighting, and you know that better than most. You have a lifetime of experience as a Doctor, truly understanding the ins and outs of your field. (Acupuncture, Moxibustion, Massage, Medicine)
    • Clothing: Even in the primitive jungles of the Foggy Swamp Tribe, running around in the nude is frowned upon. You start with a couple outfits from your Nation befitting your station in life.
    • Weaponry: From the simple Water Tribe Jaw-Blade to the twin Hook Swords developed by the Earth Kingdom, weaponry in the world of Avatar is varied and effective. Each purchase of this provides you with a single basic weapon (or a pair if they’re used as a matched set), ranged or melee, as well as the appropriate accoutrements, and, if appropriate, a small stock of ammunition. Only individual weapons may be chosen; siege weapons are out of its purview.
  • Avatar: The Legend of Korra Import
    • Form 5: Earth Nation Male
    • Earth Kingdoms: The largest and arguably strong nation on the planet, the people of the Earth Kingdoms are proud and diverse, with a traditionalistic culture and a strong military history. Political unrest, corrupt governments, and banditry are all unfortunately very common in this land. The Earth Kingdoms use their vast natural resources to generate wealth.
    • Peacekeeper: Whether you’re a cop, a soldier, or a vigilante, you’ve made it your job to keep your home safe from danger and free of criminals. You’ve been trained in both martial-arts and melee weapons and you can solve conflicts either with or without violence.
    • Earthbender: Earthbending is a balanced and potent art, favoring defense until the right moment, then powerful and decisive attacks to overwhelm the opponent. Calling upon both stone and soil, Earthbenders are also capable of transforming entire battlefields, creating pillars of rock or transforming ground into quicksand. However, they cannot bend metal, due to its processed state.
    • Fighting Lessons: You’ve been trained in martial arts for several years and know how to defend yourself with hand to hand combat and melee weapons. You’re able to take on low-level soldiers, bandits, and police forces, but expert fighters are still out of your league.
    • The Great Recruiter: You’ve learned how to get extremely favorable results out of your “negotiations”. You can dissuade potential enemies from attacking you and intimidate defeated foes into becoming your allies. People who are significantly stronger than you or who hold you in completely hostile regards cannot be dissuaded.
    • Combat Bender: Despite being useful for more than just combat, nothing can compare to the martial applications of bending. You’ve been trained to use your powers in combat, you know how to shape your element into lethal and non-lethal attacks, and also how to defend yourself against both benders and non-benders. The Hand to Hand combat experience you’ve gained from this can also be applied to non-bending combat, and any existing martial arts you already know could easily be adapted for bending as well.
    • Strong: You can lift boulders and break down wooden doors with your fantastic strength.
    • Personal Weapon: A single (or paired) weapon of your choice. There are many different kinds of weapons available in this world, from the simple and ancient sword to the complex and innovative shock glove. Despite the existence of explosives and ranged weaponry, guns do not exist in this world.
    • Marbles [F]: Small clay and stone balls covered in decorative patterns. They’re mainly used for games, but some earthbenders can find other uses for them.
  • Civilization Auto-Import
    • Member of the Magi Pantheon: Magi God of Medicine & Punishment
    • Drop-In: You aren’t anything special, other than someone who obviously is of the tribe that founded the first permanent settlement. No one will call you an outsider, but you’ll have to figure out how to contribute to the survival and growth of the nascent civilization. No extra memories or responsibilities bogging you down. No one is going to look at you for solutions­ as long as you pull your weight, you’ll get along just fine. You have no credit with anyone, so they’ll have trouble believing you about pretty much everything they don’t understand. Rationalism, scientific thought/method and logic? Well, people aren’t dumb, but they’re certainly not going to grasp what you deem obvious without some effort. Your jumper powers will probably scare the hell out of people, so keep them on the downlow.
    • Oral Tradition: The first method of really transferring information from generation to generation was the art of song and storytelling. you gain a knack for the same arts, able to effortlessly compose songlines and legends intended to deliver useful parables about the land, science or other such things. As long as something is composed as a song (or poem, it just needs that rhythm), you can explain something to someone and they will not forget it­ though this doesn’t necessarily guarantee understanding.
    • The Rosetta Stone: These stone tables enabled the translation of three ancient language. In your hands, they allow you to communicate with anyone, regardless of language barrier. The only hurdle is you can’t do it instantly. When in structure form, your people quickly develop a new root language. In the future, this means that translating old texts is easier, as they share similar structures.
  • Generic Zombie Apocalypse Auto-Import
    • Doctor Background: You have a solid grasp of mundane diseases and their treatments… very useful knowledge for when the festering dead are walking the Earth. You’re also quite competent when it comes to actually healing physical injuries. Medical ethics technically require a physician to show consideration and benevolence for their patients… but you feel sometimes there just isn’t time for that in an emergency. You’re far more dedicated to the work of physically improving the body than ensuring your patients feel good about their treatment. You don’t necessarily need to have formerly worked as a general practitioner, but you have completed medical school and likely hold a position in medicine or a related field.
    • Disease Resistance: Perhaps it’s from spending too much time around sick folks in hospitals, or maybe you just live a healthy lifestyle… either way, it takes more for you to get sick than others. Even a zombie scratch might not pass on infection… just be sure to watch out for those teeth.
  • Disney Princess Import
    • Form ?: Male Yeti (Monster’s Inc Style)
    • Black Magic: You can do some basic black magic. You can hypnotize the simple-minded by staring them in the eye, transfer small amounts of youth and beauty from a willing subject, do minor cosmetic changes like removing moles, and cast illusions to disguise yourself and your servants. Your power may grow through training or by finding a teacher.
    • Sing a Little Song: Burst into song at any time. You’ll know the words, and won’t stumble in your diction. Any song perks or magic that you take can be combined using this ability. Doesn’t give you a beautiful voice, but if you have the capacity, it will help train one.
  • Samurai Jack Auto-Import
    • Bounty Hunter Background: Maybe you were a farmer who lost everything and had to find a new line of work, maybe you were a thug who thought chasing bounties would earn you more money, or maybe you were just some psychopath who loved killing people. Regardless of whoever you were before, you’re one of the many, MANY “professional” killers for hire that now roam the planet looking for work. Whether you hunt alone or on a team, you won’t have any trouble finding bounties.
