Joy – MGS Native

  • Origin Form: {Native} Voice Inside My Cybernetic Head / Simulation of The Boss / The Joy, an american super spy from the 60s
    • Superspy / Supersoldier: {Native}
    • Marksman: {Native} 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.
    • Form 2: Caucasian Human Female
  • Mother Auto-Import
    • Form ?: ‘Joy’, 9 year old Nowhere Islander
    • Drop-In Origin: Maybe you don’t want a bunch of new memories to sort through. That’s fine; you’ll turn up somewhere convenient, and everyone will wonder where you came from… or not…
    • Improbable Allowance: Keeping in touch with your parents, whether by phone, post or good old face time will give you a monthly allowance of $50k per Month deposited right into your bank account.
  • 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 Female
    • 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 Tactics: 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.
    • Speciality 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.
      • A Rapier
    • 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: Female Earth Kingdom Noble
    • Earth Kingdom: Proud lovers of tradition, the Earth Kingdom is by far the largest of the four Nations, as well as the most diverse. Their vast territory is divided into many provinces, though those within it still consider themselves members of the Earth Kingdom due to their shared traditions and history. Basing their philosophy on the Earth itself, they favor conservative strategies in life, moving only when necessary, then taking a direct and forceful approach to the problem. Their wealth comes in the form of agriculture and mineral wealth, although the greatest of these sources have been slowly but surely conquered by the Fire Nation.
    • Noble Background: Whether the Chief of one of the Water Tribes or simply a wealthy merchant family, your parents are high-ranking officials within your Nation. This gives you a certain level of authority, as well as important connections; on the other hand, you’re accustomed to a certain lifestyle, and find it hard to adjust to lesser circumstances.
    • Mind Your Manners: While you may choose to leave it behind once in awhile, you’ve been trained in the art of proper society behavior, and you’re good at it. From a Fire Nation beach party to the Earth King’s personal soiree, you know exactly how to behave to fit in anywhere. Even when exposed to cultures you’ve never heard of, you’ll instantly pick up enough etiquette to not make a fool of yourself, and rapidly familiarize yourself enough to make anyone think you were born there.
    • 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: Air Nomad Female
    • Air Nomad: A monastic order devoted to peace and harmony with nature, these people were all but completely wiped out by the Fire Nation. After the return of Avatar Aang and the end of the war, the Air Nation began steadily rebuilding. So far only a single family of Airbenders exists but they’re supported by many Air Acolytes, people who’ve dedicated themselves to preserving the Air Nomad culture.
    • Wanderer: You’re dropped into this world with no history and no new memories. People you meet will assume that you’re just a traveler, and even though you don’t gain any innate knowledge of this world, you also won’t have anything affecting your judgment.
    • Airbender: Airbending was a versatile and dynamic art, though used almost purely for defense. Airbending had few if any finishing moves, let alone lethal ones, instead giving a practitioner a variety of techniques designed to knock foes off-balance. It also favored enhancement of one’s own agility, using the air to send the Airbender flying into the sky.
    • Chi Manipulation: A natural energy known as chi exists within all living organisms in this world, and you know the location of critical points on the human body that allow chi to flow. You’ve been trained to utilize this knowledge during combat to temporarily paralyze foes and disable other people’s bending.
    • Acrobatics: You’re capable of performing great fears of athletic and acrobatic skill.
    • Mobile Bender: You’re skilled at using your bending to get around quickly. Airbenders can manipulate the atmosphere around them to glide or levitate.
    • Pressure Bending: A unique form of airbending that allows the user to manipulate the density of air to create vacuums and constructs of solid air.
    • Spiritual Projection: The ability to temporarily separate one’s spirit from their body to travel to another location in a matter of seconds. Through projection, an airbender is able to explore locations that would otherwise have been inaccessible, such as moving around freely underwater or in sealed locations by passing through solid matter. The use may also speak to and be seen by others while projecting.
  • Civilization Auto-Import
    • Member of the Magi Pantheon: Magi Goddess of Wisdom & War
    • Advisor: For those of you who don’t want to be so directly involved in the day to day (or year to year) action of your civilization. You have the option of becoming intangible, and will serve as an inspiration to your people over the centuries. You have a few decades observing your people from on high, and have a pretty good idea of their situation, you might not know names, but you know where to guide them. This is closest to actually PLAYING Civilization, just without grids and turns. You’re expected to spend a lot of your time immaterial, acting as a guiding presence, instead of a direct ruler. It’s tougher to teach things, as you’re spending most of your effort on subtle nudges and inspiring people, not telling them what to do.
