Partner: Zane Jade – Pokemon Mystery Dungeon Native

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  • Origin: Lucario Rescuer (3’11”/1.2m tall, 119lbs/54kg)
    • Lucario: Lucario is a bipedal, canine-like Pokémon, with fur that is predominantly blue and black. It possesses a short, round spike on the back of each forepaw, in addition to a third on its chest. It has a long snout and ears. When its mouth is open, it has two pairs of pointed teeth, one in the upper jaw and one in the lower. It possesses cream-colored fur on its torso, and blue fur on its thighs that resembles shorts. It has a medium length tail of the same blue color as well. It stands on its toes rather than on its entire foot. It has developed four small black appendages on its head, which rise when Lucario reads or manipulates aura, a special energy that it senses. Lucario can study this energy to predict the movements of their opponents and track their quarry. They also have the power to manipulate this energy in an offensive manner, in the form of explosive spheres of energy. Lucario can understand human speech, and have been reported to communicate with humans through telepathy.
      • LucarioRiolu
      • As Mega Lucario, its cream fur becomes longer, and its thighs slim down. It develops more spikes on the back of its paws, which have turned crimson. It also develops spikes on both of its feet, which have become crimson too. Its aura-sensing appendages grow longer, and two of them are tipped in crimson. Its shoulders also possess a spike each. Its aura heightens throughout its body, which formed black markings on its blue fur. Mega Lucario was originally believed to be the first discovered Mega Evolution.
      • File:448Lucario-Mega.png
      • Lucario is considered to be prideful, and is extremely loyal to its Trainer. It also seems to have a natural sense of justice. It usually lives deep in mountains very far from people to improve their skills. It is an exceptionally rare Pokémon. Lucario are primarily carnivores, hunting their prey in packs, though one Lucario was seen eating berries and plants, like roses. It has been seen eating chocolate, even though chocolate is not part of its natural diet.
    • Steadfast: Immunity to Flinching
    • Fighting Steel Type: Resistant to Normal, Grass, Ice, Dragon, Dark, & Steel type attacks. Extremely Resistant to Bug and Rock type attacks. Immune to Poison type attacks. Weak to Fire, Fighting, & Ground type moves.
    • Dark Pulse: The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch (20% chance.) 24PP, Power 80, Accuracy 100%, Dark Type, Special, Ranged Attack.  Does double damage to Ghost & Psychic Types, but half damage to Dark, Fairy, & Fighting Types.
    • Aura Sphere: The user lets loose a blast of aura power from deep within its body at the target. This attack never misses. 32PP, Power 120 (STAB), Accuracy –%.  Fighting Type, Special, Ranged Attack. Does double damage to Dark, Ice, Normal, Rock, & Steel type enemies, but half damage to Bug, Fairy, Flying, Poison, & Psychic types, and no damage to Ghost types.
    • Dragon Pulse: The target is attacked with a shock wave generated by the user’s gaping mouth. 16PP, Power 85, Accuracy 100%. Dragon Type, Special, Ranged Attack. Does double damage to Dragons, half damage to Steel, and no damage to Fairies.
    • Flash Cannon: The user gathers all its light energy and releases it at once. This may also lower the target’s Sp. Def stat. 16PP, Power 120 (STAB), Accuracy 100%, Steel Type, Special, Ranged Attack, has a 10% chance of lowering the target’s Special Defense by one stage. Does double damage to Fairy, Ice, & Rock Type enemies but half damage to Electric, Fire, Steel, & Water type enemies.
    • Pokemon Origin: Increased Strength, Endurance, Speed, & Agility beyond that of a human.
    • ADHD: Innate.  No Benefit really.
    • Humanshift: You gain the power to shift between Pokemon and Human at will! You can use your Pokemoves in human form and get half the boosted strength, endurance, speed, and dexterity.  Clothes will be stored in a pocket dimension while in Pokeform and will appear on your body when you shift back.  Bags will adjust to fit your body.  You don’t die in Pokemon Form, but are KO’d. You shift to human, remain KO’d and can be killed. You gain Muscle Memory for your Human form.  Your lifespan is tied to SJ’s and your age will match hers in your human form.
    • Heal Ribbon: A ribbon that increases your body’s natural healing rate. As long as you are wearing it, wounds heal twice as fast. For humans, that shortens a week to days. For Pokemon it shortens it to hours.  Can’t heal statuses.
    • All Terrain Hiker: You gain the inexplicable power of traversing almost any terrain. Walk on water, lava, unstable ground, even clouds without being slowed down.
  • Mass Effect Demi-Import
    • SPECTRE: Agent of the Citadel
    • Krogan: Large reptilian bipeds, Krogan are extremely heavyset and stand over 7 feet tall on average. They are very warlike and very difficult to kill. Biotic talent is rare, but when it manifests, it tends to be strong. Not well liked by other races. Classes: Soldier or Vanguard
    • Form 2: Krogan Battlemaster / Lovedoctor Form. 600 years old.
    • Vanguard Training: Vanguards are front line operatives that combine Combat Skills with Biotic Powers.  High Risk, High Reward, they deal massive amounts of damage at close range with Shotguns and Biotics, which let them charge forward in a devastating melee strike.  They suffer at ranged combat, however.  Specialized in Pull and Shockwave Biotic Techniques, as well as SMGS. Proficiency in Incendiary Ammo, Biotic Charge, Cryo Ammo, Nova, Pistols, Shotguns, & Heavy Weapons.
  • Harry Potter Import
    • Form 3: British Human Pureblood Hogwarts Graduate & Starfleet Engineer “Zane Jade”
    • Slytherin House: You are sorted into the traditional house of slytherin. Severus Snape, your head of house, will make your time at Hogwarts easier due to overt favoritism. Your common room is an eerily lit, underwater, well-furnished room with windows that look out into the lake’s depths. Slytherins are known for their ambition, determination, sense of self-preservation and cunning. Muggle-borns in this house will be treated worse than others. Rivalry with Gryffindor will make it difficult to make friends in that house.
    • Wealthy: Your family are extremely wealthy, expect the best.