    • Enhanced Agility: Jump Good. You can propel yourself up to 50 ft in the air and gain better control over your whole body.
  • A Song of Ice and Fire Auto-Import
    • Form 6: Aggo (from Aggendat, to Rip), a Noble Dothraki Male
    • Noble Identity: Formal and martial education, some wealth and influence. Sheltered upbringing. You are a member of the nobility in your area, perhaps a landed knight or member of some lesser house. You have a reasonable amount of coin and influence on a local level. You may choose specific parents (if appropriately aged) as your own and, along with them, a specific house to belong to. No Great Houses.
    • Heraldry and Words: The heraldry and words of your design. They are inextricably associated with you and give the impression and feeling you’d like to get across with them (within reason). Nobles begin with a cape and standard of the finest quality displaying their arms and motto, everyone else starts with their emblem and words crudely painted on a bedsheet.
      • Words: “Snaaaaaaake!”
      • Arms: A blood-red viper wrapped around a steel anchor on cardboard brown.
    • Weapon Proficiency: You are capable with most common weapons found in this world and truly exceptional with one specific type. Alternatively you may be extremely good at needlework and other womanly pursuits.
      • Dothraki Sword
    • Castle Forged Steel: A well made set of steel plate and chain as well as a single, finely made, steel weapon of choice. Sworn Sword’s free armour is slightly rusted and dented.
      • A finely made Dothraki Sword
    • Fine Clothes: A very fine and ornate set of clothing. The equivalent of the finest you could expect to get in your starting region.
    • Pouch of Gold: A pouch of golden coins. Around 100 Golden Dragons worth.
    • Mine by Right: You are generally given more consideration than others. People consider your rights and desires as generally more important than those of other people.
    • Horse: A fast, intelligent, and loyal horse (or equivalent found in your region). Another turns up if this one dies. 25% more likely to die if you name it.
  • Scooby-Doo Import
    • Form ?: German Shepherd
    • Talking Animals: You can speak clearly when in animalistic forms and can understand the speech of animals as well. Most animals are intelligent enough to have much useful to say to you, but there will occasionally be creatures that surprise you.
    • Run For Your Life: When frightened or surprised, you are able to run at a significantly increased speed. Even in normal circumstances you’re still a little faster than you used to be.
  • RWBY Import
    • Form ?: ‘Albion Bahs’, a male Viper Faunus
    • Drop-In: You know the drill, new jump, new world, new problems.
    • Faunus: You’re a little bit beastly, aren’t you? Gain free nightvision, a cosmetic trait & quirk of some animal, and a lifetime of derision and suspicion.
    • Landing Strategy: You now have a plan to survive any fall that takes longer than five seconds to hit the ground. Three seconds in a pinch.
    • Stubborn: You refuse to die that easily, not only holding on when lesser men would fall but also inspiring others to do the same. Ignores mortal damage once.
    • The Ahab Special: This repurposed ship’s anchor cannon fires sturdy grappling harpoons from the shaft, with strong pinning chains. With pitons in the shaft, transforming it into a formidable turret bunker. Embodied with the spirit of a hunter-tracker, it grants you uncanny tracking abilities. Excel at capturing and hobbling great beasts! Also works on vehicles. Urge to SPLIT YOUR LUNGS sold separately.
    • Semblance: ???
  • Touhou Project Import
    • Form ?: a male Common Youkai Servant
    • Servant: You dedicated your life serving a master, who had guided you from as far back as you could remember, molding you to the person you are today. Your relationship with your superior is good, feeling more like close friends, or even loving family than merely servant and master. Though you would never admit it, perhaps a little more freedom would be nice once in awhile…
    • Common Youkai: Traditionally creatures of the night, Youkai are naturally adept in darkness. Magic comes very natural to them as well, but they must regularly feast on human flesh in order to survive. Due to their affinity with magic, some of the most powerful beings in Gensokyo are Youkai, but not before years of training and practice to shed themselves the image of a brutish creatures who revels in acts of evil. However, it isn’t unrealistic to say that even the most well respected Youkai simply hides their instinctive bloodlust from public eyes.
    • Apparitions Stalk the Night: You are greatly empowered while in the dark, and can manipulate darkness to such degree that you can envelop yourself in an aura of darkness where light become instantly extinguished. Those deeply connected with the void can extend the range of this power to cover a wide enough area to drown all of Gensokyo in a veil of darkness without difficulty, but doing so will gradually weaken the effects the further you stretch the range this ability.
    • Lunatic Red Eyes: You gain the ability to sense and manipulate waves, the source of power localizing in your eyes or the closest equivalent. You are most proficient at manipulating brain waves, allowing you to induce madness or hallucinations depending on the strength of your opponent’s will. You can also manipulate light and sound waves to deceive the senses indirectly, from concealing the paths of your projectile attacks, to creating after-images of herself, to casting wide-area illusions that cause people to get lost. As a cherry on top, you are also capable of releasing waves from your eyes in a destructive blast. Though you are flexible in the variety of waves you can manipulate, waves besides brain waves, visible light waves, and sound waves are much more difficult to do so. Controlling more powerful or conceptual waves will be out of your control entirely.
  • Fairy Tail Import
    • Title: ‘One Horned Viper’, Human w/ emotion reactive snake-skin & Viper eyes, complete with nictitating membrane.
    • Leadership: You seem more suited to taking charge of situations than others… in fact you’re about 1/4th better at this than you were before.
    • Read the Atmosphere: Your knowledge of dialogue scripting gives you a better sense of how tense a situation is, making it easier to respond accordingly.
    • Body Restriction Magic: This C-Class Magic allows the user to immobilize a target by effectively causing their limbs to fall asleep.  This magic requires physical contact with the target, and can be shrugged off with strong enough magic or a strong enough will. Note – Ahab’s particular version lacks a use at range capacity, but because of this fact is far more potent than is normal for this magic, especially since he combines it with CQC and Nerve Strikes.