    • Spirit of the Nation: For the duration of your time in Civilization, your default form is an intangible presence that covers the physical and cultural breadth of your chosen people. In this state, you may communicate verbally or nonverbally with anyone under your range of influence. You may spend a third of your time fully incarnated in your chosen Jumper form, with full access to your powers and warehouse. After the jump, you are no longer intangible, and instead count as ‘present’ around those who are loyal to you, for the purposes of communication, though you might need something like telepathy to actually speak. This is primarily an ‘enabling secondary power’, as it’s primary purpose is to extend the range of your influence. Basically if you have an aura buff, this extends the range.
    • The Oracle: When placed as an object nearby, the Oracle becomes an omni-­applicable answering machine. If someone directs a message to you, via letter, email, internet chat or phone, it can be received via the oracle’s urns of fire. You cannot call back however. When placed as a structure, You can can record messages or orders at any time with a thought and send them to the Oracle. Observers will receive these orders as if you said them in person.
  • 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 ?: Female Yeti (Monster’s Inc Style)
    • 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.
    • Secret Messenger: There is always a way to contact someone, and be contacted in return. Send someone you love a perfumed handkerchief, memorize the symbolic nature of flowers for a bouquet, develop an encryption that it would take the NSA thirteen years to crack and broadcast it as a smoke signal (though that last one may take a few days and a code-book for the intended receiver)
  • Samurai Jack Auto-Import
    • Treasure Hunter Background: You grew up traveling all over the place. You’ve been to every continent on the planet and you’ve seen many weird, wonderful, and terrible things in your travels. Your experiences have given you insight into the many treasures that exist on this world and now you’re finally ready to go looking for them.
    • Thievery: From Pickpocketing to large scale heists, you’re an expert at both planning thefts and stealing things unnoticed.
    • Scouting Glasses: This item features thermal, night, and x-ray vision settings. It will also allow you to see invisible laser traps and even functions as a set of binoculars.
    • Static Charges: Small magnetic grenades that can fry electronics and shock living enemies.
    • Briefcase: An incredibly complex multi-tool that looks like a simple briefcase. In addition to being able to hold things, it comes with a built in scooter, flashlight, and machine gun. It is also durable enough to serve as a shield against bullets.
  • A Song of Ice and Fire Auto-Import
    • Form 6: ‘Layaffi’ (from Layafat, to be Happy), a Noble Dothraki Female
    • 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: “The Last Full Measure”
      • Arms: a white hart on a field of red, an arrow black in its chest.
    • 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
    • Ventriloquism: Excellent vocal control, including the ability to throw your voice and mimic others with ease. But no improvement to singing skill.
    • 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 ?: ‘Jasmine Bahs’, a Human Hunter
    • Student: A current student of a Combat school, preparing for a Hunter academy.
    • Intellectual: Studies and research come to you easily, turning the efforts of what normally would be an all-nighter into a coffee break.
    • Tinkerer: You’re a whiz at maintaining, modifying and making things. Everything from Sniper Scyfles to Toaster Ovens, as long as you made it yourself or had the blueprints on hand. Unlock the secret of Variable Weapon Crafting.
    • Grimmoire: Seemingly made of Beowulf hide, this dusty tome and bookstand is both spellbook of unspeakable horror and leathery mallet. With spells that mimic the attacks of Grimm, it grows with each kill. Promises not to whisper at night.
    • Dust for Dummies Pro: A book teaching the manufacture, refinement and applications for energy propellant. Not only do you become a more proficient Dust user, mixing your own, upon mastery you discover how to make substitutes!
    • Aurorium: A single bar of an interesting, rare, experimental material that conducts Aura extremely well, amplifying its effect by a lot. Hope you can craft it though, or it’s a paperweight. Worth a kingdom’s ransom.
    • Semblance: ???