    • Pureblood: You were born into an ancient and storied magical family. Your family life has always been steeped in magic and you have a greater knowledge of magical lore and society than the majority of your peers. You have long been considered a worthy heir to your name as the golden-child of your family and you are currently excited about the letter you know a post owl will bring. A member of a historical and prestigious family, your name carries weight all over. May be slightly confused about muggle matters due to one particularly ignorant set of memories.
    • Wand: Blackthorn & Phoenix Feather, 11 inches long, Omni-Tool Import
    • Great Cunning: You are a natural social manipulator and have a finely tuned sense for danger. You know just how far to push.
    • Clean Blooded: You simply, magically, do not get sick. You are always free from illnesses and diseases.
    • Pet Owl: A pet owl that carries your post. A Snowy Owl (Bubo Scandiacus) named ‘Fulcrum’
    • Nimbus 2000: A state of the art racing broom that won’t be obsolete for an entire year. You get permission to have a broom at Hogwarts despite being a first year. Mass Effect Krogan Jump-pack.
    • Dragon-Hide Jacket: A Jacket made of Dragonhide that reflects minor spells. Makes you look pretty cool. You’ll grow into it. Imported SPECTRE Armor into this.
    • Care of Magical Creatures: Magical beasts naturally seem to like you, will not hurt you unless provoked and tend to vaguely follow your instructions.
    • Occlumency: Mental defenses that make it difficult to possess or penetrate your mind. You have no tells, it is impossible for others to know if you are lying to them without evidence.
    • Form 4: Rottweiler Animagus
    • Hogwarts Graduate: Zane graduated from Hogwarts and is skilled in Hexes and Curses.
  • The Elder Scrolls Import
    • Form 5: “Za’ain”, Khajiit Thief
    • Khajiit: The cat-people of Elsweyr. Known for their natural agility and stealth. Suspected as thieves by members of the other races. Default is Cathay, you may choose another phase of the moon if you wish (no Manes). You don’t get tailored armour if you choose one of the sentient cat ones.
    • Thief: Skilled at pickpocketing, lockpicking and sneaking. Handy with a dagger. Hideout. Physically fit. You understand how a city in Tamriel works and have good instincts. Guards in your area are somewhat suspicious of you. You grew up in whatever counts for a city in your chosen region. You are known in the taverns of your areas and you know who to talk to if you want a job. You have friends amongst fences, beggars, career criminals and other unsavoury characters. The Thieves Guild in your area have heard of you and would welcome you to their ranks. It’s also whispered that other, deadlier, people are interested in you.
    • The Atronach  Birthsign: Those born under the Atronach have naturally vast reservoir of magicka and natural sorcerers. Extremely slow regeneration of magicka.
    • Whispering Fang Style: You are trained in the Whispering Fang style of fighting, making you an excellent hand-to-hand combatant.
    • Acrobat: You are lithe, agile, and sneaky. You can jump very high, climb slippery walls, and dodge things with ease.
    • Critical: Occasionally, around 1/9th of the time, when in combat, when you score a hit on an opponent, it does a noticeable and truly devastating amount of damage.
    • Poison Immunity: You are completely immune to all sorts of poison. Alcohol and recreational drugs not affected.
    • Highborn: You simply have more magicka than you would normally have. Magic tires you less to perform.
    • Dragonskin: You absorb around 25% of the damage from spells, ignoring the damage from that 25%. Ignores beneficial magic.
    • Leather Armor [Free for Thief]: A finely made, handsome set of leather armour.
    • Steel Weapon [Free for Thief]: A fine steel weapon of your choice. Steel Dagger.
  • Star Trek TOS Import
    • Lt. Commander: “Zachariah T. Jade” Starfleet, Engineering
    • Humanity: One of the Four Founders of Starfleet, known for their adaptability and tenacity. Their expansionist natures have led to them becoming the most common and well-known species in Starfleet.
    • Operations: Engineering, the practical aspects of the sciences, including building, maintaining, and repairing machinery and computer systems, as well as designing new systems and upgrading deficient ones.
    • Ship-Shape: Any vessel would be lucky to have you aboard. you can remain diligent and work hard much longer than normal, and quickly familiarize yourself with any area you’re working in. Once you’re familiar with an area, you’ll quickly notice if anything has changed or is out of the ordinary.
  • Ranma 1/2 Import
    • Form 6: Chinese Amazon Male Form, ‘Loofa’
    • Amazon Warrior: You’re from a somewhat technologically impaired society in the wilds of China, bound by tribal laws and traditions that guide your life. Amazon Warriors are usually female, and don’t have a lot of respect for the men in their village, even the few who manage to become warriors themselves. If an outsider beats an Amazon Warrior (woman) in combat, the Amazon law says that if the outsider is female, she must kill them to restore her honor. If it’s an outsider man who beats them, they must marry him and bring him back to the tribe to make lots of strong children. Lots of Kung-fu and combat happens in these villages… you know your way around a fight. You’re still being sent to Nerima, Japan, and will get to take part in all of the fun. You get a part time job, and place to stay at a local cafe, possibly cooking, waiting tables, or delivering noodles depending on your skills.
      • Amazons get to learn crazy ki techniques. It’s forbidden to teach those techniques to outsiders unless you’re a Matriarch and know all of the loopholes in the laws. You’re stuck living with Cologne, an Amazon Matriarch, and she’s grouchy and tends to hit you for no reason she’ll explain. Sometimes she says it’s training, other times she says she just felt like it. Lots of weird laws about what you’re allowed to do and how you’re supposed to behave, that don’t always mesh well with local standards. Actually getting the Matriarch to teach you new techniques is very difficult, kind of like pulling your own teeth with a lawnmower. Oddly enough, that’s also the training method for one of them…
    • Amazon Durability: You’ve been training so long that you’ve learned how to take a hit and keep going.  When most people think “Take a Hit” they think  punches and kicks.  You tend to think more in terms of very large rocks and the occasional automobile, because you’re that tough. Being thrown through a few walls, trees, and the occasional stone fountain won’t hurt you much.