  • Supernatural Auto-Import
    • Hunter Origin: You’re a badass who hunts evil beings… it’s a horrible world and you have to clean it up. Unfortunately, you don’t have the luxury of being without memories of the world. You’ve got plenty, and they’re almost all bad. This grim outlook started when you lost a loved one in your first experience with a real monster. Thankfully, another hunter showed up to show you the ropes and help you achieve your revenge. Ever since, you’ve been ensuring that your fellow man remains safe from such abominations in the future. You’ve got plenty of experience fighting these evils, and have a sixth sense for finding trouble so you can put a stop to it.
    • Weapons Training: You’re competent with melee weapons and firearms alike, able to use most basic varieties easily and more complicated or improvised items with less trouble than others.
    • EMF Meter: Reads electromagnetic fields, helping you to determine the location of spirits and occasionally their dead bodies too. It can be thrown off by other strong sources of electricity, like power lines.
    • Iron Crowbar: You gain a sturdy tool helpful for breaking in to things best left sealed. Iron will dispel ghosts, hurt fairies and demons, and prevent demons from using their powers as well.
    • Handgun: An easily concealed firearm. It isn’t magical or anything, but it’ll still stun most monsters enough to move in close for the killing blow as long as you have something more inclined for monster-killing on hand. Comes with two spare loaded magazines.
    • Shotgun: At close range far more effective than a handgun, it can be made even more effective for hunting various creatures by loading the shells with silver shot or rock salt, depending on what you’re facing. Comes with two dozen rounds to get you started.
    • Fake ID: One set of FBI, CDC, police or other identification that can have names and data altered to suit your situation. the fake identities won’t turn up in any systems, so it’ll be good to have someone manning a phone somewhere to back up your story.
    • Silver Lining: You gain a simple, sharp silver knife that is easily concealed. Burns the skin of shapeshifting monsters on contact and does worse when actually used properly. You may instead upgrade an existing item to silver.
    • Hunter’s Journal: The single most valuable possession for most hunters, this book is passed down through families, recording extensive information on the demons and monsters encountered over generations of hunts. It holds lots of information on the way to track and kill monsters.
  • A Certain Scientific Auto-Import
    • Spy Background: Magic, Magic Knowledge, Contacts, Magic Hurts you, don’t get caught double crossing anyone. You were a spy for a magical organisation outside Academy City but were caught within 24 hours. Who you currently work for is anyone’s guess. Since they, you’ve been supplying information to both sides, and dabbling in the underworld to get it. You have knowledge of, and maybe access to magic, but using this kind of magic from this world hurts you and might even kill you as you’re an Esper now. Mana and an Esper’s altered brain don’t mix. Hope you have a walking medical facility beside you, a medbay, or regeneration abilities.
    • Pyrokinesis: Control Fire > Jets of Flame > Heat Sense, Explosive Homing Fireballs > Spontaneous Ignition in Line of Sight, Heat Rays > Firestorms, Fire Body. Less common than Electromaster, but again, few have your potential for growth. Your maximum energy used to heat things up and amount of abilites increase as your level increases. Although this ability doesn’t have as much utility, it more than makes up for it in raw power. After all, creating firestorms of destruction, bombs of fire, melting someone’s head off from a distance as well as turning yourself into fire so bullets pass through you gets pretty damn amazing. You won’t even have to play your cards right for destruction ability with this one.
    • Darksider: You’re intimately acquainted with Academy City’s Underworld, and by extension, the people in charge of the city itself. You know who to contact, who to blackmail, and who to get the blackmail from. This also helps in keeping you safe, as you know who to steer clear of and how to get others to steer clear of you. If you ever get into trouble, decide to set up a gang, get information, or simply  want keep your head down in a city full of surveillance cameras, you can bet that these new connections will help you out. Updates to a new city with each jump.
    • Vending Machine: You’ve come into ownership of a certain vending machine (designated #7716) in a park. It’s a strange vending machine with the propensity to not dispense a beverage everyone once in awhile, eating up a customer’s money, especially when high-denomination notes are inserted. However, the machine is rather old with loose springs and gives out at least one can of a random beverage with a little force. Nevertheless, it’s a decent source of income and for some reason always turns a profit. Just don’t try drinking the strange juices within it. Coconut Cider’s great, but Strawberry Oden, Viennese Sausage Coffee, and that Duel Ranch Specialty Pork-Cutlet Sandwich Drink? Not so much.
  • They Live / 80’s Action Movie Import
    • Human Elite: You’re part of the elite. Those who decided to abandon their fellow humans and work for the alien overlords in the name of money and power. It was the correct decision, of course. You never really had a chance against these aliens anyways.
    • Incredible Wealth: Thanks to your clever choices on the market, you are currently gaining a fortune. You’ll have a constant income of money directly deposited into your Warehouse each year you spend inside a Jump. This money can be taken from the warehouse with ease and is automatically converted to the local currency.
    • L.O.D.S.A.E.M.O.N.E: As expected due to your experience in the market, you have amassed a small fortune of 100,000 US Dollars. This money is automatically converted to the local currency. Unfortunately, this money will eventually run out, but you can always make more!
  • The West Wing Auto-Import
    • Title: ‘Human Protocol Officer’
    • Senior Staff Identity: You hold a job of importance in the executive branch, with huge responsibilities and power to match. You could be a speechwriter, crafting the voice of the President himself, employed in the White House Press Office, serving as an intermediary between the government and her people, working directly with the Deputy Chief of Staff. . . Other positions, like working for the Vice President or as a White House attorney, are also available. You have a direct hand in policy, and will probably have a lot of face time with the president. Respect befitting your position, and competency to help you keep it. Even minor mistakes have the potential to become scandals. Will probably be involved in at least one criminal conspiracy.
    • I Work With The Smartest People in the World:  Whatever your job in the White House is, you’re good at it. You have around the same level of skill that a graduate from a top college would, and you’ll be getting experience for better or for worse. This only applies to your specific job. Trying to give a press briefing when you work with the Deputy Chief of Staff will end in disaster, and good luck figuring out why the President is landing in DC an hour before he took off in Tokyo.
      • You have the same level of skill that a graduate from a top college would in Law.
    • Rubber Ball: It might be your imagination, but coming up with ideas seems easier when you’re bouncing one of these around.