  • Touhou Project Import
    • Form ?: a female Human Leader
    • Leader Origin: You’re the undisputed head of a group you represent, a position you earned and maintained by your skills and talent. Your group consists of a band of loyal followers, all with unique strengths and weaknesses, but with the unified mindset of helping you further your goals and ideals. Though you may not be as influential as more prominent groups in Gensokyo, you definitely have the means to rise up and rank among the greats if you give it your all. Among your servants, there is one in particular you could entrust anything to beyond the shadow of a doubt, a person who has proven time and time again they are up for anything you ask of him or her. Though you would never admit it, perhaps a little less responsibility burdening you would be nice once in awhile…
    • Human Race:  It’s no secret that humans are one of the weakest races in Gensokyo. They aren’t naturally attuned to perform magic and are physically unimpressive. However, with a great deal of willpower, there is little humanity cannot achieve, even during their short lifespans. There are even humans who have ascended their status as a human and transformed into Magicians or even Youkai with dedicated training, but that feat will take at least a decade to accomplish.
    • Focus Undivided: It is critical in Danmaku battles that one can evade fire just as effectively as they can return fire. This will give you keen, supernatural awareness of your body’s surroundings, and will allow you to manipulate your body to more easily let projectiles and other attacks to graze by harmlessly.
    • Soar: In Gensokyo, the ability to levitate and fly are very common, and is crucial to Danmaku battles. With some practice, you can learn to travel just as fast around sharp bends and even backwards as you can dead ahead.
    • Third Eye of Satori: You will be able to read the hearts and the minds of any being, no matter if they speak a different language, or even if they are animals, though only in their immediate presence. This power will also grant you the ability to hypnotize others by manipulating their conscious minds. Furthermore, if your targets are in a compromised mental state where mental resistance is minimal, are unconscious, or if they simply allow you to do so, you can even tap into their memories to experience them for yourself.
    • Spirit Camera: By simply willing it so, as long you have any kind of device capable to producing an image, it will display a picture, or even a video if the device is capable of it, of any person, place, or thing you desire in their current state. You may be able to find just where they are with some detective work based off the picture, but their actual location will not be known by you naturally.
  • Fairy Tail Import
    • Title: ‘The Shooter Saint’, a female human
    • Gun Magic: A C-Class Magic that allows the user to load various types of magical bullets (usually with elemental enchantments into guns and fire they so as to cast spells. This can even include candy or bubble bullets
    • Requip: A B-Class Magic that allows the user to summon equipment they own from a pocket dimension (the cosmic warehouse) while in battle and stronger users can switch equipment many times during a battle.
  • 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
    • Name: Alison Derflinger
    • Drop-In Background: You’re dropped in at the outskirts of the city in a secluded area. You get an I.D. Card, a stipend, an apartment to live in, and a school to go to. The city has no records of your abilities though. All they have is your name, your ethnicity, your date of birth, and a picture of your face. As a result, you could probably get away with doing things under the radar. Have fun, you’ll be here for ten years. Enjoy your stay.
    • True Grit: You’re less likely to give up. When faced with an insurmountable task such as climbing a really high mountain, you’re more likely to succeed by pushing through the pain, or at least get dragged away kicking and screaming, than give up. In a fight, you won’t back down easily and you’re likely to keep going until the bitter end, or you decide on a strategic retreat. Problems with cowardice will not be problems any longer.
    • Media Collection: You get a collection of To Aru Merchandise. You’ve got plushies, phone covers, a PSP with both games, a collection of all the light novels that will ever be written, as well as DVDs of all the Anime Episodes that will ever be made. I’ll even throw in some merchandise of a certain frog. Whether you’re going to use them to metagame this universe, as gifts to characters, or even mass produce them and sell them to the public, it doesn’t matter. Just make it entertaining.
    • Telekinesis: Lift Light Objects > Throw Objects around > Move 232.44kg within 100M > Force Walls > God of Motion… This form of Telekinesis allows you to create a field of force that affects an object you wish to manipulate. Control decreases the closer you get to your weight limit and maximum range. Through that, you might be able to fly, fire telekinetic bullets, maintain telekinetic shielding, accelerate objects to insane speeds, or simply tear people apart. The amount of ‘hands’ you can maintain at once and amount of weight moved increases per level. Range maxes out at 100m. Has a lot of potential for mayhem and huge versatility, especially with creative use.
  • They Live / 80’s Action Movie Auto-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 Geopolitical Engineering.
    • 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
    • Creator Background: You are a talented artist of some renown and have decided to visit Bright Falls to get away from it all. Recently however, you have noticed strange happenings, as if your stories have become prophetic and your art has come to life…
    • Artist: You gain an innate talent in the art style of your choosing, whether it’s writing, dance, painting, or something else. Pottery.