    • The Jusenkyo Curse: There are over 100 springs in Jusenkyo, and each has it’s own tragic story, about someone or something that drowned in that spring, some time in the last thousand or so years. Now, whoever falls into that spring will take the form (and sometimes the mind!) of whoever or whatever fell in that spring so long ago. Fortunately for you, you landed in one of the springs that only affects the body. The curse of Jusenkyo’s effect is simple – being hit with cold water will transform you into the animal, person, or creature specified by the spring, and being hit by hot water will return you to your “real” form. If you’ve been cursed with a gender change, it will turn you into what you would have looked like if you had been born that gender. If it is an animal or creature based spring, it will turn you into a version of that animal which may somewhat resemble you – for example a cat form may have the same color hair as you, and it will be at a similar level of age as you (ie: a young person (12 years old) becomes a young dog (1 year old), and old person (70 years) becomes an old rat (2 years is old for a rat). If the type you rolled has more than one sub-type, you can choose that for yourself. (ie: Siamese cat vs. Maine Coon, etc…)
      • Spring of Drowned Girl
    • Form 7: Chinese Amazon Female Form
  • Swat Kats Import
    • Enforcer Identity: Part of a tightly knit organization ready to protect the city. Access to military-grade resources and backup as needed. Your allies are slowly becoming more inept and incompetent; this is the Enforcer’s fall from glory. Feral keeps blaming your team for the Swat Kats. You wake up after you hear an alarm blaring in the office; seems you fell asleep at your desk. Who knows what you were dreaming, but the important thing is you’re up now and charged with stopping some crazy stuff going down. Something called a ‘Megasaurus Rex’ is rampaging in the city… better get to it.
    • Form 7: Anthro Puma Form
    • Aura of Authority: When you walk, it is with confidence. When you speak, it is with resolution. Such things invoke power and respect, and people in an organization will take notice.They will be more likely to follow your orders, but this works much more effectively if you are a ranking officer. Be wary not to make your superiors think you’re getting too big for your britches.
    • I Don’t Deal with Criminal Scum: You have your morals, your limits, and your code. There are lines you refuse to cross, and when faced with these lines, your willpower noticeably increases to resist temptation. Evil will have a harder time trying to bring you around, for in your mind there is only justice to deal… or if you’re evil, you can resist the temptation to do good instead. It can go either way.
    • Foot in the Door: You have a very particular set of skills. Skills you have acquired over a very long adventure. Skills that make you a nightmare. You can use these skills as a way to convince certain organizations that maybe you’re better off working for them, and as such make it easier to join a group you desire… provided you find them first, and convince them to hear you out. Naturally the more impressive your display is, the more likely they will take you in.
  • Great Detective Import
    • Watson, I Presume: One’s a Jumper, the other’s whatever they want to be, they fight crime. Loyalty and an eternal bond guaranteed, they have your back as you have theirs. Can tell whenever you’re in danger, or about to be in danger.
    • Hardboiled Background: You know the sport, slinky dame cries into your office, fat cat’s missing children, or working a double with the boys in blue. Your resources depend on your clients, and you cover everything from blackmail to multiple murderers.
    • Rough & Tumble: Barfights were where you cut your knuckles, and you’ve had more than your fair share of dust ups. Tough enough to put down a drunk gorilla, and strong enough to haul it out onto the street.
    • Trust Me I’m a Detective: Project an aura of confidence and competence. The crowd will part around you, the red tape is cut, and the police give you a knowing nod.
    • Got it Memorized: There’s no need to tell you twice, a good look will have things firmly embedded and your memory storage is enhanced. Comes with options to delete data.
    • Lockjaw: Undying determination granted to the human will. Should there be a task or goal you set yourself towards, nothing will distract or deter you from it. Not obstacles, not enemies, not even injury. Mental aspects and sheer bloody stubbornness increase up to ten times. Post-jump lets you grant this effect to others up to a day. If only your body could keep up with your will.
    • Temp Noir: The ultimate sharpening of animal instinct and the subconscious. Threats, clues and cues are highlit in your monochrome world. Reaction times up to ten times faster and take more than double your usual amount of damage. You also hear yourself narrate in a gravelly voice. Activated by the smell of blood or danger. Post-jump removes this limit. Paired with a strong will, you could be virtually unstoppable.
    • Spirit of the City: When you say you feel the city weep, that’s not an exaggeration. Get used to a city, explore it, walk for a week, and you’ll never become lost, afraid or lonely in it. Apart from unmatched mental mapping and a sixth sense for lost things, you may even meet the city themself. You also gain a homing sense that draws you to your chosen city no matter where or when you are. Only one city per jump.
    • The Hip-Flask: This silver engraved flask was given to you after your first successful case. It keeps an unlimited amount of one fluid, and at the same temperature. Somehow manages to catch a fatal blow once wherever it comes from. Free Flask import, repairs after a week. Liquids sold separately.
    • Detective’s Notebook: Never gets permanently lost, damaged, or out of pages or ink.  Comes with a magical index that updates automatically.
  • Metal Gear Solid Import
    • Form ?: Iron Hound / Zvi Kalevra, Male Israeli Human
    • Military Background: Zane was Ex-IDF
    • Signature Weapon: Arms Material MRS-4R – A Workhorse Combat Rifle, provides an effective balance between range, accuracy, and ease of handling, bolstered by the wide array of available aftermarket options.
  • Kill-la-Kill Import
    • Student: You wake up in a lumpy bed in some hovel in the lower levels of Honno to the tune of a spoon clanging against a metal cup and a voice calling you to attend breakfast. You begin your stay in Honnouji academy as a No-Star student. As a No-Star, not much will be expected of you other than adequate grades, club attendance, and obedience. You’ll be living together with your new family, a close-knit and loving group who will support you the best they can with their meager means. Sadly, your house has almost no utilities whatsoever. Your electricity runs off of a noisy generator, every shower you take is a cold one, and all you have for winter heating is huddling up together to keep each other warm. If you want better living quarters and more power, though, you could try taking on more responsibilities as a student…
    • Sports: Nothing beats kicking around the good ol’ Pigskin, or kicking around the good ol’ soccer ball, or kicking around the good ol’ side of the other guy’s head. All competitive sports fall under this category, from Baseball to Tennis to martial arts like Kendo and Karate. Expect training from hell, whether you want it or not.