  • Alan Wake Auto-Import
    • Drop-In Background: You arrive without warning at a place where the Darkness seeps into reality. It’s up to you to make your story, but don’t think your arrival has gone unnoticed. The Darkness has sensed you and may yet give you some of its power, if only further its own goals…
    • Suave: You give off a vibe that makes you appear dark and mysterious, but also handsome and refined, expect to be a big hit at parties.
    • Trusty Blade: A sharp blade of your choice ranging in size from a kitchen knife to a sickle, it always seems to find its way back to you either by returning to your pocket or being placed conveniently in the environment. Impossible to lose and useful for throwing at enemies. Always sharp.
  • Psychonauts Auto-Import
    • Camper Background: You are a young child arriving at the Whispering Rock Psychic Summer Camp in order to hone and control your psychic potential. For the most part, it is just potential so far. Where the levitating Instructors soar, you ride a Psi-Bubble over the ground.
    • Basic Braining: You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, you are less disoriented by astral projecting or entering someone’s mind.
    • Merit Badge Belt: This camp sash will allow you to display your Jumper powers/skills as merit badges. This has only a cosmetic effect, but might impress some people if you explain that each one is a superpower, area of science/magic/martial arts, or other skill. Despite being properly fitted to you at all times, it always has space for each badge.
    • Dowsing Rod: This will help you find buried deposits of psitanium buried around the world of Psychonauts and, out of this universe, it will point to large concentrations of psychic energy.
    • Psychic Specialty: You are really good in a particular area of psychic powers. You might be able to go Invisible for a full day before having to recharge, Telekinetically wrestle the bears at camp, telepathically talk to plants (a rare ability), or your Oarsmanship might be strong enough to let your treat a canoe as a speedboat with nothing but the push of your mind! Keep in mind you’re not the best at your specialization, and to keep your area reasonable (use the cast of Psychonauts as an example). Can be taken more than once (doubling up a specialty will put you among the top 3 in that area with little practice) for a maximum of two ranks per specialty. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most.
      • Sensory Invisibility
  • Redwall Import
    • Form 7a: ‘Haephestus’, a male Mole sized Mole Wanderer
    • Form 7b: ‘Haephestus’, a male Man sized Mole Wanderer
    • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
    • Mole: Burr oi, ee be a roit prud member ov’m gurt brovverhood ov moles. A subterranean race, moles are renowned for their skills at digging and architecture… and for their distinctive accents. Beard and axe are optional.
    • Wanderer Background: You’re not entirely sure how you got here, or what you’re doing in the body of a small woodland creature. You’ve got no family, history, or connections in this place, and no pesky additional memories to get in the way of your own.
    • Gurt Diggins: You gain an instinctive understanding of tunneling and mining, whether you’re using tools or your own paws, whether you’re digging for jewels or root vegetables. This perk also enhances your senses of smell, touch, and vibration, allowing you to function just fine with your eyes full of dirt.
    • Book of Riddles: a book containing a long primer on the underlying theory of riddles and puzzles, a spoiler-filled walkthrough of every riddle or puzzle used in the canonical series, and a showcase of some of the great riddles of history. The book is also enchanted with a magical cryptanalysis machine. Unfortunately, it accepts only input (and only provides output) in paper media, though you might eventually find a way to bypass this limitation. In future Jumps, the walkthrough expands to cover some of the most important riddles in that source material. While this is not guaranteed to completely short-circuit any plots, it might allow you to take significant shortcuts.
    • Riddle Me This: This universe is chock-full of riddles, puzzles, and word games, and you’ve got exceptional talent at both creating and solving them. This comes along with elevated pattern recognition skills, talent for wordplay, and intuition (especially when guessing the intent of the original author).
    • The Open Road: Home is wherever you lay your head at night – and if that’s rarely the same place twice in a row,  what’s the problem? You make exceptionally good time when traveling, and find it considerably less tiring. You can make a surprisingly comfortable campsite with almost no supplies, build a fire out of nearly anything and forage in even barren terrain. You (and those traveling with you) are also less prone to any natural hazards you might encounter, from mosquitoes to quicksand.
    • Abbey Records: a bookcase containing, among many older books and scrolls, signed first editions of the collected works of Brian Jacques. Also includes DVDs of all three seasons of the Canadian animated series, which cover the events of Redwall, Mattimeo, and Martin the Warrior.
  • Bleach Auto-Import
    • Arrancar: You are what seems to be a corrupted soul. You are much stronger than Soul Reapers and can eat souls to gain in power. That’s a bad idea by the way.
      • Obedience: Lower ranked hollows are almost always bound to your will, and (as such) will follow your orders without question.
      • Cero: Devastating energy beams fired traditionally from the mouth.
      • Hierro: Toughened skin and body so great it can withstand tank rounds without more than a scratch.
      • Resurreccion: That’s right, just like Soul Reapers Arrancar have released states as well.
        • Signature Weapon: This weapon can have a single effect, such as creating small tornadoes or being explosive, who knows? Ahab’s weapon secretes a linguistic scrambling & flesh necrotizing venom.
        • Regeneration: You can regenerate from wounds almost instantaneously. The more severe the wound is, the longer it takes to regenerate from them.
      • Childish [DB]: Something went wrong in your stay in Hueco Mundo, and as such you are different. There is a crack in your mask that leaks your spiritual energy which thirds your power and makes you resemble a child, in looks and actions. This can be reversed gaining you back to your full power once a week. (Null & Void)
    • A-Mysterious Blueprints: You get a set of mysterious blueprints that have difficult to understand terms and a figure that looks like the Vitruvian Man, but with a skull instead of a head, and a hole in his heart. I wonder what this does? A how to guide for the creation of Arrancar.
    • Suppression Cloak: {Bleach} an article of clothing that completely or partially hides your spiritual pressure.
  • Demon’s Souls Auto-Import
    • Priest: A servant of God. You are a priest trained in the way of miracles, blessings from the Lord. Times might seem bleak, but you have faith. And that is enough.
    • Soul Gathering: To the victor goes the spoils. Whenever you slay someone worthy, their soul will be dropped nearby for you to pick up. If they aren’t then the weaker souls are automatically picked up.
