Jump #11 – Great Detective

  • Name: Juno Smoke
  • Location: Lyon, France, Dawn of the 21st Century, Home of Interpol
  • Age: 25 Years Old
  • Total Runtime: 10.1 Years + 101.3 Years = 111.4 Years
  • Gender: Female Estonian
  • Log: The Spider in the Web
  • World #: 11
  • Unfinished Business?: Not as far as I know
  • Document

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  • Consultant Background [100/900/1000]: Deduction may not be your day job, but it is your second life. People come to you with tall tales, sometimes problems, and you solve them. Sometimes they leave gifts, sometimes other donations. You draw in weirdos.
  • Got It Memorized [Free for Consultants]: 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.
  • The Look [300/600/1000]: A picture may contain a thousand words, but a look from you can pull twice that. The ultimate eye in single glance analysis, tell spotting, and targeting. Muscle Reading, the ability to read even the most subtle of tells and clues of facial musculature.  This is limited by my knowledge base, of course, and is not true mind reading, but it’s close. Post-jump, this will allow me to “focus” and fine tune my gaze for specifics.
  • Mental Palaces [300/300/1000]: Mental Crime Scene Reconstruction and the last word in mind and memory.  Can be used to run combat simulations or practices speeches. Never have to worry about your memory again, as your mind surpasses even what the most learned of men could store. Post-Jump, it will allow me to pull a person into my head for up to a day, once a day.  Time Freezes during that period
  • Just Between You and Me [300/0/1000]: Why does everyone keep telling me secrets?  Do I have that kind of face?  People seem more likely to tell me things in confidence, even normally tight-lipped villains can’t help but spill to me.
  • The Hat [Free for Consultants]: A stylish, every clean and in season hat for your head.  Wearing it makes you feel clear-headed and quick-witted, as if you’d had a good night’s sleep. Free Import.
  • Detective’s Notebook [Free for All]:  Never gets permanently lost, damaged, or out of pages or ink.  Comes with a magical index that updates automatically.
  • Looking Glass [100/-100/1000]: A big ol’ magnifying glass, it reveals things to you that mortal eyes would not see. It shows you where the bodies fell, the hint of where the next clue is, and where the secret doors are. Also sees ghosts, but when would that ever be useful?
  • Watson, I Presume [300/-400/1000]: One’s a Jumper, the other’s whatever they want to be, they fight crime. They share your trials and successes, so they get as many CP to spend as you have remaining after their purchase. 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. Used to import Zane with 1200 CP.
    • Hardboiled Background [100]: 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 [F]: 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 [100]: 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 [100]: 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 [300]: 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 [300]: 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 [300]: 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 [F]: 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 [F]
  • Meddling Kids [100/-500/1000]:  Some kids and a Dog, a team that’s worked since the dawn of time. They each get 300CP to spend. Up to six companions may be imported this way. At least one must be animal, at least one must be human.
    • Yoiko: 18 year old amateur sleuth
      • Drop-In Background: Whether a normal citizen or a badge on the force, you seem to live in interesting times. Wherever you go, crime is in the streets, and mysteries layer society. Roll up your sleeves, you work for a living.
      • Rough & Tumble [100]: 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.
      • Fuzzy Thinking [100]: Lateral thinking and out of the box solutions come as naturally to you as regular thoughts. Be sure to sort out the goods ones from the bad, though. Just because they’re weirder does not make them less fallible.
      • Infinite Patience [100]: You have been compared to a snake or cold blooded reptile many times. Which is to say, on stake-outs and sting ops, you are as patient as a rock, but when the time comes to it, your reflexes are not dulled, but whip fast!  Never get bored or tired while waiting.
      • Detective’s Notebook [F]
    • Ryoga: 20 year old amateur sleuth
      • Drop-In Background: Whether a normal citizen or a badge on the force, you seem to live in interesting times. Wherever you go, crime is in the streets, and mysteries layer society. Roll up your sleeves, you work for a living.
      • Infinite Patience [100]: You have been compared to a snake or cold blooded reptile many times. Which is to say, on stake-outs and sting ops, you are as patient as a rock, but when the time comes to it, your reflexes are not dulled, but whip fast!  Never get bored or tired while waiting.