      • Karate Club
  • Final Fantasy VII Import
    • PHS: The Party Handling System lets you summon your companions to your side. Has a 12 hour cool down.
    • Survival Kit: A small supply of healing potions, status restoring items, and rations.
    • Inventory: Ever wonder how JRPG heroes carry all that junk around with a magic warehouse? Well, you’ll have to keep wondering, but this’ll make things easier for you. You can send things to or retrieve them from your warehouse at will. However, this doesn’t work on living things, weapons, or anything too big to fit in your hand. Think healing potions and the like.
    • Mage: Arm-wrestling may not be your strong point, but you can set the other guy on fire after you lose. You’re very good at using Materia and have a massive MP pool.
    • Lifetime Pass: This ticket will get you and any companions or friends into the Gold Saucer, for free, for life.
    • Money: A big bag of Gil, 50,000 to be exact.
    • 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.
  • Avatar: The Last Airbender Quasi-Import
    • Form 8: Earth Kingdom Male
  • Avatar: The Legend of Korra Import
    • Wanderer Background: 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.
    • 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.
    • 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.
    • Metalbending: A skill commonly taught to soldiers and police forces that allows earthbenders to control processed and liquid metal in a similar fashion to bending regular earth.  This ability only works on impure metal. Earthbenders cannot manipulate heavily purified metals like platinum.
    • Mobile Bender: You’re skilled at using your bending to get around quickly. Earthbenders can create huge waves of dirt to surf on. Metalbenders can brachiate around built up or heavily forested areas on special bending wires.
    • Seismic Sense: This skill enables earthbenders to detect vibrations in the ground to perceive objects, people, and other aspects of their environment, essentially acting as sonar through earth and metal.
    • Marbles: Small clay and stone balls covered in decorative patterns. They’re mainly used for games, but some earthbenders can find other uses for them.
    • Sokka’s Space Sword: a black jian forged from a meteorite, able to cut through most non-magical metal. Upgraded to with 8 Materia Slots.
  • Civilization Quasi-Import
    • Member of the Magi Pantheon: Magi God of Justice & Loyalty and Right Hand of the Manifestation.
  • Generic Zombie Apocalypse Import
    • Clergy: When the end came, you turned to religion for the answer, much as you did throughout your life. The religion is your choice, though up to you to decide, must be something openly practiced in the modern world. With the apocalypse upon you, you can decide to keep to the original teachings or adjust them to fit with end-of-the-world values. People who share in your religion will naturally tend to see you as more trustworthy than the faithless masses, and even they will see you as a person of morality. The new world is a dark place though, and you should take care not to allow those that follow you to become cult-like in their ways. Unless you want something like that.
    • Glimmer of Hope: You can always see the light at the end of the journey and will never fall to despair. You can also share this gift of conviction with others by providing them with a few motivational words.
  • Disney Princess Import
    • Form ?: Fu Dog
    • 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.
    • Grit Your Teeth: When it comes time to push through your problems, you push through them. Train longer, run farther, fight off that magic spell, swim through the waters of hell if you have to. You can be slowed down, but not stopped.
  • Samurai Jack Loot
    • Fire Guardian Space Sword: Formed by binding the Water Goddess’s Guardian of Fire into Sokka’s Space Sword from A:TLA. 8 Materia Slots.
  • A Song of Ice and Fire Import
    • Form ?: ‘Zagara’, a Male Braavosi Sworn Sword
    • Sworn Sword Identity: You have martial training, paying work and friends in the area. You have no land, formal education and limited wealth. You are a tried and tested warrior currently in the service of some person of influence. Your contract has expired however and while you may remain in your master’s service there is no longer a reason you must. You are a mercenary or a not entirely convincing hedge knight.
    • 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: “Uphold the Right”
      • Emblem: Blue Dog’s head on a starburst of silver, on a field of green.
    • Weapon Proficiency: You are capable with most common weaponry found in this world and truly exceptional with one specific type. Alternatively you may be extremely good at needlework and other womanly pursuits.
      • Arming 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.
      • Finely made steel Arming Sword
    • Dirty Fighter: You have picked up a lot of tricks in tavern brawls and are very capable at fighting cleverly (dirty). This will give you a significant edge against more honourable opponents.
    • Large: You are unusually tall and proportionally well built.  This makes you physically very intimidating and your added strength and reach gives you a real edge in a fight.
    • Quick as a Snake: Your reflexes are inhumanly quick and you have exceptional speed in small bursts.  When under attack it seems as though everything around you has slowed down very slightly.
  • Scooby-Doo Import
    • Acting!: You are excellent at concealing your feelings and motivations, and will never accidentally reveal your goals to others.
    • 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 ?: ‘Zaffre Jade’, a male Rottweiler 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.
    • Variable Weapon: It’s a thing that turns into another thing! One gun and one melee weapon, together at last.
      • Weapon Import: you can import weapons, at no decrease to performance!
        • Enchanted Materia Slotted Krogan Shotgun
        • Sokka’s Space Sword (Enchanted, Materia Slotted, Fire Guardian, Meteoric Jian)
      • Heavy Weapon: Now it’s bigger than you are! and a lot stronger than you remember. Sturdier, too)
      • Explosions: If it couldn’t before, it can now! Adds grenades, mines, or spewing death of one kind! Comes with six free reloads),
      • Dust Chamber: You can now charge your attacks with premium energy propellant. comes with six free reloads.
      • Dust Focusing: Your weapon works better with Dust effects, stacks with Dust Chamber.
    • 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.
    • Semblance: ???
  • Touhou Project Import
    • Form ?: Lunarian Drop-In
    • Lunarian: The Lunarians are no strangers to war, and have even fought again humans from the Outside World wielding modern technology during the moon landings. As a result, on top of their strong magical abilities, Lunarians are also trained in military tactics and strategy, and have the combat training and experience any competent soldier should have. They also have the ability to use ESP to communicate with others telepathically. May or may not develop rabbit-like features. If so, the ears may or may not act like the antenna for their ESP.
    • Drop-In: You are nobody but yourself, a stranger to this mythical world. Though you are without a history and deprived of connections or resources in Gensokyo, you are also without conflicting memories and established foes. With a clean slate, it’s up to you to paint your own canvas in this strange, yet beautiful world.
