Jump #21 – Avatar: The Legend of Korra

  • Name: Jai
  • Location: Spirit World
  • Age: 16-25
  • Total Runtime: 10 Years + 306.4 Years = 316.4 Years
  • Gender: Fire Nation Female
  • Log: Manifest Infestation
  • World #: 19
  • Unfinished Business?: Life Goes On
  • Document

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  • Fire Nation [Free]: Newly reformed after the Hundred Years War, the Fire Nation has lost some of its importance on the world stage, but it’s still a very rich and powerful land. This nation stretches across a volcanic archipelago west of the Earth Kingdom, and it’s usually a very safe place to live.
  • Civilian Background [50]: You have a simple and peaceful life, you’ve rarely ever had to deal with any criminals, and you’ve always had enough money to live comfortably. This life has given you many practical and social skills, but it’s left you lacking in combat experience.
  • Hard Worker [Free]: You can complete any menial task with a smile on your face. Boredom just doesn’t affect you when you’re working; you can always find something to keep your mind occupied and make time move faster whenever you’re doing what should be an idiotic, mind numbing job.
  • Money [50]: A large supply of your nation’s currency, enough to live comfortably for five years or make a single large purchase.
  • Firebender [100]: You’ve been born with the ability to bend the natural element of your nation and you have a lifetime’s worth of experience in bending. In order to harness your powers, you have to be able to move, as most of your bending will be conducted through a unique set of movements and gestures but some feats can be accomplished with something as simple as waving your hand. Firebending is generally a very direct art, requiring a constant source of energy from the bender, and Firebenders tend to favor direct and successive attacks to fuel it. Novices will find it has few defensive moves, though skilled Firebenders may prove otherwise. Due to the influence of the sun, they gain strength during the day. Firebending relies primarily on emotion, and the user must have a strong inner drive to fuel their flames.
  • Utilitarian Bender [100]:  Bending can be used for more than just combat and you’re one of the people who apply your powers to everyday life to make simple tasks easier. Construction, transportation, energy generation, healing, each element has its own unique practical applications.
  • Lightning Bending [100]: Much more common now than it was seventy years ago, this power allows firebenders to produce lightning by separating positive and negative energies internally before directing them up through the arm and out the fingertips. Generating lightning requires peace of mind and control over one’s emotions, however, this can be overcome if a firebender is particularly skilled. In addition to lightning generation, you’ll also be granted the ability to redirect lightning.
  • Bending Genius – Fire [600]: You’re a natural savant capable of manipulating the element of fire on a level that most benders could spend a lifetime trying and failing to achieve. In addition to starting off stronger than any average bender you’ll also have an easier time unlocking new sub-forms of bending (such as metalbending, bluefire, or bloodbending) and you can easily grasp unconventional uses of regular bending. Despite your prowess, you still cannot learn genetically unique forms of bending. Specializations purchased along with this perk now start off at master level and any Bender perks you’ve purchased (Utilitarian Bender) will become twice as useful.
  • Origin Spirit [200]: The spirit of Twilight and Balance, this mysterious creature has taken an interest in you and wishes to become your companion by bonding with your soul. Taking it will help improve your relations with other spirits, and make it easier for you to enter the Spirit World. The spirit itself will remain passive and uncommunicative most of the time, but you may be able to befriend it with enough prompting. Because it is bound to your soul, it will not count towards your companion limit.
  • Jump Clan [400]: You can spend 50cp to import a single companion who’ll gain a new human body. Up to 8 companions may be gained this way and each receives 2x the total amount of CP you spent on imports.
    • Ryoga:
      • Northern Water Tribe: The people of the Water Tribes are generally peaceful, but will not hesitate to defend themselves against any threat that may arise. The north and south poles belong to this nation, and while they’re both very similar, the north is much more traditional than the south.
      • Wanderer [0]: You’re dropped into this world with no history and no new memories. People you meet will assume that you’re just a traveler, and even though you don’t gain any innate knowledge of this world, you also won’t have anything affecting your judgment.
      • Common Face [150]: You’ll be able to completely conceal your identity with just some lies and a few cosmetic changes.  People who know you will question your identity, but if you act convincingly enough you’ll be able to make people lose interest.
      • Tough [150]: You have a large reserve of stamina and you’re extremely resilient to surface damage.  It’ll take enemies about twice as long to inflict noticeable wounds on you and you can keep fighting up until your receive a crippling injury.
      • Waterbender [100]: Waterbenders are extremely adept at changing the state of water, converting water into ice and steam at whim. Due to the influence of the moon, they gain strength at night and when the moon waxes, but weaken when it wanes.
      • Mobile Bender [100]: You’re skilled at using your bending to get around quickly. Waterbenders can propel themselves across waves and create slides out of ice.
      • Quick Learner [300]: You can easily pick up new skills and adjust to new power and abilities.  You’ll be able to learn new things in about half the time it’d normally take you.