      • Blunt Object [150]: Even the most unstoppable personality surrenders to you. Whether through idiocy or obliviousness you have become immune to seduction, manipulation or malicious trickery.  Also grants a hardier head and stronger mental defences.
      • Harmless Enough [50]: Whether through seeming innocent, incompetent or small, you have found a way to pass unnoticed and beneath suspicion most times. Hide behind enemy gazes and sidle around society.
      • Detective’s Notebook [F]
    • Uriel: 24 year old Hardboiled Detective
      • Hardboiled [100]: 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 [F]: 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.
      • Time in the Army [100×2]: Or that’s what you claim. You’ve had more than your knuckles dusted in alley touch ups, and can claim true lethality. Also grants a reputation for strength. Level 1 is combat knowledge, enough to hold you over any sudden encounter.  Level 2 is deadly knowledge, better bring more than ten men to warmup.
      • The Hip Flask [F]: 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 [F]
    • Bao-Feng: 24 year old Hardboiled Detective
      • Hardboiled Background [100]: 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 [F]: 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.
      • Fool Me Once [150]: There is no fooling you twice. Coming up with attacks against you is like sledding uphill, any kind of punch or tactic or trap will have a counter after you see it. Won’t stop you being blindsided, but it will stop repeat performances.
      • The Hip Flask [F]: 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.
      • Blacklight Torch [50]: Picks up traces of bodily fluids, no matter how much time has passed. If not present, it will tell you if somebody tried erasing them. Good for picking up dirty laundry or getting impressions.
      • Detective’s Notebook [F]
    • Ziggy: 2 year old
      • Drop-In Background: More like Dropped On Head-In, am I right? Doook!
      • Rough & Tumble [100]: 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.
      • Harmless Enough [50]: Whether through seeming innocent, incompetent or small, you have found a way to pass unnoticed and beneath suspicion most times. Hide behind enemy gazes and sidle around society.
      • Blunt Object [150]: Even the most unstoppable personality surrenders to you. Whether through idiocy or obliviousness you have become immune to seduction, manipulation or malicious trickery.  Also grants a hardier head and stronger mental defences.
      • Detective’s Notebook [F]
    • Dyna: 19 Year old Professional Detective
      • Professional Background [100]: As a professional manhunter, you may work for a large security firm, or your nation’s intelligence networks, or even Interpol. You draw a regular salary, and your cases are more high-brow.
      • Infinite Patience [F]: You have been compared to a snake or cold blooded reptile many times. Which is to say, on stake-outs and sting ops, you are as patient as a rock, but when the time comes to it, your reflexes are not dulled, but whip fast! Never get bored or tired while waiting.
      • Profiler [150]: By careful examination of the crime or the crime scene, you can piece together characteristics and a personality of the likely culprit. Normally a near impossible feat for humans to pull off, your guesses are more often on the mark than not.
      • The Badge [F]: To protect and to serve, it says when you can read it. Keep it on your belt, pocket, wallet or collar, this is proof of authority in near any jurisdiction or plane of existence. Allows you to freely interrogate anything once a day.
      • Blacklight Torch [50]: Picks up traces of bodily fluids, no matter how much time has passed. If not present, it will tell you if somebody tried erasing them. Good for picking up dirty laundry or getting impressions.
      • Detective’s Notebook [F]
  • Chust a Ztoopud Ashent [+100/-400/1100]: You have a, how do you say, certain way of aspeaking. While you can get your point across, eventually, your little quirk will be seen with derision and annoyance. Estonian Accept Please.
  • You’ve Got Murder [+100/-300/1200]: A depressingly large portion of your cases end up being murder. You can’t just write everything off as death though, but you will fain a reputation for having things die around you. You can’t even go on holiday without solving the Affair of the Drowned Concierge.
  • Not Playing by Knox [+300/0/1500]: There is a group out there dedicated to mayhem and disorder. No tell hostels that ensnare young travellers, themed serial killers manufactured by the dozens, housewives and postmen purchasing locked room murder kits. Find them. Solve them. Destroy them. You will not rest until they are brought to justice for their crimes.