    • 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.
    • Magician’s Mind: Magic does not come naturally for some, but by taking this perk, you will gain the potential of shattering the barrier to perform magic that many fail to overcome. Even for those already proficient in magic, your own magical be polished as well, allowing you to learn new kinds of magics and special abilities with far greater ease. Additionally, once you do learn a new skill or ability, you will never forget how to perform it.
    • 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.
    • Ibuki Gourd & Hoshiguma Dish: A unique gourd containing a special sake bug that turns water into sake. To prevent it from overflowing, the gourd has a stopper on it, and you can’t pour out more than the gourd will hold at one time. Includes the Hoshiguma Dish as well, drastically improving the quality of any sake poured into it.
    • Miracle Mallet: A legendary artifact from the tale of Issun-boushi, the Miracle Mallet is a small hammer with the power to change an object’s size. The original mallet can only be used by Inchlings, but this particular copy has no such restrictions. Though this version lacks the ability to grant wishes, it lacks the powerful corrupting influence of the original also.
  • Fairy Tail Import
    • Title: ‘The Sharp-Eyed Sandman’
    • Heaven’s Eye: A C-Class Magic that allows the user to zoom in their sight on objects or people up to five kilometers away.  In addition, the user can see through about 50 meters worth of solid material at a time.
    • Sand Magic: A B-Class Magic that allows user to manipulate and create Sand, which can then be launched at enemies or formed into walls.
  • Supernatural 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.
    • Weapon 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.
    • Crime Pays: You have a widely varied skillset that helps you earn cash through illegal channels.  Lockpicking, Carjacking, Credit Card Fraud, even simply cheating while gambling are easier for you.
    • Poker Face: You have few tells and can easily spot what moves others will make.  This makes it easy for you to detect monsters and other demons and use their instincts and reflexes against them.  It also offers keen insight into the psychology of people and former-people alike.
    • 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 Import
    • Title: The Twin Cannons, Brother Cannon
    • Meltdowner: Weak Beam, Punch-level Strength > Stronger Beam, 2 Beams > 3 Beams, Redirect Electricity > Create Shields that Disintegrate Things . 4 Beams… Also known as a Particle Waveform High-Speed Cannon. The Laws of Physics are stretched by Espers, but this takes them almost to the breaking point. In Essence, this ability allows its users to fire particles beams of electrons that pierce through objects at the same velocity they were fired at, defeating such pesky things as armor.  Its users can also redirect electricity with it, create shields that disintegrate things on contact, or turn themselves into living rockets… though that’s pretty much all they can do. However, it can be stopped through energy shield or massively thick / strong armor (Beyond the tech level here)… and is incapable of rapid-fire or area saturation. Regardless, this is the most destructive Esper ability… and can be made dramatically worse if you remove the mental limiters preventing you from damaging / killing yourself.
  • They Live / 80’s Action Movie Import
    • Drifter Background: You lost your job and things don’t really seem to be good for you. You left that place somewhere in California and went straight to Los Angeles to find a new life, but you found something else. A giant conspiracy by aliens to control the world and deplete it of all its resources while enslaving and exterminating humanity in the process. You are here to kick ass and chew bubblegum, and you are all outta gum.
    • Situational Sharpness: You’ll always come up with the perfect insult, joke, or comment to the current situation.  You will also never lose your cool and look like a badass in the process.
    • Bubblegum: Obligatory bubblegum item. Might run out. Refills after kicking ass or an act of badassery.
    • Special Sunglasses: These sunglasses aren’t normal ones, oh no. These babies let you see through any alien’s disguise or imagery and information hidden in some way and might even help out with detecting when some other entity is using magic or high technology to disguise itself. It doesn’t work with basic forms of disguise, such as dressing up and using a mask. Secondary effects including: killing headaches, monochrome view when used, and the fact anyone can easily see you are wearing them. Cannot be used as x-rays to view under people’s clothing, you pervert.
    • Brainwash-Proof: You don’t require the special sunglasses or contact lenses at all and you are always immune to the alien propaganda… Brainwashing you is impossible.
    • Hip Fire: You can aim and shoot rifles and other similar weapons from your hip without losing any considerable amount of accuracy and without the need to use the sight.
  • The West Wing Quasi-Import
    • Name & Title: ‘Zane Lucario’, Head of Security
  • Psychonauts Import
    • 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.
    • Ran Away from the Circus: You have the skills of an exceptional circus acrobat, having mastery of the trapeze and tightrope with juggling thrown in for good measure. Beyond the agility, balance, reflexes, and strength you gain from that experience, you also have a better knowledge of showmanship.
    • Complete Collection of True Psychic Tales Magazine: Every issue ever printed, with a subscription for any new ones as they come out. Out of universe, you will continue to get new issues with articles based on the current universe’s Psychic events and community. This may include articles involving your adventures. Somehow the mail-in orders in the back of the magazine still work as long as you follow the mailing and payment instructions. In the event one gets damaged, simply burn it and a replacement will appear in the Warehouse.
    • Psychic Speciality x2: 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.
      • Precognitive Invisibility
      • Mental Shielding
    • Astral Layers: Every version of you, at least one from each jump, resides in your mindscape, as an independent layer of who you were and who you are. Within your mind they are able to act as independent Psychonauts, defending your mind and dealing with any disturbances that arise. Outside of your own personal mindscape the only effects of this perk is the increased mental fortitude from the bolstering of your identity. Within it, however, your mind is a fortress garrisoned by the many aspects of yourself. These aspects have their own unique perspectives that could prove to be a valuable source of advice and insight, although not without their own biases. Speaking with your Id would prove impossibly useful to resolve any repressed issues you might have, but less so when seeking aid in dealing with the nuances of high society.
    • Molotov Milk Crate: You have a basket from which you can pull bottles of milk that can ignite into Molotov cocktails. It is fortified with what the world wants. What the world deserves. When not ignited, it is very delicious and healthy to drink. The basket never runs out and you can share the milk, however only you can ignite it.
