Jump #06 – The Elder Scrolls

  • Name: Siso Jun
  • Location: Summerset Isles
  • Age: Mid 30s
  • Total Runtime: 10 Years + 50 Years = 60 Years
  • Gender: Argonian Female
  • Log: 10,000 Tankards
  • World #: 6
  • Unfinished Business?: Apparently have pissed of Sheogorath
  • Document

Argonian

  • Mercenary Background [100/900/1000]: Martial Training, Skilled with one weapon of choice and proficient in either Light, Medium, or Heavy Armour. Tough and used to physical pain. Comes with armour, a weapon, a bag of septims and a small house. Your knowledge of Tamriel is mostly practical and martial. You grew up and (either by choice or by necessity) you learned how to fight. Tamriel is a dangerous realm and your work has often been required as a bodyguard or adventurer. You have friends amongst your fellow fighters and many a guild or band would be happy to have you. You also have a list of people for whom you’ve done good work and a good reputation as a woman who can get things done.
    • Bow, Light Armor
  • Argonian Race [Free]: A reptilian race from Black Marsh, unrelated to either Man or Mer and as comfortable in water as on dry land. Covered in scales that make you a little tougher than other races, digitigrade legs cannot wear regular shoes.
  • Tower Birthsign [Free]: You may open any lock with a touch once per day and possess the natural ability to detect enchantments!
  • Amphibious [Free Argonian]: You can breathe underwater and swim very quickly.
  • Disease Resistant [Free Argonian]: You are 75% less likely to get a disease.
  • Athlete [Free Mercenary]: You can run as fast as is humanly possible and for as long as is usually possible (although not at top speed). You are naturally strong and quick in a fight.
  • Poison Immunity [200/700/1000]: You are completely immune to all sorts of poison. Alcohol and recreational drugs not affected.
  • Progress [300/400/1000]: You seem to pick up new skills very quickly and you improve quicker than is usual through practice, seeing considerable gains from your efforts.
  • Shehai [300/100/1000]: You have grasped the basics of the abilities of the Sword-Singers and are able to create a sword formed of your own spirit. It is faint now, but with time and practice could become an incredibly formidable weapon.
  • Highborn [100/0/1000]: You simply have more magicka than you would normally have. Magic tires you less to perform.
  • Diplomat [100/-100/1000]: You are highly diplomatic, capable of calming down even the most heated situations. You also get better prices when trading.
  • Hail Companion [200/-300/1000]: You may import your companions to grant them histories and skills in this realm. Importing grants a Race, an Identity, and any freebies that come with them, as well as 500 CP worth of Skills.
    • Zane: ‘Za’ain’, Khajiit Thief
      • Khajiit [Free]: 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 [Free]: 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 [Free for All]: Those born under the Atronach have naturally vast reservoir of magicka and natural sorcerers. Extremely slow regeneration of magicka.
      • Whispering Fang Style [Free Khajiit]: You are trained in the Whispering Fang style of fighting making you an excellent hand-to-hand combatant.
      • Acrobat [Free for Thief]: You are lithe, agile and sneaky. You can jump very high, climb slippery walls and dodge things with ease.
      • Critical [100/400/500]: 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 [200/200/500]: You are completely immune to all sorts of poison. Alcohol and recreational drugs not affected.
      • Highborn [100/100/500]: You are simply have more magicka than you would normally have. Magic tires you less to perform.
      • Dragonskin [100/0/500]: You absorb around 25% of the damagefrom 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.
  • Leather Armor [Free Mercenary]: A finely made, handsome set of leather armour.
  • Steel Weapon [Free Mercenary]: a fine steel weapon of your choice. Blades, Blunted Weapons, Bows, or Polearms. A Steel Bow?
  • Steel Armour [Free Mercenary]: An excellent full set of steel plate armour.
  • My Favorite Drinking Buddy [+300/0/1300]: Sanguine has taken an interest in you. Most nights you will go on a bender with him that you’ll only remember in flashes. You will feel so hungover that you want to die the day after and will have a lot to sort out due to the shenanigans of the night before. Null & Void

Housing Supplement (as filled by Zane)

  • All That Space [50/200/250]
  • God Room [30/170/250]
  • Medical Facility [15/155/250]
  • Armory [10/145/250]
  • Game Store [15/130/250]
  • Bookstore [15/115/250]
  • General Store [15/100/250]
  • Clothing Store [15/85/250]
  • Apartments x3 [30/55/250]
  • Godly Kitchen [30/25/250]
  • I Need More Time [15/10/250]
  • Food Supplies x2 [10/0/250]