Jump #12 – Mighty Morphin Power Rangers / Sentai Special

  • Name: Miss Sunset James
  • Location: Angel Grove, USA
  • Age: 17
  • Total Runtime: 10.1 Years + 111.4 Years = 121.5 Years
  • Gender: Female Cherokee
  • Log: A Special Torture
  • World #: 12
  • Unfinished Business?: Please no. Don’t make me go back.
  • Document

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  • Drop-In Origin [Free]: No new memories clouding your judgment, and a lack of history in this world makes you without enemies. You also don’t have any friends or family to rely on if you need them, and don’t know the world. Not knowing what you’ll be up against isn’t so bad. If you show potential and get recruited by either side in this struggle, they’ll likely reveal all the details to you without a second thought. Flipping from side-to-side is a viable option, as both groups seem pretty gullible and surprisingly quick to forgive past mistakes. As an outsider you’re in a unique position to observe the peculiar quirks of the world and take advantage of them.
  • Acoustics [100/900/1000]: You are incredibly skilled with an instrument of your choice, and can project your voice or sound from instruments over incredible distances. This does not add to the volume, just allows sound to travel further and remain clear and audible. Flute Please.
  • Dragonzord [300/600/1000]: An ancient giant robotic ally from the sea. It has plenty of built in weaponry such as drills and missiles for you to use. You can pilot it remotely using the dragon dagger or take control from within the cockpit. It can combine with other dinozords for more power.
  • Dragon Flute [100/500/1000]: No mere flute, this intricate dagger lets you summon your zord from any distance (if you have one). Machines can pick up on the notes at any distance, so it’s useful for activation codes at long range. It can also be used to fire an energy beam in a fight.
  • Dinozord Bundle [600/-100/1000]: Five dinozords with the ability to come together to form one Megazord. And luckily for you, this comes in a full set of five! You can still only operate one though, and even once they’ve formed together, they still need multiple people at the controls.
  • Power Morpher [100/-200/1000]: Includes a power coin with the image of an ancient animal of your choice. This will allow you to call upon a dinozord that resembles it (if purchased separately), or quickly change into alternate outfits. One alternate outfit is included, your very own ranger suit and helmet. This functions similarly to weak power armor.
  • Nice Haircut [+100/-100/1100]: You will be constantly berated and teased for anything considered out of the ordinary for the early 90s. you are expected to constantly keep up with changing styles or you will be constantly mocked. You frequently have bad hair days.
  • Ai-yi-yi-yi-yi [+100/0/1200]: You have several grating verbal ticks that you use every time you interact with others, even if normally you’re unable to speak. Those native to the world might not be bothered by the behaviour, but you could end up annoying yourself and other companions.

Jump #13 – Buffy the Vampire Slayer & Angel

  • Name: Sylvia Jane Rosenberg
  • Location: Sunnydale, California
  • Age: 15
  • Total Runtime: 10.1 Years + 121.5 Years = 131.6 Years
  • Gender: Jewish Female
  • Log: Get Thee Behind Me, Buffy
  • World #: 13
  • Document

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  • Spare Key [Free]: You’re the backup plan. This body was crafted for you out of an extra special energy source, so appreciate it. You are one of the few things keeping a God of Hell from blending all possible realities and unleashing suffering across dimensions. The mentally ill recognize you on sight as something unworldly. Soon you won’t be the only one though, so Glorificus might not come for your head. Proximity to the slayer should keep you safe. On that note, you’ll be inserted into the family of one of the school attending protagonists as a sibling. Memories of your family will be modified to think you’ve been here all your life. They’re used to your personality, but aren’t aware of any special powers you might have. You still have no better idea of who anyone is than before you showed up though. No memories impeding your judgement. Another key will still show up, evil god wants your blood. No new memories to help you fit in the world.
  • High Stakes Fighter [Free for Slayers]: You have at least a theoretical knowledge of jujutsu and aikido, but when it comes to combat you have a general aptitude for punching people in the face in a style all your own.
  • Slayer [300/700/1000]: Bane to all vampires. The Slayer is called by destiny to fight creatures of the night and possesses strength, speed, stamina, agility, reflexes, recovery, and intuition to handle common vampires easily. You’ll be truly dangerous to fight. Prophetic dreams will occasionally alert you to upcoming events.
  • Sorcery Savant [600/100/1000]: You have a general aptitude for learning spells and possess a far greater natural ability to perform magic. You already know a variety of simple spells. The spells you perform will be on the same level or possibly above that of the greatest witches on Earth once you gain more experience.
  • Mr. Pointy [Free Slayer]: “THis is my lucky stake. I have killed many vampires with it.” Not just a run-of-the-mill stake. This curvy bit of wood will never break and was carved with love from fine padauk wood. It’s been used for many vampire slayings, so it can’t be that bad of a weapon.
  • Flight [500/-400/1000]: The ability to fly is now yours. No wings or anything, it’s a purely magical ability. You can go kinda fast using this. It peaks at around 70mph. The wind at this speed won’t bother you either, just avoid flying into things.
  • The Sunnydale Effect [+200/-200/1200]: Despite the danger, you will never have a problem with going out alone at night. You tend to have a problem remembering the supernatural occurrences, including regularly forgetting who has been endowed with supernatural powers.
  • The End of Magic [+200/0/1400]: When the seed of Wonder is destroyed during the Twilight Crisis (and it will be) you will be cut off from all extra-dimensional sources of magic. Any magical abilities you possess cease to function, rendering you a mostly normal person. Since you were brought into the world magically, as the lingering magic fades so will you. Unless the seed is restored you will be erased from the world and forgotten. This counts as death if it occurs.