      • Canteen [F]: A large plastic water container, it comes with a strap and is resistant to heavy amounts of damage. Aside from providing a source of drinking water, it can also be used by waterbenders as a portable source of their element. This canteen also has a unique feature, it can rapidly condense and absorb atmospheric water, allowing it to automatically refill in almost any area.
    • Yoiko:
      • Northern Water Tribe: The people of the Water Tribes are generally peaceful, but will not hesitate to defend themselves against any threat that may arise. The north and south poles belong to this nation, and while they’re both very similar, the north is much more traditional than the south.
      • Wanderer [0]: You’re dropped into this world with no history and no new memories. People you meet will assume that you’re just a traveler, and even though you don’t gain any innate knowledge of this world, you also won’t have anything affecting your judgment.
      • Common Face [150]: You’ll be able to completely conceal your identity with just some lies and a few cosmetic changes.  People who know you will question your identity, but if you act convincingly enough you’ll be able to make people lose interest.
      • Tough [150]: You have a large reserve of stamina and you’re extremely resilient to surface damage.  It’ll take enemies about twice as long to inflict noticeable wounds on you and you can keep fighting up until your receive a crippling injury.
      • Waterbender [100]: Waterbenders are extremely adept at changing the state of water, converting water into ice and steam at whim. Due to the influence of the moon, they gain strength at night and when the moon waxes, but weaken when it wanes.
      • Mobile Bender [100]: You’re skilled at using your bending to get around quickly. Waterbenders can propel themselves across waves and create slides out of ice.
      • Quick Learner [300]: You can easily pick up new skills and adjust to new power and abilities.  You’ll be able to learn new things in about half the time it’d normally take you.
      • Canteen [F]: A large plastic water container, it comes with a strap and is resistant to heavy amounts of damage. Aside from providing a source of drinking water, it can also be used by waterbenders as a portable source of their element. This canteen also has a unique feature, it can rapidly condense and absorb atmospheric water, allowing it to automatically refill in almost any area.
    • Zane:
      • Earth Kingdoms: The largest and arguably strong nation on the planet, the people of the Earth Kingdoms are proud and diverse, with a traditionalistic culture and a strong military history. Political unrest, corrupt governments, and banditry are all unfortunately very common in this land. The Earth Kingdoms use their vast natural resources to generate wealth.
      • Wanderer Background [0]: You’re dropped into this world with no history and no new memories. People you meet will assume that you’re just a traveler, and even though you don’t gain any innate knowledge of this world, you also won’t have anything affecting your judgment.
      • Earthbender [100]: Earthbending is a balanced and potent art, favoring defense until the right moment, then powerful and decisive attacks to overwhelm the opponent. Calling upon both stone and soil, Earthbenders are also capable of transforming entire battlefields, creating pillars of rock or transforming ground into quicksand. However, they cannot bend metal, due to its processed state.
      • Combat Bender [200]: Despite being useful for more than just combat, nothing can compare to the martial applications of bending. You’ve been trained to use your powers in combat, you know how to shape your element into lethal and non-lethal attacks, and also how to defend yourself against both benders and non-benders.  The Hand to Hand combat experience you’ve gained from this can also be applied to non-bending combat, and any existing martial arts you already know could easily be adapted for bending as well.
      • Metalbending [300]: A skill commonly taught to soldiers and police forces that allows earthbenders to control processed and liquid metal in a similar fashion to bending regular earth.  This ability only works on impure metal. Earthbenders cannot manipulate heavily purified metals like platinum.
      • Mobile Bender [100]: You’re skilled at using your bending to get around quickly. Earthbenders can create huge waves of dirt to surf on. Metalbenders can brachiate around built up or heavily forested areas on special bending wires.
      • Seismic Sense [100]: This skill enables earthbenders to detect vibrations in the ground to perceive objects, people, and other aspects of their environment, essentially acting as sonar through earth and metal.
      • Marbles [F]: Small clay and stone balls covered in decorative patterns. They’re mainly used for games, but some earthbenders can find other uses for them.
    • Kendra:
      • Fire Nation: Newly reformed after the hundred years war, the Fire Nation has lost some of its importance on the world stage, but it’s still very rich and powerful. This nation stretches across a volcanic archipelago west of the Earth Kingdoms, and it’s usually a very safe place to live.
      • Wanderer [0]: You’re dropped into this world with no history and no new memories. People you meet will assume that you’re just a traveler, and even though you don’t gain any innate knowledge of this world, you also won’t have anything affecting your judgment.
      • Firebender [100]: Firebending is generally a very direct art, requiring a constant source of energy from the bender, and Firebenders tend to favor direct and successive attacks to fuel it. Novices will find it has few defensive moves, though skilled Firebenders may prove otherwise. Due to the influence of the sun, they gain strength during the day.
      • Expert Fighter [100]: You gain extensive combat training in both martial arts and weaponry.  You’re as skilled as a special forces soldier.
      • Lightning [100]: This power allows firebenders to produce lightning by separating positive and negative energies internally before directing them up through the arm and out the fingertips.  Generating lightning requires peace of mind and control over one’s emotions, however this can be overcome if a firebender is particularly skilled. In addition to lightning generation, you’ll also be granted the ability to redirect lightning.