Jump #07 – Star Trek TOS

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  • Sciences Identity / Medical [50/950/1000]: Vital to the exploration of the galaxy, the Sciences Division includes researchers and doctors, as well as navigators. You will have graduated from Starfleet Academy or Starfleet Medical Academy, finishing an eight-year program of study, and have been assigned to a Constitution-class Starship.
  • Vulcan Biological Background [50/900/1000]: Second of the four founding members of Starfleet. Known for their stoicism and devotion to logic, as well as their limited psychic abilities. Externally similar to humans, though internally they are quite distinct.
  • Training [300/600/1000]: Three Fields of Study, each with four years of professional training.
    • Medical: Diagnosing, treating, and preventing damage to the mind and body, and care of pharmaceuticals.
    • Physical Sciences: Understanding the natural laws which govern the physical world, includes training in biology, chemistry, geology, and ecology. Specializing in Xenology.
    • 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.
  • Scientific Mind [Free Sciences]: Some people struggle with the Sciences, but you find them almost intuitive. Even if you have no formal training, you have a basic grasp of all the scientific branches, and if you are diligent, you can quickly pick up more specialized knowledge, even of sciences alien to the Federation.
  • Highly Logical [150/450/1000]: Your mental control would put a Vulcan to shame. You are perfectly aware of both your needs and wants, and have mastered your emotions. While you still feel them, you can set them aside as needed in order to make the best decision possible, be it for your own sake or the sake of others.
  • Treknobabbler [300/150/1000]: If you were anyone else, people would think you were making it up as you went along. Your creativity is astounding, and your mind is now filled with brilliant ideas and solutions to problems. Moreover, you are easily able to implement these ideas, even in apparent violation of natural law.
  • TR-580 Tricorder [100/50/1000]: The Tricorder is a portable device equipped with an array of sensors, databanks, and communication assemblies, providing for constant scientific measurements. Yours happens to be from the 24th Century, making it far more effective and accurate, and giving it a number of extra features.
  • Import Zane [50/0/1000]: Zane gets a human form and background in Starfleet.
    • Zane: Lt. Commander Zachariah T. Jade
      • 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.

Jump #08 – Ranma 1/2 (Yoiko Reality)

  • Name: Soap of the Juketsuzoku
  • Location: Juketsuzoku (Nujie Zu/Chinese Amazons) Village of Nycheizu
  • Age: 14
  • Total Runtime: 10.1 Years + 70.1 Years = 80.2 Years
  • Gender: Female Juketsuzoku / Male Juketsuzoku
  • Log: Of Amazons & CP, Nerima Actual
  • World #: 8
  • Unfinished Business?: Life Goes On
  • Document