Jump #14 – Metal Gear Solid

  • Name: Joyous Snake aka Little Boss / Simon Joval
  • Location: Arlington, 1965
  • Age: 0+
  • Total Runtime: 49.6 Years + 131.6 Years = 181 Years
  • Gender: Female Clone of The Joy aka The Boss
  • Log: They ain’t Heavy, They’re my Brothers
  • World #: 14
  • Unfinished Business?: See Jump 15
  • Document

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  • Drop-In Background [Free]: Free 2nd language appropriate to your starting location, otherwise same as usual. Afrikaans.
  • Survival Viewer [Free for Drop-In]: You have knowledge of foraging and preparing food in the wild, you generally know how to avoid food poisoning but even if you don’t your digestive system seems especially hardy. In addition, you can increase your natural healing rate by eating good-quality food.
  • Psychic [300/700/1000]: The true power of the mind is unlocked within you, providing powers such as psychic communication and remotely moving light objects (up to 100lbs).  You can specialize in Telepathy to read minds or commune with the dead, or Telekinesis to shield yourself from incoming projectiles (which requires constant focus) or levitate.  An otherwise normal person should be able to soft-cap everything within about 17 years. Focused in Telepathy.
  • No Nation We Inhabit… [200/500/1000]: but a language. Pick 2 real world languages (Japanese & Russian). You now speak and read them at the level of a native. In addition, you pick up new languages twice as fast and have an innate talent for cryptology.  This also affects computer languages, but will not benefit your computer science skills any more than knowing 15 spoken languages will make one a better orator.
  • Here’s to You [100/400/1000]: Any stored music you collect is automatically added to a mental music player that gives you perfect recollection of the song, as if you were hearing it played live.  In addition, if you touch a set of functioning speakers you can have them begin playing music from that collection.  Once the selected playlist ends, you move out of earshot, or someone turns them off, the speakers return to normal.
  • Lay of the Land [100/300/1000]: Wherever you start out, you have an understanding of the local terrain, culture, and goings-on as if you had spent your whole life there.  When visiting other locations, you can achieve this level of familiarity much faster than most.
  • CQC [600/-300/1000]: Close Quarters Combat, a martial art for the modern age developed by legendary soldiers The Boss and Naked Snake. You’ve managed to surpass the basic understanding shown by many soldiers and achieve true mastery. Your skill and spatial awareness has reached the point where you can floor a 4-man fireteam before they can even react.
  • The Box [4x Free for All]: It’s a cardboard box, exactly what it looks like. Folds up for easy storage. Fully repairs itself every 8 hours. Any shipments labels and the like attached to this seem official. Camouflage you’ve found/bought/purchased can be added to the box without making it seem suspicious.
  • What Was That Noise? [Free for All]: It’s not actually an empty magazine, but this hollow plastic box will do for your needs. It’s always in your pocket when you need it, light enough for long throws, makes a loud clacking noise that always seems to fool guards, and disappears when it settles.
  • Signature Weapon [Free for All]: Buying weapons with CP provides experience with the as if you had trained in their use since childhood. It also allows you to easily produce and customize ammo for these from your warehouse.
    • An Explosion?! [200/-500/1000]: Every 24 hours you get 15 total items from any combination of the following; Frag Grenades, Smoke Grenades, Stun Grenades, Sleep Gas Grenades, Chaff Grenades, C4, or Claymores. Spares disappear at the end of the day.
    • Bambetov SV [100/-600/1000]: a Semi-automatic sniper rifle, uses existing components to reduce cost and ease repair. Provides effective long-range fire without sacrificing speed.
    • Water Gun [Free with weapon purchase]: The refilling port has been finely calibrated, allowing for easy access and for a smooth draw of water into the internal tank. The transparent body is made of reinforced plastic, the water nozzle is tightened for more precision and the pump mechanism is pumped automatically with each slight pull of the trigger. In addition, the pump mechanism’s been mated tot he frame for a precise, tight fit, with the frame itself having been laser measured and scraped down multiple times, for maximum precision and accuracy. A rougher texture has been added to the grip to avoid slippage due to water, and the trigger guard’s been adjusted for a higher grip. This expertly crafted water toy, designed for children of ages above 3 also has an effective range of 30 feet and allows 20 squirts before refilling is required.
    • Stun Knife [Free for Drop-In]: It’s a knife, it’s a stun gun, it’s both! Battery auto-recharges, keeps an edge with relatively little maintenance.