    • Department of Paranormal Education: You are fully trained in the art of educating young psychics. This gives you better methods of developing the present psychic abilities within your students (no matter how small), the ability to set up psychic training grounds within your mind, improved control over your mental censors (wouldn’t do to have your censors trying to evict your students, at least until combat practice), and the willpower to deal with a summer camp full of hormonal kids. Note that control over your censors is something you should pay attention to, as they are your mind’s immune system.
  • Redwall Import
    • Form 10a: ‘Bubo’, a male Snowy Leopard Owl Wanderer (Mansized)
    • Form 10b: ‘Bubo’, a male Snowy Leopard Owl Wanderer (Owl-sized)
    • Owl Species: Choose any sort of small bird that’s common in the United Kingdom or Western Europe. Note that birds in this universe are considerably less anthropomorphic than mammals are. Without hands, you might have some difficulty using equipment designed for humans. For an extra 100, you can be a large bird of prey like an eagle, hawk, or owl, significantly increasing your strength.
    • 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.
    • Aerial Acrobat: There’s flying, and then there’s flying. If you’re not the fastest thing in the sky – and even that’s debatable – you’re certainly the one with the most style. You can pull off amazing stunts and turn on a dime, and flying is much less tiring for you than it might otherwise be. Note that if you’re not a Bird, you’re going to need some other means of flight before this perk is of much use to you, whether that consists of some innovative technological contraption or a superpower from another Jump.
    • 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.
    • 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.
    • 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 Upgrade
    • Anubis Lucario Transformation: Zane is a Maskador, a hybrid of Quincy, Arrancar, and Shinigami. He prefers to fight with his Zanpakuto, which is shaped like Squall Leonhart’s Gunblade, though it fires Quincy Arrows. As Anubis Lucario, his mask appears around the sides of his muzzle and looks like an Egyptian style Masquerade Mask.
  • Demon’s Souls Import
    • 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’.
    • Faith’s Reward: When one has faith, miracles can happen. Your dedication and faith have allowed you to comprehend the blessings of God and, as such, improved their potency. Due to your dedication, your willpower has been improved and miracles cost less to use.
  • Codex Alera Import
    • Form 11: ‘Zazz’, a male Cane Warrior of Kadan
    • Canim Race: Natives of Canea, the Canim are a warrior race of humanoid wolves that consider 7ft tall to be short, can live for hundreds of years, are absurdly strong, and also have excellent night vision. Even the Maker caste (their builders and farmers) can hold their own against a trained legion provided they have proper leadership. Enemies of Alera while being a culture that views enemies with importance and respect.
    • 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. Through the magic of the Marat, Zand and I have a lifebond with each other.  It comes with an understanding of that bond creature and a mingling of traits and a sense of each other’s presence and emotional state.
      • Furycrafting: transferred via Chala Bond.
        • Earth: Earthcrafters display tremendous strength when drawing upon their Fury, but require contact with soil and stone (earth, in short) to do so. They can also manipulate earthen materials, shaping soil and stone with their will, track through ripples of earth, and induce calmness or lust. Earth Furies are understandably strong and durable, given their nature.
          • Earth Fury: Rampartos the Wall
        • Fire: Firecrafters primarily create and manipulate fire and heat while in the Legions, but many politicians utilize their ability to manipulate passionate feelings like joy, anger, and fear with their speeches (sometimes without meaning too). Remember, manipulating heat also means freezing things (it is just moving heat elsewhere, after all). Firecrafting is disrupted by water.
          • Fire Fury: Imperios the Sword
        • Metal: Metalcrafters are the greatest swordsmen and smiths of Alera, with incredible speed and accuracy in combat while wielding metal weapons. They can sense metal around them and control its hardness (along with manipulating it as well), additionally they can ignore pain and fatigue (but that doesn’t mean it’s gone). If a metalcrafter has a severely damaged leg, they could ignore the pain and think clearly but if it physically can’t support their weight it will still slow them down. But by god they’ll keep limping onwards. The most powerful act of metalcrafting involves actually becoming metal (skin-deep) with all the advantages of being a steel colossus among men (or wolfmen or neolithic wood elves or whatever)
          • Metal Fury: Chivalros the Crusader
        • Water: The greatest powers of watercrafting are healing and reading emotions, which may become overwhelming to those without metalcrafting or strong enough wills. Truthfinders are watercrafters employed specifically to detect truth or lies through their empathic abilites (sincere truth is the hardest to hide, but falsehoods can be masked even without metalcrafting). Healers require healing tubs to submerge their patients in, although very powerful watercrafters can heal without. Powerful watercrafters typically age physically slow (Gaius Sextus looks to be in his forties despite being double that) and can also shape-shift (though taking on forms with different dimensions than their own gets painful after a while). In fact their healing ability is much like their shape-shifting, just with their fury in another body and focusing on damaged sections. Watercrafters may send communications through liquids and of course can manipulate water.
          • Water Fury: Myriados the Host
        • 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.
          • Wind Fury: Cardinalos the Blessing
        • Wood: The greatest archers and woodsmen of Alera, Woodcrafters can control plants and wood living or dead. In archery, their bows bend further without issue to launch their arrows further, their arrows are more accurate (able to shoot through chaotic melee without friendly fire), all when using wooden bows and shafts of course. They can accelerate the growth of plants and most impressively “camouflage” themselves and others so well that merely standing in scattered hay renders them invisible.
          • Wood Fury: Reginos the Throne
    • Canim Strength: The strength and endurance of the Canim are monstrous compared to a human and you are one to match a physically fit Cane. Canim battlepacks can outmarch even the Legions, their civilian caste can out-muscle an Earthcrafter, and even their children can nearly tear a man’s hand off with their jaws (and will dislocate his shoulder while trying).
    • War Master: Your skill in tactics alone could let you quickly climb ranks in a warrior caste society and your strength would be impressive even for a Cane, with more room to improve if you strive for it. More importantly, acts of valor both come more natural to you and are more recognized & rewarded, even if it is just with more respect.
    • Hunter: The Hunters of the Canim are actually their spies and assassins similar to the Cursors, but meant to either preserve the spirit of the law while getting around the letter or vice versa. Unlike the Cursors, the Hunters are focused explicitly on stealth. To the point where a small group can exit a shelter crafted by prisoners on a locked rooftop that no one ever saw them enter or even arrive on the rooftop.