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  • Amazon Warrior Origin [100/900/1000]: 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…
  • 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 Boy [Free]: Curse, Random Roll, Spring of Drowned Fish… The ability to shift back and forth between male and female forms at will… post jump.
  • Amazon Durability [Free Amazon]: 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. [Toughness]
  • Hidden Weapon Space [100/800/1000]: The ability to hide just about any weapon or weapon-like object on my body, no matter how awkward or large, no matter how many other weapons I’ve already got stashed, and be undetectable about it. [Ability]
  • Copycat Technique [600/200/1000]: Like Copycat Ken, you can copy and learn any technique you see someone else perform, be it magical, martial arts, or even mundane things like efficiently folding paper roses. Be careful who you copy and who you reveal this ability to though, as Martial Artists tend to dislike people who just steal techniques without taking the time to master them. Also, to be genuinely good at using any of the techniques you copy, you will still need to put in a lot of effort practicing and mastering them. Additionally, this technique can not be used to copy skills that you lack the anatomy, equipment, or power source to perform. You’ll know the motions to go through, but without wings to flap, the feathery-dive-bomb-charge will come out more like a belly-flop. Also, this only allows you to copy the final technique, not any other benefits that would have been gained from learning it the normal way, such as the physical toughness from the Breaking Point.
  • Bandanna of Infinite Bandannas [50/150/1000]: You can pull these things off your head over and over without running out, and use them for anything a bandanna is good for, like tying things up, wrapping things, tying together a rope, or throwing them at people like buzz-saws. While you can fully remove it yourself, anyone trying to steal it off your head will just get another normal bandanna. Comes in your choice of colors and pattern (Semaphore Flags that spell out funny messages if decoded.)
  • Barrel of Jusenkyo Water [200/-50/1000]: A whole barrel of water from the cursed springs. You can choose which spring it’s from, and when used on someone, it will give them a Jusenkyo curse appropriate to the type of water you chose. If you take that person as a companion (or they already are one), then just like with you, at the end of whatever jump they were in, the curse part goes away, and their other form becomes an at-will transformation. Enough water to curse four people. Refills once per jump.
  • Imprinting Egg [200/-250/1000]: A tool of the Phoenix People, when these hens-egg-sized eggs are violently broken open (ie. by throwing them at someone) they will unleash entangling threats that envelop the target and cocoon them within a giant, human-sized egg in seconds. When this giant egg is hatched or cracked open, the person inside will imprint on the first person they see as their master, and will obey that person’s every command. This will override any previous mental dominance. Eggs which contain someone can be stored indefinitely if kept cold without harm to the person inside. Used or lost eggs will reappear in your warehouse at the start of the next jump.
  • Martial Acrobatics [100/-350/1000]: As a basic skill of combat, you’ve learned to bounce around like a rubber ball, able to leap up onto nearby rooftops and fall even further without getting hurt. You’re also frustratingly hard to land a hit on… why won’t you stay still?!?! [Agility]
  • Plague of Fanfic [+0/-350/1000]: Just enough to make Yoiko (Ryoga’s fictional sister that Ranma sometimes pretends to be and that Ryoga’s too stupid to realize he doesn’t have) canon. So now Ranma’s pretending to be someone who actually exists but is as clueless about directions as her brother.  I wonder what she’ll be like.
  • Finance Magnet [+200/-150/1200]: Somehow, you’ve wound up engaged to a large number of suitors, who will fight over you, fight with you, and generally make sure you get no peace ever. Some will want to marry you, some will want to kill you so the engagement will be cancelled. If you ever show favor to one of them, even in secret, the rest will immediately show up and start yet another house-destroying battle. If you wound up with a gender changing curse, you’ll have members of both genders after you.
  • Kitchen Destroyer [+100/-50/1300]: Your Cooking is so bad for this loop that it could make the gods themselves sick. While you instinctively know not to eat it yourself, you’ll still completely forget every time you get the chance to make someone else eat it, and you won’t understand why they’re turning weird colors and refusing to eat it… after all, it wasn’t trying to escape the bowl that quickly.
  • Curse of the Cat Fist [+100/50/1400]: Someone tried to teach you an invincible martial arts technique when you were a small child… by wrapping you in fish sausage and dumping you in a pit of starving cats. Unfortunately, they didn’t read the next page of the manual where it said nobody ever uses this training method because it leads to insanity. You’re now terrified of cats for the rest of the jump and no amount of therapy will cure it. You will run away from cats whenever possible, and be nervous around anything remotely cat-like. When exposed to cats too much, your mind will retreat into its happy place (where there are no cats), and you’ll start thinking you are a cat. When you’re in this state however, you’ll gain access to the incredible speed, strength, reflexes, and ki-claws of the cat-fist, which can slice through anything.
    • Cat Fist Technique: {Ranma ½} Allows use of Cat Style Kung Fu, the ability to claw through trees with your fingers, and increases speed and strength… cannot be combined with other attack forms easily. [Attack]
  • Companion Import [Free+50 for Uriel to buy Construction Master]: You can import up to 8 companions completely free of charge. They each get a background and the freebie level perk for that background (or the equivalent perk for Drop-Ins). Companions must also roll on the Jusenkyo curse table, but you can buy their curse off or choose one for them for only 50cp each. If you want them to have any other Perks, you can buy theme for each companion separately at half cost (background discounts also apply). You may not buy items for companions and they cannot take drawbacks for extra points.
    • Zane: ‘Loofa’, Male Amazon Warrior with Girl Curse
      • Amazon Warrior
      • The Jusenkyo Curse: Spring of Drowned Girl
      • Amazon Durability [Free]: 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.
    • Rocky: ‘Raaki Kani’, Male Japanese Drop-In with Cat Curse
      • Drop-In: Literally. You just fall out of the sky, and land in one of the cursed springs. Fortunately, the guide has some plane tickets and some local ID for you, and sends you on your way to Japan where all of the other foreigners that come here seem to be from. No new memories to mess with your head. No new memories to help you make sense of this place. (Would they really have helped anyway?)
      • The Jusenkyo Curse: Spring of Drowned Cat, Blue-point Siamese
      • Some Kind of Ninja: You’re really sneaky. You can find good hiding spots in any environment, including an empty room, or wide open plains, and most people will not be able to spot you until you jump out and reveal yourself. Whether you’re delivering takeout, spying, or waiting in ambush, only the most observant and seasoned observers will know you’re there.