  • Naked Camo [Free for All]: They know they want some of this, they’re just too jealous to admit it. Olive Drab Fatigue Pants and tactical webbing (fair number of belts) allow you to carry gear with absolute minimum weight.
  • Civilian Clothes [Free for All]: Exactly what it sounds like, good to have undercover or on leave.
  • Soldiers without Borders [100/-700/1000]: 4 Companions. Each gains 1 Signature Weapon and 10 years of experience in the military of their choice.
    • Zane: Iron Hound / Zvi Kalevra, Male Israeli Human
      • IDF
      • 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.
    • AJ: Acid Jaguar / Ari Jaspers, Male American Human
      • Mossad
      • Burkov: a 9mm pistol, modified to use an integrated, non-deteriorating suppressor.
    • Petra: Stone Scorpion / Petrov Krabbins, Male British Human
      • SAS
      • Fakel-46: A little less pocket, but a lot more rocket. For a grenade launcher this isn’t the most potent thing available, but it’s lightweight, compact, and can use multiple grenade types effectively.
    • Ryoga: Crusher Piglet / Ryusuke Smith, Male Hawaiian Human
      • Navy Seal
      • Windurger no.2: Non-lethal takedowns made easy with this tranquilizer pistol, safe and effective against anything from children to bears, poor penetration against armor.
  • War Has Changed [+100/-600/1100]: As soon as this jump completes, proceed immediately to the Metal Gear Rising Jump. While the rules for that jump remain the same, the results of your actions in this jump carry over. Hope you didn’t screw things up too bad.
  • Metal GEAR? [+100/-500/1200]: You repeat everything said to you like some kind of human parrot. Hope you like people thinking you’re an idiot.
  • Weirdness Magnet [+200/-200/1400]: For some reason, all the weird events of the Metal Gear series happen around you. Ghosts roam the earth? You’re the one they’re haunting. People with supernatural powers in the area? You’ll be meeting at least once. Someone needs to monologue about “memes” or something. You look like a good listener to them.
  • The Phantom Pain x2 [+300/0/1700]: You lose an arm and an eye. Eyes are replaced with sick eyepatches, limbs are replaced with functional, but inferior, prosthetics. Phantom limb is optional, traumatic memories of dismemberment are not.
  • Force of the Times Scenario: Ignore your location roll, you now begin in arlington National Cemetery, right as the newly-christened Big Boss pays his respect at the grave site of The Boss. You must survive from this point all the way to the canon fall of Outer Haven, in 2014.
    • Ahab [Scenario Reward]: If you complete Force of the Times, at the end of the jump you’ll find yourself back in Arlington, where an elderly Snake and Big Boss are having their first peaceful encounter in decades. In steps none other than Big Boss’s double, Venom. He gets one last chance for a heart to heart with his former brothers in arms before leaving to join you in your travels. Venom’s shrapnel ‘horn’ still lingers, even supernatural healing or shapeshifting seems to treat it as an intrinsic part of his body. On the positive side, his body seems to have adapted to it somehow, any neurological problems he suffered are gone, head trauma is no more a risk for him than any normal person, and the ‘horn’ even seems to grow back if damaged. At the start of each jump he automatically gets a background costing less than 200CP, alongside all associated freebies. He can be imported conventionally, but doing so invalidates his bonus for that jump.
  • Legacy of the Boss Scenario: Within the duration of your jump, and before 2014, you must truly defeat the Patriots. The first step here is to disable the AIs themselves, but in addition you must snuff out there memes from the face of society. Rule of thumb… If the War Economy or an organization like World Marshal is culturally allowed to exist, you’ve failed. If you started your jump before Operation Snake Eater, you’ll need to prevent CIPHER from forming in the first place. In addition, if you took Force of the Times, any attempt to destroy them or mitigate their expansion prior to 2004 will fail, no matter what. Once 2004 hits, only then will you be able to strike back. The PATRIOTS are aware of this effect and will prepare for your counterattack with everything they can possibly muster.
    • Joy [Scenario Reward]: If you complete Legacy of the Boss, on your next jump you’ll find a familiar woman with memories of living in another world (relatively speaking), something about you will draw her to join you as a companion, and you’ll find no issues in doing so. The Boss is now at the top of her game, which – as it turns out – is even beyond what she showed back in Tselinoyarsk. She also has a basic idea of what happened between her death and the end of your jump. At the start of each jump she automatically gets a background costing less than 200CP, alongside all associated freebies. She can be imported conventionally, but doing so invalidates her bonus for that jump.