  • Marvel Cinema Universe
    • 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.
    • Armed to Disarm: When enemies don’t perceive a threat, they’re not as alert as they should be. Suckers. You’ve been taught in the ways of being friendly and polite, even if someone was pointing a gun at your head. You’re charismatic enough to make friends easily, and you can show a friendly personality that many people would think is harmless… until you prove them wrong.
    • Destroyer Armor Prototype Gun: A product of the eponymous “Phase 2” of S.H.I.E.L.D., this gun retain some part of the Destroyer’s fiery core and can discharge powerful bolts of energy, producing heat, light and concussive force in the process. When the weapon charges up it gains a vivid orange glow emanating from between the banding plates around the barrel. It’s sufficient enough to even seriously wound an Asgardian, so take that as you will.
    • 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.
  • Dragon’s Crown Import
    • Form 12: Hydelander Wizard
      • Base Stats: STR: D | CON: C | INT: S | MGR: A | DEX: B | LUC: D
      • A master of destructive magic. Born to a former mage of the Hydeland Tower, you grew up with stories of the glory of magic and the tragedy of the fall of the tower. You knew that one day it would be your destiny to visit that place your parent spoke of so freely and frequently, but your skill in magic would need to grow before making so dangerous a journey.
    • 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. AJ has taken this, but not yet used it.
    • 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.
    • Extract: Low-level magical attacks generate more mana than they cost, provided the attacks are against animate enemies and are successful.
    • Cheating Ass Magic Users: You don’t play fair, but you’ve got to decide just how it is that you cheat. As a magic user you have one of two ways of evading attacks specifically aimed at you. This selection either gives you the ability to fly and hover, or the ability teleport rapidly over a short distance. Both of these abilities will drain mana based off of how long you use them. (Tport)
    • Magic Resistance: Magical attacks that deal direct damage will deal dramatically reduced damage.  Attacks that do not deal direct damage will have a smaller chance to succeed and if successful will have a reduced effect.  This resistance applies to area effect spells, but does not extend to any gear you are wearing or magical barriers you create.
  • Gargoyles Import
    • 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.”
    • 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.
    • Phoenix Gate: A medal about the size of a human hand. When the correct incantation is recited aloud, it will form a bubble about 3 yards across and take anyone inside to any point in time and space the incanter wants to go. Can only create stable time loops, and since you arrived in a version of that reality unchanged by your actions, you can’t actually change anything from before you arrived.
    • Personal Assistant: Stone-faced and serious, your loyal assistant is there whenever you need him or her. Need to organize a meeting with a clan of monsters? Assistant can handle it. Need to practice your Kung Fu? Assistant can handle it. Need someone to test your latest immortality potion on? Assistant can handle it. May or may not secretly be a member of the Third Race.
      • Sabrina
    • 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.
    • Xanatos Gambit: You are a master of plans. Dovetailing, back-up plans, and even a bit of off the cuff villainy are as natural to you as breathing. You have plans within plans within plans and no matter what happens, you always seem to come out ahead.
    • Machinist: You are an expert mechanic. You can rebuild and improve a helicopter in 12 hours or create a functional motorcycle from spare parts. If honed, this ability will let you make nearly anything from incredibly advanced robots to nanite swarms in only a few months time.
    • Tech-Adapting: By spending a few moments examining a machine, you can figure out how its 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.
    • 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.
  • Mistborn Upgrade
    • Primal Mistborn: Zane consumed a Lerasium bead, becoming a powerful Allomancer, known as a Mistborn. One of the lucky few, he can burn any and all of the Allomantic metals, producing any of the effects Allomancy is capable of so long as he has a supply of metal.
  • Divinity Dragon Commander Prince Import
    • Form ?: Dwarf Prince, Joy’s Ducal Consort
      • Dwarf: Short, stout and strong, the Dwarves combine pragmatic conservatism, adherence to Dwarven values, and a love for gold, power, and, of course, drinking
  • Pacific Rim Import
    • Kaiju Researcher Background: A few months ago you were a Kaiju research scientist for the PPDC, but now you’re a monster. Apparently, one of the other researchers somehow figured out how to transform humans into Kaiju. He chose you as his first test subject, and now you have the strange ability to switch between human and Kaiju form at will. You’re able to alter the toxicity of your blood at will. 
    • 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.
    • Kaiju Behavioral Studies: You have an innate knowledge of how Kaiju act and adapt to situations. You’ll be able to form plans and strategies to combat them. If you decide to move on, this ability will extend to cover all non-sentient aliens and monsters.
    • Form 13: Kaiju-Hybrid, Filipino Male Human with blue Kaiju Blood.
    • Form 14: Hybrid-Kaiju, ‘Lukaiju-O’ is a massive greyblue Kaiju based on the Lucario form. Pressure resistance equal to the ocean floor. All physical abilities scale in this form.
      • Might: You certainly hit hard than a lot of other Kaiju, don’t you?
      • Speed: Well, now! Fast one, aren’t ya?
      • Toughness: You’re pretty tough for a Cat-III. Shrugging off a few more Jaeger punches should be a snap, but don’t get too cocky.
      • Bladed Appendage: Lukaiju-O has a massive blade punching out of its chest.
      • Invisibility: Zane has the ability to rapidly change colors to blend in with his surroundings.
      • Pneumatic Spine Shooter: Zane can fire tough, bony spines from the palms of his hands.
    • Kaiju Medkit: A small black and blue box containing 5 rolls of medical gauze that can absorb Kaiju blood. There’s also an instruction pamphlet in the box that shows you how to make more of the gauze.
  • Tenchi Muyo! Quasi Import
    • Form ?: ‘Melanosis’, a juvenile Mihoshioid Space Elf
  • Hellblazer Primary Jumper
    • 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.
    • Drop-In: You awaken on the floor, with no new memories. A notebook sits on a rickety wooden desk in your study. Opening it, you find a handwritten list of contacts, rambling stories, and bizarre illustrations. The entire journal is written in your own handwriting. You have no relatives or friends except those you purchase.
    • Confidence: You become more Charismatic, Strategic, and Intelligent.