    • AJ: ‘Ashi Jin’, Male Japanese Martial Artist with Girl Curse
      • Martial Artist: You’re a Martial Artist! Perhaps you’ve been wandering the world learning new skills and training, or you may even live at a local dojo. Either way, you’ll be coming to Nerima, and you’ll be drawn into the middle of a giant mess. At least it’s good training! You’ve probably got a place to stay around here somewhere, either with your family, or an apartment, or at a local temple – they often take in wandering martial artists in exchange for janitorial work. Learn weird and oddly specific martial arts like Martial Arts Tea Ceremony! You’ve got awesome skills in fighting! You’re going to need them. Random people will pop up every week or so wanting to fight you. Sometimes they’ll even have a reason.
      • The Jusenkyo Curse: Spring of Drowned Girl
      • Martial Acrobatics: As a basic skill of combat, you’ve learned to bounce around like a rubber ball, able to leap up onto nearby rooftops and fall even further without getting hurt. You’re also frustratingly hard to land a hit on – why won’t you stay still?!?!
    • RayRay: ‘Rinse-Rinse’, Female Amazon Warrior with Dog Curse
      • Amazon Warrior
      • The Jusenkyo Curse: Spring of Drowned Dog, Giant Chow
      • Amazon Durability
    • Dyna: ‘D’, Alien Infiltrator Martial Artist with Duck Curse
      • Martial Artist
      • The Jusenkyo Curse: Spring of Drowned Duck
      • Martial Acrobatics
    • Francine: ‘Fujiko Bondo’, Female Japanese Bystander with Piglet Curse
      • Innocent Bystander: Apparently, you’re here because you like to watch. You have a home in Nerima. Random Martial Artists will NOT show up and attack you – they can instinctively tell you’re not a fighter, and are more likely to talk first, or just ignore you. You still have to roll for a curse. How did that happen? What were you even doing in China? Really? You came to a world known almost exclusively for crazy martial arts, and you’re skipping out on the martial arts part?
      • The Jusenkyo Curse: Spring of Drowned Piglet, Warthog
      • Homemaking Skills: You can cook and clean with supreme skill and efficiency, in any environment. While others would need all day to get the house clean, do the laundry, and make dinner, you can have it all done perfectly in minutes with lots of time to spare for some light reading or other hobbies.
    • Uriel: ‘Yuri Dovchenko’ American Male Bystander with Girl Curse
      • Innocent Bystander
      • The Jusenkyo Curse: Spring of Drowned Girl
      • Homemaking Skills
      • Construction Master: Fast, Cheap, Quality – normally when talking about repairing damaged buildings, or building new ones you can only pick one, or if you’re lucky two. Considering the number of buildings and public structures around Nerima that are damaged or destroyed on a near daily basis, the fact that you’ve mastered all three means your services will probably be in high demand around this place. Otherwise it wouldn’t take long before Nerima was just one big pile of rubble.
    • Ziggy: ‘Zhi-Gi’, Male Chinese Ferret-Badger with Amalur Leopard Curse
      • Drop-In
      • The Jusenkyo Curse: Spring of Drowned Amalur Leopard
      • Some Kind of Ninja
  • Companions Recruited
    • Ryoga Hibiki, Japanese Male Martial Artist
      • Supreme Amazon Ki Techniques: You’ve managed to impress the Matriarch enough that she actually taught you one of the secret amazon ki techniques. You know the Breaking Point technique, which makes you effectively immune to blunt trauma, and lets you shatter any non-organic material by poking it with your finger.
      • Ki Projection: One of the most difficult types of Ki technique, you can take your strongest emotion, bunch it up in your hands, and throw it at people, knocking them flying, destroying walls and buildings, and potentially even creating large craters in the ground, depending on how strongly you feel that emotion. Of course, if you can’t bring yourself to feel the emotion you’ve learned to channel, you won’t be able to use the technique. The level of ki mastery needed to do this means you’ll be able to easily adapt any other techniques you learn to do things they weren’t originally intended for.
      • Hibiki Family Curse: You have no sense of direction. At all. You can get lost in a room with only one door, and while walking to the corner store beside your house, you sometimes wind up in Hokkaido. At least, you think it’s Hokkaido – that’s the place with the giant statue of a lady holding a book under her arm and a torch in the air, right? Why are they using weird money here anyways?
    • Yoiko Hibiki, Japanese Female Otaku
      • Safe Place to Stand: In any fight, or disaster, as long as you’re not part of the problem, you know exactly where to stand, and where to get others to stand, so that they won’t get hurt – missed projectile attacks won’t hit you, falling rubble will land somewhere else. If you’re in a building that is being demolished by someone else, you’ll be left standing unharmed in the middle of a pile of rubble.
      • Hibiki Family Curse: You have no sense of direction. At all. You can get lost in a room with only one door, and while walking to the corner store beside your house, you sometimes wind up in Hokkaido. At least, you think it’s Hokkaido – that’s the place with the giant statue of a lady holding a book under her arm and a torch in the air, right? Why are they using weird money here anyways?
    • Bao-Feng: a genuinely nice guy, a warrior-scholar born in (and frozen in a coffin of ice during) the Three Kingdoms Era. He is full of pomp and bravado and utterly fascinated by the modern world.
      • Weirdly Specific Marital Arts!: In this world, _anything_ can be a martial art, and your family school is proof of that. Pick something that’s not normally considered a “combat art”, and you’ve mastered a martial art based entirely around it. Examples from the series include: Tea Ceremony, Gymnastics, Takeout Delivery, Okonomiyaki Cooking, Cheer-leading, Calligraphy, Figure Skating, and Dining. Yes, Dining. Someone turned the art of eating politely at a restaurant into a combat style. After that, whatever you’re thinking of probably isn’t all that weird. The Anything Goes School also counts as one of these, despite being weirdly non-specific. This perk can be bought more than once, for different martial arts.
        • Bao is a master of Martial Arts Calligraphy and Poetry.
  • Copied Techniques
    • Anything Goes Martial Arts: In this world, anything can be a martial art. The Anything Goes School also counts, despite being weirdly non-specific. [Hand-2-Hand]
    • Hiryu Shoten Ha: Which creates an actual tornado to suck your opponent up into the air and toss them away. Requires maintaining cold ki. [Cold Manipulation] [Attack]
    • Shishi Hokodan: A depression based Ki Blast [Attack]
    • Moko Takabisha: A confidence based Ki Blast [Attack]
    • Chestnut Fist: The ability to pluck fish out of water without getting wet, or chestnuts from a fire without getting burned… also grants the ability to throw up to 100 punches per second. Learned in setting. [Attack] [Speed] [Coordination]
    • Hapo Daikarin: The ability to spontaneously generate explosive bombs.
    • Bakusai Tenketsu: The Breaking Point Technique. Allows the user to shatter any semi-rigid physical object, such as rocks, glass, steel, or similar non-organic substances. Might work on things like scales or dry wood. Training usually confers increased resistance to blunt force trauma.