    • Simple Belief: There is something you believe in, whether it is an ideal or a deity. Once your goal is set, it becomes hard for others to sway you from your cause. As a result, your willpower and determination have improved. You also understand how to use the miracle ‘Heal’.
    • Starting Gear: Mirdan armor, a Halbard, a Talisman of God, & a Heater Shield.
  • Codex Alera Auto-Import
    • Form 9: ‘Argos’, a male Aleran freeholder
    • Aleran: The result of a Lost Roman Legion that ended up on the world of Carna in another time and place (they were VERY lost) somehow learning to bind the animist spirits of nature to their will after many generations. Enough time has passed that using these spirits has become part of everyday life and replaced most scientific progress. Why invent a better sword when you can tell yours to be sharper? Or better medical techniques when you can just patch them up enough to last until the watercrafters get over?
    • Fury-Crafting (Wind): Most commonly used for flight by manipulating the wind to bear the crafter aloft or increasing their speed and reaction time to superhuman levels (although it doesn’t provide the durability to handle those highest speeds by itself). A windcrafter can manipulate the air into powerful gusts, bending light around them in a “veil” to seem invisible or into a lens to see further (and focus light, for other purposes), carry sound further or to specific people (or halt sound to prevent eavesdropping). Windcrafting is disrupted by earth, typically by being underground or coated in it, although salt does directly harm wind furies
      • A Wind Fury named “Ophinicus”
    • Weapon & Armor: Legion-issue Gladius & Lorica.
  • Black Bullet Auto-Import
    • Form 10: a Female Coptic Egyptian Promoter
    • Promoter: A member of a Civil Security agency, you still remember the war. The voices in your mind cried out for vengeance. With your family gone, murdered by the Gastrea before your very eyes, you’ve been determined to never be so powerless again… and now you have power, in the form of an Initiator companion. What you do with that power is up to you.
    • Let’s Get Tactical: The uncanny ability to analyze the battlefield even while in the worst situations, and an instinctive knack for determining the best approach to any given fight, isolating any opponent’s vulnerabilities and weaknesses.
    • Flight of the Coward: You learned ten years ago that sometimes not every fight can be won and you’ve taken that lesson to heart. YOu possess considerable talent at disengaging from encounters and bringing your allies with you. Sometimes retreat isn’t an option, but as long as it is one, this ability will help you stay alive.
  • Marvel Cinema Universe Auto-Import
    • Tac/Comm: You are a well-respected officer in the organization of SHIELD, a group dedicated to protecting the world from all manner of threats… terrestrial or otherwise. The is always someone wanting to control or destroy the world, and it’s up to you to make sure that doesn’t happen. Of course, if heroism doesn’t appeal to you, you may have an opportunity presented to you soon…
    • Smooth Operator: Something about your voice, when you choose it to be the case, is capable of bringing confidence and calmness to those you are talking to. Soldiers become more composed and agents feel at ease knowing you’re keeping things in check. Likewise, those who you wish to intimidate will be impressed by just how menacing you can choose to sound.
    • Tactical Suit: A standard bodysuit made of a polymer blend with ten layers of treated composite materials, allowing for state of the art protection. Default appearance of a SHIELD logo and emblem, but you may choose a different style upon acquiring this.
    • SHIELD Membership: By purchasing this, you get a legitimate position within the organization that is SHIELD, whether that is as a consultant or an agent or a scientist.
    • Mouse Hole: This device is a laser-cutting device capable of cutting through almost any material, and is small enough to be hand-held. Thicker material will require more time, but for cutting through locks and metal doors, this is your tool for the job.
  • Dragon’s Crown Auto-Import
    • Form 11: Hydeland Fighter
      • Base Stats: STR: S | CON: A | INT: D | MGR: C | DEX: B | LUC: B
      • A heavily armored warrior, skilled at surviving against impossible odds. You awaken in your new body with no additional memories of this world, in the Dragon’s Haven Inn.
    • Epic Proportions?: The world of Hydeland has a particular aesthetic, and you can selectively redesign your body one time to meet that aesthetic, complete with three enhanced physical features, the more specific, the bigger the boost.
    • Palette Swap: You can recolor the outfit you’re currently wearing so that the pattern and color scheme compliment each other based off your personal preferences.
    • Soundtrack: A sweeping heroic score accompanies your hero’s journey. You can control who hears this score and its volume. This also works for the morally ambiguous and villainous.
    • Basic Attack: You know the basics of melee combat. You can swing a sword without injuring yourself.  If you’re so inclined, you’re good with a shield.  And, if you’re a magic user, you can channel small amounts of magic through a staff in order to bolster your attacks.
    • Vitality Boost: You are a hale and hearty SOB. In addition to just being a paragon of health, and shrugging off the effects of most poisons, toxins, and intoxicants, your vitality is the stuff of legends. Your vitality is significantly increased and you receive a notable increase in your endurance.
  • Strike Witches Auto-Import
    • Callsign: “Harpoon” (Arcadian Strike Warlock)
    • Familiar: A Beaver named “Syrup”
    • Striker: Bomber Unit
      • Loadout: Dual Linked Turret System, Unguided Bombs x6
    • Bomber Jacket: Discount Army Surplus, offering customised bomber jacket for free to any and all of our STRIKE WITCH HEROES. Call through and give your Regiment, Callsign, and Address and we’ll mail out in a day with Regiment patch and Callsign embodied. Go get ’em girls!
    • Defensive Sign “Directional Shield”: {Strike Witches} All Strike Witches are trained to produce a 2 dimensional circle of energy a short distance directly in front of them which can deflect light attacks. You cannot fire a weapon through a shield.
  • Gargoyles Auto-Import
    • Form 11: a male Big Business Gargoyle
      • Winged humanoids of great strength and durability, they are fiercely loyal to their clan and allies. Naturally territorial, they watch over their territory during the night, dealing with invaders and criminals alike. Gargoyles come in a wide variety of forms, mostly resembling demons and occasionally animals, though they loathe the comparisons. Gargoyles turn to stone during the day, rendering them vulnerable to malicious humans, but healing them of most injuries and poisons. They don’t age while sleeping.