    • Flashlight:  A flashlight with the unique ability to automatically recharge its battery over time. You can replace the batteries manually should you need light immediately.
  • 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.
      • Technopathy
  • Redwall Import
    • Form 6a: ‘Artemis’, a female Squirrel-Sized Red Squirrel Warrior
    • Form 6b: ‘Artemis’, a female Man-Sized Red Squirrel Warrior
    • 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.
    • Squirrel: You’re tall and lithe, built for climbing, jumping, and occasionally a bit of digging. Also, you’ve got something that most other beasts don’t: a big bushy tail.
    • Warrior Background: You might hail from the ancient mountain of Salamandastron, the nomadic Guosim, or some other culture in which honor and martial tradition are highly prized. Regardless, you’ve been trained to use a weapon since you were able to walk– and even before that, you were taught that you must only use that weapon in defense of the weak and the helpless.
    • Treetops and Timber: The dull old ground is not for you. You’re one of the best climbers around, a forest freerunner… but are equally at home on rocky crags or even on artificial constructions. This comes along with a moderate increase to your overall agility… as well as a better memory for where you’ve hidden things. Never lose your car keys again.
    • I Am That Is: The great warriors of the past live on in you, subconsciously advising you at times of crisis, and lending you some of their talent at fighting and at leadership. You might awake one morning to find that a vermin horde is at your doorstep… but also that you suddenly know some ancient otter martial art that you’ve never practiced in your life, and exactly where to find the MacGuffin that once belonged to your ancestor. By engaging in meditation – or seeking them out in a dream – you can also converse with your predecessors directly. Each time you Jump to a new setting, you gain access to a new set of ancestral spirits, as appropriate to the setting and to your chosen background. Finally, should you ever die once and for all (whether valiantly in defense of the innocent or peacefully in your sleep), a fragment of your spirit will live on in each world you have visited, to guide and advise other warriors for truth and justice… and, perhaps, to grant them access some shadow of your vast powers.
    • Weapon Training: You’re respectably familiar with the most common categories of weapons used in this world – including swords, spears, staves, slings, and bows. Choose one class of weapon with which to be particularly talented.
    • Basic Weapons: They aren’t the sharpest or the shiniest, but they can certainly get the job done. One or two weapons of your choice, from fairly standard swords and bows to a more exotic frog-sticker or an authentic gullwhacker.
  • Bleach Auto-Import
    • Soul Reaper: You are able to use your internal spiritual pressure to create “melee” weapons. You are superhumanly strong, starting off at around the rank and power level of a 20th seat member of one of the Court Guard Squads. You’re a fairly average Soul Reaper, powerwise.
      • New Recruit [DB]: You are about as skilled and as strong as a 40th seat member in your division. You are probably going to get stuck with the most boring jobs here. You also were just issued as a Soul Reaper, and as such you only have a blank Zanpakuto. For the ten years you are here, you cannot achieve shikai, which is the basic form of your sword. (Null & Void)
      • Visored Transformation: By achieving balance with her Inner Hollow, Joy has achieved the status of Visored.
      • Shunpo: By training, Joy has become an expert at Shunpo. This technique allows the user to use spiritual pressure to move their feet quickly, to the point where it almost looks like they are teleporting.
    • Kido Trainee: You have the innate talent to cast Soul Reaper spells. These can do anything from binding an opponent to generating blasts of blue fire from your hands.
    • Zanpakuto:
      • Unconventional Weapon
      • Flintlock Dual Zanpakuto
      • Shikai: ???
      • Bankai: ???
    • Visored Mask:
      • Hierro: ???
      • Cero: ???
      • Resurreccion: ???
  • Demon’s Souls Auto-Import
    • Opted Out
  • Codex Alera Auto-Import
    • Form 8: ‘Sabahai’, a female Marat of the Kevras-ha
    • Marat Race: Physiologically similar to Alerans, Marat have pale skin, silvery white hair, and are feverishly warm compared to humans, they can go through snow in nothing but a loin cloth and not get frostbite (or even a cold). They have excellent night vision and are stronger & swifter than a human (that isn’t using earthcrafting or windcrafting to boost themselves). Essentially they are neolithic wood elves, complete with cannibalism (as in “partaking of their enemies’ strength”) being a social norm.