Jump #09 – Bastion

  • Name: SkyJumper
  • Location: In the Sky
  • Age: Apparently Irrelevant, not too old, not too young
  • Total Runtime: 10.1 Years + 80.2 Years = 90.3 Years
  • Gender: Female Caucasian Human
  • Log: ACE in the Hole
  • World #: 9
  • Unfinished Business?: Nothing I can think of.
  • Document

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  • Drop-In Background [Free]: No memories of lost loved ones or destroyed homes. No idea about how anything works, or any of the secrets of the Old World.  Nobody, really. She woke up on a rock in the sky, after the Calamity had already hit. Lucky for her. She don’t have to worry about those she lost, the things that were undone in the Calamity. Trouble is, she doesn’t have much in the way of skills or knowledge on how to get around in this broken world she’s found herself in. She just finds herself out in the middle of the Wilds, with no place to call her own.
  • Dulcet Tones [Free]: A deep, soothing voice nobody else can hear starts narrating your actions, like you’re some kinda story character. Mostly it just provides commentary, but every once in a while it might give some helpful advice or useful background info that’ll come in handy. The narrator knows just about everything about everything, especially the history of whatever location you happen to be in, and while he’ll never talk to you directly and never notice if you talk to him, he’s happy to share information about things you study. You can toggle this on or off at will, but really, why would you want to?
  • Just Foolin’ [100/900/1000]: The shattered remains of the old world are a dangerous place; one false step and you can find yourself plummeting down thousands of miles to the Boundless Sea below. ‘Course, some of you Jumpers might survive it, but for those of you who aren’t so lucky, there’s this perk. You are never in danger from falling, not ever again. Maybe a gust of wind’ll sweep you up and deposit you where you started, maybe you’ll grab an outcropping and pull yourself back up, maybe a Pecker’ll come outta nowhere and save your sorry hide. Whatever happens, you can be sure you ain’t gonna have to worry about peelin’ yourself off the pavement.
  • Dig My Hole [100/800/1000]: Claustrophobic? Not anymore.  You are now completely comfortable underground, can see well in dim lighting, and have a natural feel for the stone around you, allowing you to instinctively avoid unstable ground, gas pockets, and other dangers, all while homing in on valuable minerals or other prizes. You can dig with your hands as well as a normal man could dig with a pick or shovel and with the right tools you can dig as well as a team of five.
  • Build That Wall [100/700/1000]: A working knowledge of the basics of Caelondian technology, including knowledge of how to harness Burstone Cores to produce usable Mantic energy, which can be used to power basic machinery, short ­range flying machines, computers, and a variety of other devices as well as to reinforce existing structures by running a Matic current through it.  This enhances whatever physical properties those structures possess (usually durability), though other uses are possible.  As a bonus, you also have basic construction skills for more mundane buildings and devices.
  • The Stone Remembers [300/400/1000]: When things are destroyed, they leave behind fragments.  These Fragments are tiny pieces of object memory that can, by one who knows the secret of the act, be fused together to recreate anything you have learned how to make, from materials, to weapons, to buildings, to, in theory, Cores.  It all depends on how many Fragments you have.  Fear not, as, once you have left the world of Bastion behind, you will still find Fragments any time something’s smashed apart or destroyed.  It might take longer to learn how to transform Fragments into stuff that’s not from the world of Bastion, but it can be done. Just remember, the bigger and more complicated the thing, the more Fragments you’ll have to pony up.
  • Spirited [400/0/1000]: Since you like potions so much… and drinking… Caelondian Spirits are a perfect fit for you.  Only those alcoholic beverages that confer a direct benefit were permitted within the city and now you know the secrets to brewing these powerful Spirits. All you need is a basic still and a few easily ­obtained ingredients and you can produce strong drinks that confer incredible benefits if drunk daily, such as enhanced strength, rapid healing, increased vigor, and much more.  Normally, drinking more than two or three of these beverages would knock a normal person flat on their ass, but you… you can handle 5 a day without even wobbling… maybe more!
  • Phonograph [Free]: A sturdy, old-fashioned, hand-cranked phonograph with much higher-quality sound than you’d expect.  Has a collection of local folk songs and the soundtrack to Bastion.
  • A Sack o’ Fragments [Free]: a bag containing 1,000 fragments, the closest thing to currency left in the world of Bastion.  These tiny pieces of stone contain fragmented memories of the Old World.
  • Caelondian City Crest [50/-50/1000]: an ornamental gear worn on the back, this crest indicates membership in a Caelondian guild. The Crest carries a tiny portion of the power of the Bastion, Caelondia’s safe haven. This power can restore broken things, assuming it has a recording of it’s original shape. In the broken remains of the Old World, it can draw on the Bastion’s memories of the Old World to reconstruct small pieces of what was, forging paths and rebuilding small islands. While rebuilding more than a tiny portion of a city is beyond this gear’s power, it does make travel among the tiny floating islands much easier.  Without the Bastion, this gear is useless unless you can find a way to connect it to another data storage system, in which case it can restore small objects and locations to stored specifications. It can ONLY restore destroyed objects, not create new ones out of raw materials.
  • Vineapple Seeds [50/-100/1000]: A packet of seeds for the Vineapple plant that grows in abundance in the Wilds. They grow quickly and with minimal care, and quickly bear a spiky fruit. The green fruit given by this plant are safe to eat, delicious, nutritious, and give a minor increase to physical abilities for several minutes. The yellow fruit are very sensitive, and a small nudge can cause them to violently explode and spread their seeds. The color of fruit grown can be predicted by the color of the seeds, but both varieties give equal amount of seeds for both.
  • Burstone [50/-150/1000]: A small crate of burstone that refills once weekly. Burstone is an excellent capacitor, capable of storing a great deal of energy and discharging it slowly when provided with an outlet. Burstone acts like a rechargeable battery with no maximum limit, capable of storing immense energy without difficulty. The discharge is normally steady and controlled, but destroying it will release all its energy at once. Caelondian technology has ways to coax more energy from burstone at once without destroying it.
  • Gel Cannister [50/-200/1000]: you gain a small cannister, filled with a blue gel. Shattering this cannister causes a small, white robotic sentry turret to form from the resulting puddle. This cute little fellow speaks in a gentle, soft voice, and will fill anything that moves within it’s field of vision with hundreds of bullets in seconds. However, it cannot turn on it’s own, rendering it vulnerable to attacks from behind. If destroyed or deactivated, it dissolves into particles, and a new cannister appears in your Warehouse. It will never fire on you.
  • Core [600/-800/1000]: The basis of most of Caeloandia’s technology and the source of the greater portion of its riches, Cores give off an incredible amount of power at a steady rate. If they ever run dry or burn out, nobody’s ever lived long enough to see it happen; in all of Caelondia’s history, no Core has ever run out of power.  It can also “remember”, that is­ it soaks up data about the world around it like a sponge, and (if given) the right stimulus, it can be made to repair what was broken, bringing it back to the way the Core ‘remembers’ it being. Of course, doing this is extremely complex, and at the absolute cutting edge of Caelondian science the primary usage of Cores is as a combination power source and data storage device, with nearly unlimited capacity for both.
  • The Wild Unknown [+400/-400/1400]: Every Animal and plant in the Wilds will be altered to your presence and will want you gone.
  • No Head for Heights [+400/0/1800]: For your stay in Bastion World, you will find that your acrophobia has been… augmented.  This seems fair since you’re being cured of your Claustrophobia for good.
  • Ura Flash Steps: {Copycatted} with a peculiar motion of the foot, you can make a single step launch yourself forward, moving so quickly that you seem to teleport. At first you will only be able to move a few feet in a straight line in this way, but with practice your range will expand, and you will learn to use your free foot to control your trajectory, curving and twisting your path mid­leap. The greatest masters of this technique can travel miles in seconds, though this is of limited use on the shattered remains of the Old World, as there simply isn’t enough room. Be warned this technique requires focus, and so you cannot do anything else while leaping, and require a second or so both before and after to gather your focus and then recover. it also confers no enhanced durability, so hitting a solid object this way will be incredibly painful. (Learned by mimicry) [Speed]