    • Mind’s Eye: You have additional senses, allowing you to perceive magic, both as it is cast and extant enchantments. You will also be able to pierce illusions and sense the possessed.
    • Stage Magic: You become an expert at escape, slight of hand, misdirection, and showmanship. Become the next David Copperfield.
    • Mesmerism: You know the techniques to hypnotize and control the minds of others. Requires Mana.
    • Protective Magic: You are versed in sigils, wards, and other rituals of protection. This can defend against physical and magical assault. Requires Mana.
    • Trench-coat: It’s durable and doesn’t look so bad. The coat will resew, patch, and clean itself if unobserved. The coat acts as camouflage, making the wearer less obvious.
    • Car: a little more than it says on the label. It’s a luxury sedan. It will always be parked nearby, will self-repair, and does not require refueling.
    • Ace of Winchesters: The Ace is a rifle that will never break, never jam. Its bearer is deadly accurate, and it can harm supernatural creatures, especially demons, as if they were mortal. The steel of a halo, gems from Hell, and the bones of a saint.
    • Life Debt: A regular person owes you a life debt. They will give you minor help freely, or major help once. They will probably die while providing major help.
    • Cigarettes: You’ll always have a crushed, half-full pack of cigarettes in one of your pockets. May be given away, but not sold.
    • Money x4: $40k in a discrete bank account.
  • Firefly Import
    • Captain Zane
    • Browncoat [X]: Aw, hell. Things just aren’t going your way since you lost the War. At least you’ve got your skills with a gun to fall back on, even if the Alliance won’t let you work. Well, there’s a ship going the right direction. Might as well see if you’ve got enough coin.
    • Shoot ‘em Politely: You’re a good shot with pretty much any small arm. You know how to operate and maintain both ballistic and energy weaponry, and can generally keep your head under fire. Of course, you may not have much of a head for tactics; after all, you lost the War.
    • Brown Coat: You have a genuine Independence War Browncoat, issued by the militia of one of the Rim planets. It may be Shadow suede, Deerskin, or some exotic leather, but some characteristics are the same; it’s comfortable, it’s tough, it keeps you safe in any weather, and it marks you out as a malcontent to any Alliance Feds who might want to hassle a “rebel.” Of course, some on the other side (not sure it’s the wrong one) might count that as a positive. Also comes with free sheet music for “Rally Round the Banner, the Banner Yellow, Black, and Green.” (Singing ability not included).
    • Chain of Command [200]: You have a certain charisma about you. You just kinda become the leader in a crisis, without anyone electing you; you’re just the one who takes charge and does what needs to be done. You almost never have to prove your superiority; people just start taking your orders when the bullets start flying, even if they hate your guts. Further, if you lead a suicidal charge, expect every one of your allies to come with you (even if you’d rather they stayed safe).
    • Fuzzy on the Subject of Kneecaps [200]: It takes a good shot to hit a man. It takes a better shot to hit him and knock him down. It takes a truly exceptional shot to hit him, knock him down, and let him get up in the morning. That’s you. You may not be as exceptional as a trained soldier at the more dirty parts of combat, but you’re good with a gun and can contrive to shoot people in nonlethal but disabling areas. Or make them knock themselves out by startling them. Also, you’re not bad at intimidating people, which is always good when it gets time for those “hellfire and damnation” sermons.
    • Intimidatin’ Manner [200]: You are rather intimidating. You know how to use your body language and voice to terrify people, especially if you’re already using a big knife; or you might have strongly intimidating hair, or just be so very cold and creepy you scare people. It doesn’t matter if your reputation is only rumor, to those you face it is fact. Expect lots of discounts when shopping!
  • Star Wars: The Clone Wars 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.
      • Miraluka: Humans with no eyes. They can see using the Force.
    • 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.)
    • Ionize: The ability to disable and possibly even destroy droids and other electronic devices. This power is used similarly to Force Lightning, in that the users fire bolts of electricity from their hands.
    • Force Stasis: You gain the ability to temporarily paralyze people. Organic beings affected by this power will be unable to move for a few seconds. With practice you can increase the amount time people are stunned, and the number of people affected at once.
    • Force Bellow: A power that will boost your voice to dangerous levels. You can turn your screams into sonic blasts and shriek high enough to shatter glass. This power can also be used to make yourself heard in loud room.
    • Sever Force: The ultimate light side ability. This power will allow you to cut individuals of from the Force by creating a wall of light side energy around them. The effects of this power may only be temporary at first, but with practice you will be able to permanently remove an individual’s connection to the Force. Sith receive a weaker version of this power, and only true Jedi can unlock it’s full potential.
    • Stun Pistol: An energy weapon that will immobilize any organic target it hits. Can fire 50 shots before needing to recharge. For some reason this weapon is able to ignore body armor.
    • Pack of Thermal Detonators: A bag containing 24, highly dangerous, nuclear fusion grenades. 6 meter blast radius and adjustable timer. Capable of damaging or destroying nearly anything, even starships. Refreshes every month.
    • Lightsaber: A single bladed lightsaber of your own custom color and design. In case you don’t know what a lightsaber is, it’s essentially just a metal cylinder that can project a blade of solid plasma capable of cutting through almost anything.
  • Teen Titans Import
    • Myriad
    • 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.
    • Self Duplication [300/500/800]: You can replicate yourself a nearly infinite number of times, your clones think independently but they all possess your personality and memories. Your clones retain all of your supernatural powers but each clone is half as strong as the previous one. (I.E, If you only create 1 clone it would retain all of your powers, if you created a second one after that it would be half as strong as you, then the next would only be half as strong as that clone, and so on and so on. Clones created with the Self-Duplication power will only become as weak as your basic human/Body Mod self. Clones created with the Self-Duplication power will not rebel against you and can be recalled at any time.
    • Shapeshifting [200/300/800]: 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.
    • Super Car [300/0/800]: A highly advanced vehicle made from the same components used to make cyborgs. This plasma turbine powered car can reach speeds of up to 300 mph and comes equipped with a nitrous booster, hover jets, roof mounted energy cannon, front kinetic blasters, rear oil and smoke emitters, plus a holographic computer, communicator, and self-diagnostic system.
    • 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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