    • Big Business Background: You’ve made your way in this world through hard work and a cunning mind. Big dreams and a copy of “The Prince” book-on-tape are all you need to wrap the world around your finger. “Pay a man enough and he’ll walk barefoot through hell.”
    • Pragmatism: You have an accurate idea of when someone will be useful in the future, as well as when it’s time to cut your losses. Know when to hold ’em, when to fold ’em, and when to run. You’ll also never show more of your hand than necessary for a plot to succeed.
    • Loadsamoney x2 [Free]: $400k US or the local equivalent. You could probably use this to survive for a couple years. Or you could get a job.
    • Durable: Catch a sword with your hands, take a laser to the gut, whatever your masochistic heart desires. Your skin is now tough as good hard leather armor, with the feel of suede.
  • Mistborn Auto-Import
    • Form 12: a male Skaa
      • You are so unimportant, nobody knows who you are ­ not even yourself. You have no obligations, no memories interfering with your thoughts, nothing. You are a blank slate. You are a second class citizen, treated like mud by the noblemen. You are unlikely to live comfortably unless you turn to theft. You wake up in an alley, wrapped in a filthy cloak. You have no new memories of this world, no past, nothing but what you purchase here. You are skaa, the second class citizen of the Final Empire. They till the soil, they work the mills, they do all the jobs the nobles can’t be bothered with. Mostly, though, they suffer. There isn’t a lot of work for skaa in Luthadel, sadly. You’re most likely to find work at the mills, or else are a thief. You might also get to be a servant for lower nobility who can’t afford better, a street sweeper, or, if you are very lucky, an apprentice craftsman or soldier. However, Skaa look after their own, and many show solidarity against the noblemen… though others will sell you out for a crust of bread, so choose your friends carefully.
      • Choked by Ash: You have an biology altered to survive in the harsh environment of Scadrial. You suffer no ill effects from the massive amounts of ash in the air, and can survive off the meager food grown on the few plants that continue to thrive. Without this, you would die of malnutrition no matter how much you ate, assuming you didn’t suffocate on ash first.
    • Beneath your Notice: You are unimportant, or are very good at seeming so. So long as you make no effort to draw attention to yourself, the majority of people will regard you as beneath them, and not worth bothering with. You blend in with the background easily. Note that if you do something attention-grabbing, such as attack someone or try to enter a restricted area, no amount of unimportance will hide you.
  • Divinity Dragon Commander Auto-Import
    • Form 13: Undead Half Dragon
      • The Undead tend to be an extremely religious and conservative lot due to closely held beliefs in the Seven. You’re still a Dragonknight (somehow).
    • Form 14: Mountain Dragon
      • Mountain Dragons cutthroat lives among the frozen peaks of the north. It relies on raw power above all else. You gain a dragon form that you can slip into at will. While in this form you have a considerable passive health regeneration (while not in combat), the ability to shoot fireballs and (obviously) flight. While in other forms you do not retain your regeneration or flight but can continue to use Dragon Skills unless explicitly stated. As a Dragon Knight your lifespan is much longer than it would otherwise be.
      • Acid Blaze: Upon activation your fireballs become acid. This acid is highly corrosive and sticky.
      • Rejuvenation: Your health regenerates extremely quickly while in dragon form and you find that your wounds heal slightly quicker in other forms too.
  • Lewd Princess Bride Auto-Import
    • Mercenary Background: {Bride} A swordmaster with few mortal peers but at the detriment of any other skills or connections. You have dedicated two decades of your life to the complete and utter mastery of personal combat. You’ve reached a peak of mundane skill such that you have few peers, and routinely sell your martial prowess to the highest bidder.
      • Drop-In Background: {LEWD} Come as you are, with nothing influencing your mind or behavior here.
    • Hello: {Bride} You let your skill at arms speak for you, and they speak eloquently and well. You’re fluent in every significant style of fencing to ever grace the small sword, a poet of steel and violence.
    • Small Sword: {Bride} A Mastercraft Epee that is self-repairing & self-maintaining.
    • Tenfold Bag: {Bride} A bag with a capacity ten times what is suggested by its size and a weight a tenth of what it should be.
    • Self-Awareness: {LEWD} There’s no muscle in your body you aren’t in control of – you could wiggle individual toes. You also have a handle on normally uncontrollable bodily processes, able to adjust your heart-rate, give yourself goosebumps, or control otherwise unconscious responses your body makes to outside stimuli.
  • Pacific Rim Auto-Import
    • Ranger Background: After seeing the destruction caused by the Kaiju, you volunteered to become a Jaeger Pilot. PPDC Rangers are tasked with piloting Jaegers to defend the shores of the Pacific from the Kaiju Menace, and raising the moral of the public to ensure support for the Jaeger Program.
    • Form 15: Male Human Kiwi Maori
    • Whaler Vengeance, A Jaeger: A pretty basic Jaeger, complete with Shatterdome Button which delivers it wherever we are in a few minutes. Comes with a basic Mk.2 Jaeger Hull and a Foghorn.
    • Flare Gun: You’ve got a flare gun with unlimited flares! You could probably do something really stupid with it.
    • Drift Compatibility: There is one individual in this world with whom Ahab can Drift so as to pilot a Jaeger. “Drifting” is a process that digitally connects two people’s minds, and allows them to see each others’ memories.
      • Ahab can drift with Gaius.
    • Djawadi’s Favor: There will always be a well-composed rock/electronic soundtrack for your fights, unless you choose to substitute a specific song during a given battle.
  • Vampire the Masquerade: Bloodlines Auto-Import
    • Form 16: ‘Humphrey’, Brujah Vampire (Tough)
      • Clan Brujah: Brujah are passionate idealists and rebels, more likely to fight for their rights than write protest songs. In undeath, most clan members commonly seek the creation of a vampiric Utopia. As militant radicals, they are renowned for their combat skills, but are also more likely to frenzy due to their hot-bloodedness, so to speak.