Jump #8.5 – Modified 80’s Action Movie

  • Name: Lt. Sam Jones, Retired
  • Location: LA
  • Age: 64
  • Total Runtime: 0.11 Years + 90.3 Years = 91.2 Years / Incomplete
  • Gender: White Male Human
  • Log: ACE in the Hole
  • World #: Number Unknown
  • Unfinished Business?: Jump Incomplete, Glitched
  • Document
  • Lt Sam Jones
  • Eastwood Background [Unofficial]: Must take Get Off My Lawn
  • Do You Feel Lucky [Free Unofficial]: While holding a weapon, your powers of intimidation are almost legendary.  Doesn’t work on non-punks/mooks/civilians. [100/Free Eastwood] (0)
  • One Bullet Left [100 Unofficial]: You always have 1 final round in the chamber of any weapon you’re using when it counts.  You can still run out of Ammo, but will always be able to find one round of ammo if you look for a few seconds. [200/Discount Eastwood] (100)
  • Beyond the Threshold [300 Unofficial]: When Tortured, you just get sarcastic.  No amount of pain can make you talk, and in fact, being tortured just makes you tougher and harder to kill. [600/Discount Eastwood] (400)
  • Old Age & Treachery [100]: No matter how old you are, you can still kick ass and keep your muscle mass.  You will be in peak physical condition until your dying breath, even if you smoke like a chimney and drink like a fish.  Your wounds still hurt when the weather is bad though. (500)
  • Hidden Talent [100]: Sushi Chef (600)
  • (&#&*(UHU&DF: [800] – Enasinifasuhf,95u9dj7y6 (1400)
  • The Right Tools for the Job [200]: You have a small bag, like a duffle or a doctor’s bag, that is always nearby when you need it.  It contains any handheld tool or weapon theoretically available in your current timeframe, that relate to one Job. It could be assasination one day, safecracking the next, field surgery a third day.  Can change once per day. [400/Discount Eastwood] (1600)
  • One Riot, One Ranger [+300]: You’re the only man the whole world can call on for help, no matter what the problem is, you get sent in alone. (1300)
  • Suburban Hellhole [+200]: The whole world’s in a sorry state. There are wars all over the place, the crime rate’s risen 400% in the last year, and even honest citizens are having to carry to keep themselves alive. Expect gunfights to break out even quicker than normal, and you’ll probably end up having to police the place somehow. There are rumors the government’s even considered making some Mega-City, or blocking parts off to contain the crime…(1100)
  • Get Off My Lawn [+100 Unofficial]: Ability to be Cranky no matter what. Inability to not act like a cranky old geezer. Automatically sets your age to 62+1d8 and locks you into that form for the duration of the jump. After the jump, you can retain the ability to act like a crank at any moment and have people treat you like a crank while you’re being cranky. (1000)