Jump #15 – Metal Gear Rising

  • Name: Joyous Snake aka Borealis & Joy aka The Boss
  • Location: Outside Colorado Springs, 2018
  • Age: 53
  • Total Runtime: 10 Years + 181 Years = 191 Years
  • Gender: Female Combat Cyborg with DID
  • Log: Six Guns, Two Swords
  • World #: 14
  • Unfinished Business?: Two Megacorps still standing.
  • Document

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  • Desperado Corporate Mascot [400/600/1000]: As a Desperado Corporate Mascot, you have some of the highest amounts of freedom!  In your free time, you can go anywhere, do anything, and live out your life as you see fit. In combat, you make use of your specialized cyborg body to annihilate anyone you or your company deems a threat.  All this freedom comes with some downsides of course.  The Winds of Destruction aren’t known for their mental health, and so you’ve been saddled with a TRAGIC PAST at no additional cost.  You are also a slave to the whims of your leaders, as you rely on theme for survival.  Since your body is so specific and tailormade, your maintenance and repairs can only be done by Desperado technicians.  It also takes hours to replace your custom parts.  And of course, your shiny new body has a microbomb imbedded in it.  This is there just in case you fall in battle and enemies are approaching… Desperado has to protect its parents after all.
    • Civilian Cyborg Body ™ [Free for Mascot]: This will allow you to walk around with the civilian population without being arrested for being a living disaster.  Of course, it still, doesn’t look like a real person so expect a lot of Uncanny Valley. Unlike most cyborg bodies, this one doesn’t require maintenance.
    • Upgraded Vision [Free for Mascot]: Comes with IR sensors, Enemy Movement Prediction, Energy Usage, and Amplified Vision.
    • Electromagnets [Free]: With Electromagnets you can lift anything with metal components, so long as those metal components are magnetic. This has a fairly high energy costs and there is a 50-ton limit, but this can be improved if one knows how.
  • Master Swordsman [300/300/1000]: makes you a master of your prefered weapon style, allowing you to strike with unnatural speed and precision.  You can perform almost supernatural feats with it, and while others claim to have mastered it, your weapon only truly comes alive in your hands. So long as your weapon is within reach, you’ll have no problem defeating most people in a one-on-one fight, even if they are a cyborg and you aren’t.
  • HF Blade Training [100/200/1000]: allows you to block bullets and cut through objects with ease.  Doesn’t mean shit in an actual sword fight, but you can cut through peasants with guns.
  • Cut at Will! [100/100/1000]: You cut only what you want to cut and it falls apart only when you want it to.  That is, assuming you can cut it.
  • Marksman [50/50/1000]: With Marksman, you can hit things with a gun reliably and accurately.  At least enough to not get killed in conventional warfare. Your accuracy never wanes due to stress, orientation, or environmental activity, save for natural disasters and the like.
  • Masterpiece Weapon [500/-450/1000]: a true work of art blade, a tool of superb craftmanship before it became a High Frequency Weapon, not only is it almost unmatched in strength and sharpness, but it can be modified to incorporate a Ballistic Sheath, allowing for bullet-fast draws. Soul of Ice Import.
  • Van-Der-Waal’s Footwear [200/-650/1000]: With these you can now run up walls by exploiting Van-Der-Waal’s Force.  Somehow.  With practice, you can even run on water!
  • Tragic Past [Mandatory for Mascot]: You are officially bat-shit insane. Due to a tragic childhood, you now suffer from PTSD and the urge to tell your life’s story to any enemy who lasts more than half a minute in combat with you.  Semi-Useful as a distraction in combat, but let it be know that has never saved the life of anyone using it as such.
  • I Fought The Law [+650/0/1650]: Several major PMCs are out for your head. Someone shelled out the big bucks for someone to kill you and everyone wants to cash in.  They’re all unable to be convinced to back down from this.  Furthermore, your parent PMC is divided over whether they should kill you for the money or not.  Sure, you’re a corporate mascot, so they want to keep you around as long as possible, but won’t “officially” sponsor you, which means suspended without pay and no Maintenance. Also, you get a shitty, edgier-than-a-razor-factory, INDIE soundtrack.  It doesn’t turn off.

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