      • Tough Background: Tough (obviously), theoretically good in a fight. You have little formal education from this world. You were a tough guy or girl in Los Angeles. You’ve hung with a few gangs, wouldn’t be out of place at a biker bar and have been in a fair few scraps. You recently met someone unlike anybody you’ve met before. They seemed very interested in your fighting ability and seemed to talk as though they were thinking of employing you as a bodyguard.
      • Vampirism: Sharper senses, a body that can take a beating, and… if you play your cards right… eternal life. That’s no sure bet, but a chance at immortality’s not a bad deal. And that’s just for starters, a fringe benefit for join’ the club.
        • You have 30 Blood Points when fully sated, making you 6th Generation.
      • Ghoul: a fanatically loyal servant of roughly your description. Will remain extremely loyal regardless of their treatment and whether they remain a ghoul. Counts as companion.
        • Unused
      • Blood Bond: A basic quality of a vampire’s blood is its effects on others. Should you choose to feed it to others, you will find that within one sip, the drinker will find themselves with very strong feelings for you. Within two you will become incredibly important to them, and within three they will be your Ghoul and totally obsessed with/in love with you.  Ghouls do not age for as long as they have monthly access to your blood, can learn some basic levels of Disciplines and heal quickly by merit of your blood in their system. Animals can be made into ghouls and tend to grow very large.
      • Blood Buff: Gives a temporary buff to your strength and dexterity at the cost of some blood. This will give you a considerable edge in a fight and will make you particularly deft at any work you should set your hands to.
      • Embrace: you now have the ability to turn mortals into fellow vampires. The transformation process can be long and unpleasant for the childer but for you it’s relatively immediate. The process involves draining your prospective childer dry and giving them a small proportion of your own blood.  Warning, your newly made vampire is likely to Frenzy at the first sight of blood.
      • Disciplines
        • Celerity: Vampiric preternatural speed. The world will seem to slow while you remain unaffected, granting you startling reflexes and speed.  Costs 1 blood, lasts 2 minutes. Level 1 – You’ll run faster than a human can, but it isn’t obviously supernatural yet.
        • Potence: Grants supernatural strength that simply cannot be defended against, allows one to leap exceptional distance (Costs 1 blood, lasts 2 minutes). Level 1 – You are stronger than a human can physically be.
        • Presence: The dread Presence of the vampire can strike mortal fear into the hearts of their opponents, reducing their combat effectiveness. Costs 1 blood, lasts 2 minutes.  Level 1 – Those within a meter radius of you suffer a reduction to their strength, wits, and perception… and are slightly slowed.
    • Melee: You are a highly trained melee combatant. Whether this is due to advanced fencing lessons or you just being an artist with a tire-iron you’ll find there’s not much you can’t deal with by hitting it with stuff. You are also highly competent in at least one martial art.
  • Tenchi Muyo! Auto-Import
    • Form 17: Galaxy Police Officer “Shiro Kujira”
    • Space Police Background: You enter the jump as a member of the organized galactic police force. When they say ‘Cheeze it, it’s the fuzz’ they mean you. Be aware though that a lot of your superiors are really ditzy. Achingly competent, but ditzy. You begin onboard the GPHQ space station, and have been assigned to a backwater post on the lookout for pirates or rogue nobles, as your superiors don’t want an international incident… You have several decades of experience as a galactic law enforcement officer, which is pretty awesome. You’re also fairly well known with a publicized arrest record and more than a few high profile cases under your belt. You can speak the standard galactic language, and have translator implants for dealing with all kinds of other folk. You have an actual Job, with a salary, an apartment on some planet if you like, and assorted other benefits of having a steady job. You are the Law, and that means you gotta uphold the Law. While nothing stops you from using big flashy powers or tech from previous jumps, people are going to be curious about how you’re affording these wonderful toys on a detective’s salary.
    • Badge and a Weapon: You have the standard issue gear of a Galaxy Police officer, short of a ship. This means a control cube, weapons and armor, handcuffs and so on. Additionally, you have a talent not just for making your quotes, even indirectly. Either by skill, co-incidence, dumb luck, or a wonderfully efficient partner, you avoid most negative repercussions for being quirky in your chosen profession. As long as you continue to produce results, your bosses won’t mind you sleeping in or similar feats. You have the standard issue gear of a Galaxy Police Officer, short of a ship. This means a control cube, weapons and armor, handcuffs and so on. More importantly, your badge is recognized as having lawful authority no matter where you go, even in places that have no idea what the Galaxy Police is.
    • Body Enhancement: You’ve been given the appropriate magical/nanomachine/genetic treatment to be a peak example of whatever species you happen to be, and then had the dial twisted up to 11. You have five times the normal strength, dexterity and endurance of a professional athlete or soldier.
    • Control Cube: This device is an omni-applicable supertech gizmo that can seamlessly interface with any other piece of technology as advanced as it or less. How, you’re not sure because clarketech. The important part is, it can act as the terminal for your smartphone, your computer, your TV remote, car keys and whatever else you can think of, as long as you know how to work a rubix cube. It also doubles as a personal dimensional pocket, so you can store 3 cubic yards worth of nonliving objects inside. It can also hide itself dimensionally. If lost, it can be called back with a gesture.
    • Energy Pistol {Tenchi}: Nothing fancy­ the pistol has 120 shots before it needs to recharge for 12 hours unless you can provide power yourself.
  • Hellblazer Auto-Import
    • Mana: You gain the ability to practice magic and a pool of mana, raw magical power. Your Power and Efficiency will grow with practice.
    • Synchronicity: You gain the talent of synchronicity, meaning you have a tendency to show up at the right place, make it in the nick of time, or to have just the item you need. This can be enhanced with practice or with mana.
    • Funds: You gain 10,000 dollars cash in the local currency. You own a small house of condo in your starting location.
    • Slayer Origin: Galvanized by a tragic event in his youth, he was forced to deal with the magical world and has trained since that day to hone his body into a lethal tool.  It’s the least magical of all the backgrounds, but has contacts in both the magic and hunter communities, and comes with a reputation as a serious player, respected and feared by those who know of him.
    • Tough: Take a beating and keep on kicking.  You’ll be fine tomorrow.
    • Demonology Notes [Free]: A personal journal of an ancestor, describing demon species and weaknesses.