Jump #10 – Swat Kats

  • Name: Dr. Saban Juniper, aka Dr. Snowjaeger
  • Location: Megakat City
  • Age: 26
  • Total Runtime: 10.1 Years + 91.2 Years = 101.3 Years
  • Gender: Anthropomorphic Female Snow-Lynx
  • Log: What the Heck is Swat Kats?
  • World #: 10
  • Unfinished Business?: No. All Goals Satisfied.
  • Document
  • cb2
  • Villain Background [50/950/1000]: You know how to get around the city, and more importantly how to take advantage of it. Everyone fears you; they know you can cause a catastrophe… oh don’t give me that look. You may be a tad biased in how you see the city ever since your origin. Just about every faction in this city doesn’t like you; you’re on your own. The ignorant FOOLS! Don’t they see what glories would have awaited if they listened to you? The heights they could have reached w-… oh, right. Got a bit carried away. See, you were a researcher at Pumadyne. Or maybe you were a law official at the Court. Who knows? The point is you were scorned. You tried to make a move and people scorned you for it, and now you’re out to show the city who they’re messing with! Sure, it’s a bit demeaning to sneak around like some mere BURGLAR, but soon you’ll show them. You’ll show them all!… ah, to heck with it. MWAHAHAHAHAHA!!!
  • Rockin’ Music [Free]: When you’re going around or doing something awesome, you can choose to have a sick electric guitar riff or a few notes of heavy metal goodness playing as you work in all your glory! … or villainy. Either way it’s sure to sound amazing.
  • Aura of Authority [100/850/1000]: 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.
  • Maniacal Laugh [Free for Villain]: Fools! You’ll show them… YOU’LL SHOW THEM ALL!! You can unleash a truly terrifying laughter that will strike fear into the forces of good, and enforce to any minion you have that following you is in their best interest. It’s also cool. What’s that? You’re a Hero? Well it’s now a JOVIAL LAUGH OF JUSTICE which will rouse the morale of do-gooders!
  • Grunt Work [50/800/1000]: What good is a villain if they have to do everything themselves? There is a chain, and you know how to form it… you’re able to recruit minions and toadies more easily, whether it’s from the dredges of society or when you’re dunning down their boss in front of them. Sometimes you gotta pay attention to the sinister one.
  • Crazy Theme [300/500/1000]: A motif. A calling card. A strategy. A THEME. Every villain has one, and now you do too! The Law: They say ‘Possession is 9/10ths of the Law’, and you’re aware of that. Learning legal systems is cakewalk. Manipulating them more so. You’re much more competent at creating schemes that have disturbingly little legal implications, plans within plans that mean little to no risk for you. As a bonus, you are also capable of understanding and learning legal systems and laws much more easily, to the point of having a much easier time swinging high authority figures to your side and exploiting connections with them. Your appearance as a result grows more charismatic, more powerful-looking… any who see you will know you are the law.
  • To Crime Another Day [300/200/1000]: Villains are notorious for the plans, their flair… and their ability to get away from just about anything. You have an incredible amount of luck when it comes to escaping an exploding mothership, or a burning building, or anything of the sort. Even when by all rights you SHOULDN’T have survived that explosion, somehow you can crawl away with the barest thread of life, ready to recover and strike your hated enemies another day. Do not rely on this luck too much however, for Fate is fickle if called upon too much…
  • City Map [Free for Villains]: When you need to ensure you get across town, you need to know how to get there! This map has an accurate representation of Megakat City, its sewer systems, and its back alleys, letting you move right along unhindered! Furthermore, this map updates to any city you’re currently in, and will update with construction or traffic jams or any similar obstructions… just don’t expect it to keep track of your enemies.
  • Origin Outfit [Free for All]: As a Villain, you get a lab coat. Do your work with CLASS.
  • Companion Import [200/0/1000]: Bring in any companion you have, up to a maximum of eight! Each individual import is 50, with all eight slots costing 200 total. Imported companions come with a free background and 200 CP to spend on perks from this world. Drop-Ins get the first two purchases free.
    • Zane: Puma
      • 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.
      • I Don’t Deal with Criminal Scum [Free]: 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.
      • Aura of Authority [50]: 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.
      • Foot in the Door [150]: 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.
    • Uriel: Cougar
      • Ace Pilot: Your vigilantism is well and truly needed in a time of turmoil, when the Enforcers can’t keep up. If you do your work right, you’ll be heralded as a hero! The Enforcers do not like you, and will likely make things hard for you when they can. The Swat Kats may not appreciate the competition depending how you do things. After an incident involving Commander Feral and his prized chopper (though where you got that much string cheese is beyond me), you were fired from the Enforcers and banished to a lesser-known scrapyard that the Enforcers and Pumadyne Industries use as their dumping ground. You’ve been keeping this place in shape ever since, but funny how the Enforcers throw out a lot of stuff… it barely took you any time to realize the majority of it still worked.
      • Unassuming [Free]: It’s a dangerous world out there, and who knows when information can get into the wrong hands. Fortunately for you, you’ve developed a knack for pretending to be someone else. You’ll have to create the paperwork and identities yourself, but with a smile and charming attitude like yours (and maybe a pizza or two every so often), you’ll have a better time convincing others that you’re not some secret fighter pilot… or worse. Just remember to keep your stories together.
      • Fit as a Fiddle [50]: Your life tolerates no weakness. No laziness. You understand the need to remain in shape and strong, and your body shows it. You’re at the peak level of physical human fitness, and your acrobatic skills have increased as a result… and of course, your sculpted physique is a nice bonus. Anyone who thinks a fighter jockey is weak is going to be sorely surprised.