    • Chala Bond: You have made a life bond with one of the species on this world. With it comes understanding of that bond creature and a mingling of traits. You gain their eye color, among other things. For example, the Sabot-ha (Gargant Clan) gain tremendous strength and the Kevras-ha (Horse Clan) gain swiftness.
      • Horse Clan, A Horse named “Sorrow”
    • Weapon & Armor: {Codex Alera} Marat Spear, Bow, & Loincloth.
  • Black Bullet Auto-Import
    • Form 9: Female Egyptian Cursed Child {Black Bullet} Bedouin Ethnicity
    • Cursed Child: Children born with the Gastrea virus, always female, who possess incredible powers and abilities as the result of the infection. Recruited to serve as mankind’s final defense against Gastrea infiltration and incursion, they are dubbed “Initiators”. Each placed in the care of a partner, a “Promoter” who must work alongside his Initiator to defend what little remains of the world, a thankless task, facing not only the knowledge that they risk their lives in the defense of man, but their very soul, for the Gastrea virus that infects them also slowly consumes them, until they are man no more, but monster.
    • Initiator: You don’t understand why they hate you for something that wasn’t your fault. You don’t know why they call you a monster. You can’t understand why you never knew your parents, why you were abandoned. You understand that without focus, without maintaining control of your emotions, your eyes are red. Reviled. You see the way out… you will fight. But not alone.
    • Roach: Your flesh is harder than most and your wounds regenerate at a speed that allows you to recover from all but the worst injuries in minutes. While you can take a considerable number of bullets or some seriously heavy blows, you have a vulnerability to Varanium and weapons constructed from it bypass this perk.
    • Rabbit: You’re incredibly agile and strong. Your kicks pack a punch and your punches have quite the kick… you’re strong enough to easily use an anti-materiel rifle, but your kicks are powerful enough to render it unnecessary. Not only can you jump incredibly high, you can also double jump. Don’t think too hard about it. May or may not increase fertility.
  • Marvel Cinema Universe Auto-Import
    • Operative Background:  You may as well be a ghost with all the false identities and backgrounds you have prepared for yourself. No matter what identity you choose, all of them are deadly. You work with precision and dedication on whatever task you’re given. With so many identities, however, it may be difficult to decide which one is the real you. Tread Carefully.
    • Vehicular Manslaughter: You’re a really good pilot, and a really good driver! It doesn’t take you long to familiarize yourself with a new vehicle, though alien vehicles may take a fair amount of trial and error. Once you’re moving however, you know how to get the most out of your new toy… as well as how to utilize it against your enemies. Whether using the weapons or just running them over, a vehicle is a tool of death in your hands.
    • Collapsible Bow: This surprisingly sturdy recurve bow is collapsible via breaks above and below the handle, as well as midway down the length of each limb. The bow also has a remote control system built into the grip, designed to be used in conjunction with a special quiver that organizes and sorts specific arrows you may have placed in this quiver.
    • Thunderstick: This police baton-sized weapon was designed by S.H.I.E.L.D. in order to release a wave of sonic energy designed to quickly incapacitate an attacking force. It works by releasing an explosive device in the air, but yours can also slam the ground to trigger it if need be.
    • 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.
    • Super Soldier Transformation: {Upgrade} If anyone would be stable enough and controlled enough to withstand my modified version of Dr. Erskine’s Strange Formula, it would be Joy.
  • Dragon’s Crown Auto-Import
    • Form 10: Hydeland Elf
      • Base Stats: STR: B | CON: C | INT: B | MGR: C | DEX: A | LUC: A
      • A dexterous archer, fast, precise, and ultimately lethal. Born to a family of hunters, you grew up with a bow in your hand and a knife at your belt. The forest was your home, but you lived for those moments when your family would go to market to sell their wares. The market, full of its stories and strangers from far off places, is where you got your first taste of adventure. You vowed that one day you would be the one to travel and see the world. That day is today.
    • 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.
    • Rapid Fire: Only Yngwie Malmsteen has faster strings than you, but you’re far more deadly. This ability will allow you to fire arrows in rapid succession with no penalty to accuracy. The number of arrows fired will increase as you practice this skill and, as with all archery, it will be physically taxing.