    • Holy Relic [Free]: A true holy relic. The sight of this item will repel demons and other monsters and its touch will burn.
  • Star Wars: KOTOR Auto-Import
    • Form ?: a male Mandalorian trained Zabrak
      • A common species in the galaxy, Zabrak are carnivorous humanoids with colorful skin and short horns covering their head. Zabrak traditionally receive facial tattoos to mark their lineage place of birth, or personality. They can speak galactic basic plus their native language. Zabrak possess an extra heart and incredible resistance to physical pain.
    • Mandalorian: You were captured by the Mandalorians years ago while you were still a young Padawan. They were initially going to kill you, but they decided to take you in instead. You received training and tutelage in the Mandalorian ways, and were eventually accepted into a clan. You managed to survive the war with a few other Mandalorians and you’re all now hiding out on your starting planet.
    • Demolitions: You gain a natural affinity for explosives. You know everything there is to know about mines, bombs, and grenades. You can easily make and disarm explosives.
    • Breath Mask: Air Recycling mask that protects against poisons and allows the wearer to breathe underwater and in a vacuum. Powered by a rechargeable battery.
    • Medkit: An advanced medical kit full of supplies. It has a built in computer that automatically scans for injuries and diseases and provides instructions for treatment. The kit is somewhat large, about the size of a briefcase.
    • Strength Path: The path of the Jedi Guardians and the Sith Warriors. Your physical abilities are stronger and you have a natural talent for combat related skills.
    • Protection Bubble: A Force power that allows the user to create a defensive sphere around their body. The sphere appears as a shimmering blue globe of energy. It can protect the user from a wide range of attacks, deflect laser blasts, defend against lightsabers, vacuums, and even inflict certain amounts of damage upon contact with an enemy.
    • General Goodies: Force Sensitivity, Force Heal, Persuasion, Force Speed, Force Sight, Precognition / Farsight, Force Empathy, Telepathy, Telekinesis, Mind Trick, Force Stealth, Lightsaber Training, Pistol Training, Single-Bladed Lightsaber
  • Firefly Auto-Import
    • Shepherd: Your time away from the world is at an end. You, and some other brothers, have got to get back out there and see how things work away from the Abbey. Hopefully, your old skills won’t be needed. But there’s a nice girl, and she’s hawking for a nice ship. Might as well go this way?
    • Friends in, Well, Places: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
    • Mysterious Box: You have a small box, in which is some fresh fruit. Mysteriously, you keep having sources for fresh foods and spices; never enough to keep you from starving if stranded in the desert, but enough to make meals interesting and avoid the monotony of protein slop.
  • Star Wars – The Clone Wars Auto-Import
    • Force Sensitive: You were born with a strong connection to the force. Whether you were taken by the Jedi, a dark Jedi, or followed your own path is up to you.
      • Gen’Dai: Nearly indestructible living nerve clusters. The insane bounty hunter Durge is a member of this species.
    • Melee Training: Bladed and Blunt Weapons Skills.
    • Starting Powers: Basic Force powers that come naturally to every Force user. (Telepathy, Telekinesis, Force empathy, Force speed, Farsight, Force stealth, Force sight and Mind trick.)
    • Comprehend Speech: The ability to understand any complex language you hear. This power will not allow you to understand primitive languages, such as anything spoken by by tribal or isolated peoples, and you will not automatically learn how to speak the language you hear.
    • Battlemind: A Force power that will allow you to augment your morale and fighting spirit in order to overcome the stress and fatigue of battle. Whenever this power is activated, you will be able to fight with a completely renewed passion.
    • Doppelganger: The power to create a perfect illusion of yourself. You can move the illusion around remotely perceive everything it experiences as if you yourself were there. The doppelganger is able to be perceived by both living beings and droids. If the doppelganger is attacked it will be dispelled.
    • Battle Armor: Advanced heavy armor. People looking at you will clearly see that you’re wearing armor. Protects your entire body but difficult to see and move in.
  • Star Wars – The Original Trilogy Auto-Import
    • ‘Phantom Pain’, A Bounty Hunter Droid
      • Humanoid Chassis [Free]
      • Vocabulator Upgrade [Free]
      • Translator [Free]
    • Bounty Hunter
    • I don’t Come Cheap [Free]
    • Electrobinoculars [Free]
    • DL-44 Blaster Pistol [Free]
    • Signature Outfit [Free]
    • Slave Outfit [Free]
  • Dresden Files Auto-Import
    • Practitioner-Wizard
    • Magic 101
    • The Sight
    • Wizard Tricks
    • Clued-In
    • Best Ale in Chicago (6pack)
  • Dishonored Auto-Import
    • Whaler Affinity
    • Shadow Walker
    • Basic Kit
    • Coinage
    • Bone Charm – Sustained Rage
  • Teen Titans Import
    • Knowhow
    • Nerd History [Free]: You developed an interest in science and technology at a young age and quickly became a young savant. Your technological skills are impressive and could be used to bring about many new scientific innovations. BUT that’s boring, so you’ve decided to spend a few years making robots and other crazy devices instead!
    • Engineering [Free]: You’re a master mechanic and an expert at building robots and other technological devices. You also have a fair bit of knowledge about hacking into computers.
    • Genius [300/500/800]: You’re one of the brightest minds in the whole world, which is really impressive when the world is filled with super geniuses that can create nanites, cyborgs, energy weapons and FTL starships.
    • Technopathy [200/300/800]: You can communicate with electronic technology and command it to do what you want. You can’t force a machine to do anything outside of it’s capabilities but you can can figure out how to improve a machine by talking to it.
    • Augmentation [300/0/800]: Whether or not you already have superpowers you’ve decided to improve yourself with cybernetics.
      • Self-Diagnostic System: A wrist mounted or augmented reality computer that will provide data on your current health and energy levels.
      • Armored Skin: Your vital body parts become covered in a light but protective metal, allowing you to ignore pain pain and shrug off most conventional assault weaponry.
      • Built-in Weapons: Either an energy based melee weapon or ranged direct-energy weapon. Regardless of exactly what you choose it’ll be strong enough to destroy both vehicles and robotic soldiers.
    • Costume & Themesong [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked. You also get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.

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