      • Scrapyard Skills [150]: Where others see junk, you see treasure just waiting to be utilized. You can make far more use out of scrap metal and tossed out electronics, repurposing them for many different tasks. That washer machine might have the parts needed to help spin an engine turbine, or that piston tube might be JUST the right size to refashion into a grappling hook launcher… it’s all in how you use it and how you repurpose things.
    • Ryoga: Russian Blue
      • Drop-In Identity: No memories or personality to hold you back, you’re your own person! Don’t have to deal with hairballs. No buddies or history to help you get used to this place. You might get odd looks if you kept your base form. You find yourself falling… falling… until you hit the ground in an alleyway. I made sure you or the environment wasn’t harmed, wasn’t that nice? That hobo looked awfully scared, though… either way, this is it. Have a good time… or not. As long as it’s fun.
      • Good for the Press [Free]: The importance of appearance to the news and any potential supporters cannot be stressed enough. If you cannot put forth a good image, how will people trust you to run anything? You’re skilled in maintaining a professional appearance, and you even have a bit of extra good looks to help.
      • Stress Test [Free]: When it comes down to the wire, you’re calm and collected. You’re able to notice details despite outrunning a giant bug, and if you’re held hostage you can keep it together to take notes about the captor. A little detail can go a long way.
      • Unassuming [100]: It’s a dangerous world out there, and who knows when information can get into the wrong hands. Fortunately for you, you’ve developed a knack for pretending to be someone else. You’ll have to create the paperwork and identities yourself, but with a smile and charming attitude like yours (and maybe a pizza or two every so often), you’ll have a better time convincing others that you’re not some secret fighter pilot… or worse. Just remember to keep your stories together.
      • Fit as a Fiddle [100]: Your life tolerates no weakness. No laziness. You understand the need to remain in shape and strong, and your body shows it. You’re at the peak level of physical human fitness, and your acrobatic skills have increased as a result… and of course, your sculpted physique is a nice bonus. Anyone who thinks a fighter jockey is weak is going to be sorely surprised.
    • Yoiko: Russian Blue
      • Ace Pilot Identity: Your vigilantism is well and truly needed in a time of turmoil, when the Enforcers can’t keep up. If you do your work right, you’ll be heralded as a hero! The Enforcers do not like you, and will likely make things hard for you when they can. The Swat Kats may not appreciate the competition depending how you do things. After an incident involving Commander Feral and his prized chopper (though where you got that much string cheese is beyond me), you were fired from the Enforcers and banished to a lesser-known scrapyard that the Enforcers and Pumadyne Industries use as their dumping ground. You’ve been keeping this place in shape ever since, but funny how the Enforcers throw out a lot of stuff… it barely took you any time to realize the majority of it still worked.
      • Unassuming [Free]: It’s a dangerous world out there, and who knows when information can get into the wrong hands. Fortunately for you, you’ve developed a knack for pretending to be someone else. You’ll have to create the paperwork and identities yourself, but with a smile and charming attitude like yours (and maybe a pizza or two every so often), you’ll have a better time convincing others that you’re not some secret fighter pilot… or worse. Just remember to keep your stories together.
      • Fit as a Fiddle [50]: Your life tolerates no weakness. No laziness. You understand the need to remain in shape and strong, and your body shows it. You’re at the peak level of physical human fitness, and your acrobatic skills have increased as a result… and of course, your sculpted physique is a nice bonus. Anyone who thinks a fighter jockey is weak is going to be sorely surprised.
      • Got Your Back [150]: You know the value of teamwork and true friendship. Your coordination skills and efficiency with Companions have increased noticeably, and your teamwork skills have gotten to the point where half the time you don’t even need to say anything… you all just have a knack of knowing what the other will do. If you spend a few months training and working with a non-companion, this can even extend to them.
    • Petra: Siamese
      • 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.
      • Aura of Authority [50]: 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.
      • Foot in the Door [150]: 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.
    • RayRay: Cheetah
      • 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.
      • Aura of Authority [50]: 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.
      • Foot in the Door [150]: 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.
    • AJ: Serval
      • 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.
      • Aura of Authority [50]: 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.
      • Passing the Buck [150]: You did the best you could! You would have succeeded… if it wasn’t for those meddlers. You have a real talent for putting the faults of a botched job on someone else, whether it was some pesky vigilantes, or a villain who did a surprise attack, or even that random soldier who didn’t fire when he SHOULD have (how he was supposed to know this is not the point). You’re also rather convincing, whether through force of personality or finding the weak points in a situation. If it was obviously your fault then this will not work, but the more chaotic and vague a situation is the better this works in your favor.
    • Francine: Sphynx
      • 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.
      • Aura of Authority [50]: 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.
      • Passing the Buck [150]: You did the best you could! You would have succeeded… if it wasn’t for those meddlers. You have a real talent for putting the faults of a botched job on someone else, whether it was some pesky vigilantes, or a villain who did a surprise attack, or even that random soldier who didn’t fire when he SHOULD have (how he was supposed to know this is not the point). You’re also rather convincing, whether through force of personality or finding the weak points in a situation. If it was obviously your fault then this will not work, but the more chaotic and vague a situation is the better this works in your favor.

Back to Powers & Abilities or Forward to Next Jump Stuff

Jump Stuff: #01-05, #06-10, #11-15, #16-20, #21-25, #26-30, #31-35, #36-40, #41-45, #46-50, #51-55, #56-60Developed

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