  • Strike Witches Auto-Import
    • Callsign: “Boomboom” (Liberon Strike Witch)
    • Familiar: A Bald Eagle named “Adam!”
    • Striker: Fighter Unit
      • Loadout: General Purpose Machine Gun x2
    • 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”: 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 ?: A female Big Business Human
      • The most populous race, humans are exactly as you remember them from your earth. Very capable with science and technology, humans do their best to run the world, and most everyone else is content to let them, for the time being. When confronted with things they don’t understand, they tend to panic.
    • 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: $400k US or the local equivalent. You could probably use this to survive for a couple years. Or you could get a job.
    • Tech-Adapting: By spending a few moments examining a machine, you can figure out how it’s most basic functions work. Driving vehicles you’ve never encountered and operating strange computers is never outside your ability. Longer times spent studying a device increases your understanding, obviously.
  • Mistborn Auto-Import
    • Form 11: a female Noble of Luthadel
      • You live a life of opulent comfort. You are rich and powerful. Noble society is a nest of sharks, vipers, and vultures, all forever watching you for weakness. You are a member of one of the lesser noble houses of the Final Empire. Your family cannot afford a proper keep in Luthadel, but most of the stronger family in other provinces try to maintain a presence in the capital. You have much greater means than any skaa, but you are small potatoes compared to the illustrious members of the Great Houses.
      • 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.
    • Privileged: You are treated with deference and respect by anyone who is not demonstrably your superior. People, even your peers, take pains not to offend you, and give you all the respect and privilege due to your rank. People who have good reason to hate you, or who are noticeably superior to you, will not defer to you, but still treat you with at least a modicum of respect even if that respect is merely a thin veil hiding a vicious, seething hatred.
    • Coin Pouch: You have a pouch of 500 boxings. This is pocket change for a noble, but a vast fortune for a skaa. Very useful for a Mistborn in a hurry to get places quickly. If used for transportation, used coins reappear in the bag. If spent as currency, you’ll have to get it back the hard way.
  • Divinity Dragon Commander Auto-Import
    • Form 12: Elf Half-Dragon
      • Proud and well meaning (although perhaps a little naïve), the Elves are extremely fond of all things natural, disdaining all thingsthat damage the Green Mother’s domain.
    • Form 13: Sabre Dragon
      • The most versatile of dragon kinds, the Sabre Dragon is a formidable foe that combines might and mind to overcome his enemies. 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.
      • Advance!: With a roar you can grant all your allies within 1600 metres 60% faster movement for 10 seconds. Has a cooldown of a minute.
      • Soar: You fly half again as quickly as other dragons.
  • Lewd Princess Bride Auto-Import
    • Noble Background: {Bride} A life of comfort and skill in government and social affairs but obligations to family and country tie you down. A minor noble of the court of Florin, you’re more suited to courtly intrigue and inspiring the masses than the battlefield. That savvy might make you an asset of a threat. You’re moderately skilled at arms, and your father still controls your family’s holdings. Still, that could soon change.
      • Libertine Background: {LEWD} You are a noble of one of the kingdoms of this world, raised and influenced among beauty and hedonism. A great many things float your boat, and you’ve sailed them all. You’ve learned to move with grace through any number of different social circles, and have an instinctive grasp of whatever the standard etiquette is for your current situation.
    • Statesman: {Bride} Born and raised in the courts of the kingdom, you’re a skilled and capable administrator, and could run a nation – or corporation – as easily in war as in peace.
    • Soreless Saddle: {Bride} This is the perfect saddle. While made for a horse, you could easily fit it on another riding beast, and it prevents any and all discomfort from the ride itself. Can’t do anything about the environment.
    • Knowing Gaze [Free for Libertine]: {LEWD} People cannot hide their desires from you. No matter how carefully they hide their intentions, you can instantly recognize when they are faced with something they covet. It takes a little more effort to recognize when they are thinking about these things, such as when mentioned during a conversation.
    • Modest Land Holding: {Bride}
  • 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 12: Female Srilankan
    • Foxtrot Tango, 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: A Flare Gun with unlimited flares!
    • 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. Joy can drift with Kohina.
    • 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 13: ‘Audrie’, a Ventrue Cainite (Nerd)
      • Clan Ventrue: Truly the upper echelons of society, the Ventrue are seen as the honourable and virtuous leaders of the Camarilla. Even the lowliest initiate of Clan Ventrue can expect special treatment in Kindred society. This regal bloodline, however, gains no nourishment from the lowborn, thin-blooded or animals.
      • Nerd Background: You’re used to not getting much sun, well educated. You lack any combat experience and may lack social skills. You didn’t exactly get the most out of the nightlife in LA spending most of your time in front of a computer screen or with your nose deep in a book. You recently got into a conversation with a stranger on the internet, they seemed to know a great deal about you and had an interest in knowing more. Before you knew it you had arranged to meet in person.
      • 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 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.
      • 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.
      • 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
        • Fortitude: Allows for amazing displays of preternatural constitution. Guarantees a certain amount of damage from every incoming attack will be ignored (Costs 1 Blood, lasts 2 minutes). Level 1 – Grants minor resistance to bashing, lethal, and aggravated damage.
        • 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.
        • Dominate: The superior strength of the vampiric mind allows you to control the minds of weaker kine and even some Kindred. Level 1 – Command (Costs 1 Blood, lasts 2 minutes) The target sinks into a mesmerising trance or starts to dance. The Vampire may also compel the weak-minded into doing their bidding, this compulsion becomes stronger with each level of Dominate bought.
    • Hacking: You’re amazingly good at hacking the weird 90’s computers that seem so popular here. You also have a better understanding of computers and find it a great deal easier to learn how to use new computer systems competently.
  • Tenchi Muyo! Auto-Import
    • Form 14: Space Pirate “Yorokobi”
    • Space-Pirate Background: You’re one of the hundreds of medium to big names in the underworld, either wielding vast personal power or having a fleet of ships or minions under your command. Obviously, the Galaxy Police want to have a word with you. You begin onboard your Pirate Vessel, enroute to a particularly undeveloped world, ripe for the taking… You have several decades of experience under your belt, and know quite a lot about smuggling, piracy, raiding and so on, as well as being whatever kind of scoundrel suits you. Fortunately, most space pirates are individualistic wierdos or results of hypertech experiments, nobody would bat an eye at any random things you bring into the jump. You can speak the standard galactic language, and have translator implants for dealing with all kinds of other folk. You’re not exactly a kleptomaniac, but stealing things is as much a calling as it is how you pay your bills. You are a wanted fugitive for a reason. Pirates have trouble making friends with anyone, including other pirates. Alliances between your pirate group and other organizations tend to dissolve quickly.
    • Jailbreaker: You can be caught, and you might have been once or twice, but no jail can hold you for long. Either you just pay the bail with clean money, or arrange for a daring prison break. Either way, you’ll be out within 6 months of going in. Only Prisons built especially for you can hold you longer, and even then, you will escape at the first opportunity. Discretion is the better part of valor, and you always know to keep a back way out. Or find one. You know where all the emergency exits, lifeboats/pods, and other getaway devices are in a structure or ship.
    • Subspace Onsen: You have found or constructed a wonderful retreat away from everything. It has infinite hot water provided by normal fixtures or resplendent waterfalls. There are dozens of pools of varying size, shape and privacy, as well as a fully stocked kitchen and bathside bar. After the jump, it automatically connects itself to your Warehouse and can be accessed from there, or summoned to some location in your current reality. As long as it is outside your warehouse, it can expand its subspace dimensions to support an infinite amount of occupants. Otherwise it is capped at 50 people. Either way, it cannot store objects or materials.
    • Energy Sword: Nothing fancy. The energy sword has a self-recharging battery that lasts for 12 hours, or longer if 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.
    • Scholar Origin: Your life was abnormally dull until you applied to college, earning a scholarship from Yale’s department of Arcane Studies. You took a chance, despite never having heard of the program. Four years later, you have learned a vast amount about a world that you had never before noticed. You are a researcher of the arcane world, with a broad knowledge base, but little magical power, relying on complicated rituals for most magic
    • Funds: You gain 10,000 dollars cash in the local currency. You own a small house of condo in your starting location.
    • Encyclopedic: You gain a radically improved memory and a broad knowledge base in the occult.
    • Tarot Cards & a Crystal Ball: Used for reading fortunes and seeing afar. These items are imbued with magic and assist in divination.
    • Ancient Books: A small library of rare tomes, both expensive and rare.
  • Star Wars: KOTOR Auto-Import
    • Form ?: a female Nautolan Grey Jedi
      • A rare species in the galaxy, the Nautolans do not often leave their homeworld. They are carnivorous amphibian humanoids with colorful skin, solid black eyes, and multiple long head tails. They can speak galactic basic plus their native language. Nautolans possess low light vision, excellent swimming skills, and the ability to breathe underwater.
    • Grey Jedi: You were taught the ways of the Force by your parents who had abandoned the Jedi Order years ago. You learned that things shouldn’t be categorized into black and white, and gained insight into both the light and dark sides of the Force. You’ve recently left home to find your place in the galaxy.
    • Persuasion: You gain a natural affinity to speech and psychology. You can easily make people do what you ask them to, and you get better deals from merchants.
    • Datapad: a personal computer tablet equipped with a journal, map, digital storage drive, holoprojector, calculator, and sketchpad. The datapad can wirelessly connect to any nearby computer network and runs on a rechargeable battery.
    • 50,000 Credits: Galactic Standard currency, tax free and legally owned by you.
    • Intelligence Path: The path of the Jedi Consulars and Sith Inquisitors. Your mental abilities are stronger and you have an easier time learning skills and force powers.
    • Force Heal: A Force Power that rapidly accelerates the natural healing process. It can be used to mend injuries and cure diseases.
    • 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.
      • Clawdite: Shapeshifters. Zam Wesell 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.
    • Psychometry: A mental technique that will allow you to pick up impressions and traces of information about an object touched and the events that have surrounded it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced.
    • Plant Surge: A light side Force power that can be used to accelerate a plants growth and improve its health. In battle, this ability can be used manipulate existing plants to incredible extremes, allowing you to do things like wrap opponents with vines, and control carnivorous plants. Attempting to use this power while connected to the dark side will cause the plants you’re manipulating to quickly wither and die.
  • Star Wars – The Original Trilogy Auto-Import
    • ‘Slepa’, a Royal Vorzydiak Force Sensitive
    • Royalty
    • Force Sensitive
    • Vorzydiak
    • For The Alliance! [Free]
    • 100,000 Credits [Free]
    • Throne Room [Free]
    • Signature Outfit [Free]
    • Slave Outfit [Free]
    • Starting Powers [Free]
  • Dresden Files Auto-Import
    • White Court Vampire – Raith (Lust)
    • Emotional Vampire
    • Unwholesomely Good-Looking
    • Raith Contingency Card
  • Dishonored Auto-Import
    • Philosopher Affinity
    • Resourceful
    • Basic Kit
    • Coinage
    • Bone Charm – Unnerving Target II
  • Teen Titans Import
    • Vortex
    • Thief History [Free]: Your life hasn’t exactly been easy, you’ve had to steal and lie to survive but your struggles have made you a very skilled and dangerous individual. You know how to evade the law and survive on your own, but maybe you’re ready to start a new chapter in your life and turn to the side of good?
    • Rogue [Free]: You’re able to perform feats of great skill and agility. You can run over obstacles, dodge enemy attacks and skilfully navigate treacherous terrain. In addition to you acrobatic abilities, you also know how to charm and persuade people with your words.
    • Teleportation [150/650/800]: You can create portals to any location you can picture in your mind. It takes a few seconds for your portals to form but they’re able to transport you across great distances in only a few moments. Other people are able to teleport with you. There are no limits to where you can teleport within a city-sized area, locations beyond that range can only be reached if you’ve visited them at least once before.
    • Shapeshifting [200/450/800]: You’re able to take on the voice and physical appearance of anyone you observe and you can change your physical features at will. You can only shapeshift into humanoids and you can’t emulate other people’s powers.
    • Not So Secret Base [400/50/800]: A high-tech five story building located on a small isolated piece of land. Both the land and the building are recognized to be under your ownership and for some odd reason no one ever seems to care about anything strange that happens on your property. You could launch a rocket with only a brief bit of forewarning to city officials or have big obvious battles out in the open and get no attention whatsoever. Aside from the anomalous effects surrounding your property, the base comes with 10 bedrooms, (Each with their own personal bathroom.) a main operations/living room, a kitchen, a gym, an infirmary, a garage, and a basement.
    • Admission Papers [50/0/800]: A set of documents that can help get you into any secret school designed to teach superpowered individuals. They won’t provide any funding though, you’ll have to find that yourself.
    • 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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