      • Combustion [500]: The ability to channel chi through the forehead, often marked by an intricate third eye tattoo, superheating the surrounding air and producing a beam of explosive energy capable of immense damage, both in short and long range.  Unlike conventional firebending, which produces a flame from the body, combustion creates a powerful beam that explodes upon contact with a solid surface.
    • Bao:
      • Earth Kingdoms: The largest and arguably strong nation on the planet, the people of the Earth Kingdoms are proud and diverse, with a traditionalistic culture and a strong military history. Political unrest, corrupt governments, and banditry are all unfortunately very common in this land. The Earth Kingdoms use their vast natural resources to generate wealth.
      • Civilian [50]: You have a simple and peaceful life, you’ve rarely ever had to deal with any criminals, and you’ve always had enough money to live comfortably. This life has given you many practical and social skills, but it’s left you lacking in combat experience.
      • Hard Worker [F]: You can complete any menial job with a smile on your face. Boredom just doesn’t affect you when you’re working, you can always find something to keep your mind occupied and make time move faster whenever you’re doing what should be an idiotic and mind numbing job.
      • Creature Tamer [300]: You have an aura around you that pacifies both supernatural and mundane creatures. Domesticated animals will always follow your commands and wild animals will ignore you until you either provoke or befriend them.
      • Tall [50]: You’re just bigger than everyone else. You’ll always be a whole foot taller than the average height of your race.
      • Strong [100]: You can lift boulders and break down wooden doors with your fantastic strength.
      • Earthbender [100]: Earthbending is a balanced and potent art, favoring defense until the right moment, then powerful and decisive attacks to overwhelm the opponent. Calling upon both stone and soil, Earthbenders are also capable of transforming entire battlefields, creating pillars of rock or transforming ground into quicksand. However, they cannot bend metal, due to its processed state.
      • Utilitarian Bender [100]: Bending can be used for more than just combat and you’re one of the people who know how to apply your powers to everyday life to make simple tasks easier. Construction is a speciality of Earthbending.
      • Seismic Sense [100]: This skill enables earthbenders to detect vibrations in the ground to perceive objects, people, and other aspects of their environment, essentially acting as sonar through earth and metal.
      • Marbles [F]: Small clay and stone balls covered in decorative patterns. They’re mainly used for games, but some earthbenders can find other uses for them.
    • Uriel:
      • Air Nomad: A monastic order devoted to peace and harmony with nature, these people were all but completely wiped out by the Fire Nation. After the return of Avatar Aang and the end of the war, the Air Nation began steadily rebuilding. So far only a single family of Airbenders exists but they’re supported by many Air Acolytes, people who’ve dedicated themselves to preserving the Air Nomad culture.
      • Inventor [100]: You’ve spent a large part of your life learning about science and technology, mesmerized by the new age of innovation you were born into. You’re a very well educated person and you even have the potential to make a few breakthroughs yourself. However, you have very little worldly experience, and your knowledge of combat doesn’t extend beyond what you’ve read about it.
      • Future Industrialist [F]: You gain 10 years worth of practical knowledge in the field of particle physics.
      • Lovable Madman [150]: People will become instantly enthralled with you whenever you act quirky. You can tell nonsensical stories that could turn strangers into allies, conduct dangerous groundbreaking experiments without raising any attention, and even cover up your plans world domination by telling a few distracting jokes.
      • Deus Ex Mecha [300]: You’re able to push the boundaries of modern science and create things that shouldn’t be available for decades. You could make a working integrated circuit in the 1930’s or cobble together a coil gun that could take out ironclads in the 1800’s.
      • Chi Manipulation [150]: A natural energy known as chi exists within all living organisms in this world, and you know the location of critical points on the human body that allow chi to flow.  You’ve been trained to utilize this knowledge during combat to temporarily paralyze foes and disable other people’s bending.
      • Air-Bender [100]: Airbending was a versatile and dynamic art, though used almost purely for defense. Airbending had few if any finishing moves, let alone lethal ones, instead giving a practitioner a variety of techniques designed to knock foes off-balance. It also favored enhancement of one’s own agility, using the air to send the Airbender flying into the sky.
      • Money [F]: A large supply of your nation’s currency, enough to live comfortably for five years or make a single large purchase.
    • Joy:
      • Air Nomad: A monastic order devoted to peace and harmony with nature, these people were all but completely wiped out by the Fire Nation. After the return of Avatar Aang and the end of the war, the Air Nation began steadily rebuilding. So far only a single family of Airbenders exists but they’re supported by many Air Acolytes, people who’ve dedicated themselves to preserving the Air Nomad culture.
      • Wanderer [0]: You’re dropped into this world with no history and no new memories. People you meet will assume that you’re just a traveler, and even though you don’t gain any innate knowledge of this world, you also won’t have anything affecting your judgment.
      • Chi Manipulation [150]: A natural energy known as chi exists within all living organisms in this world, and you know the location of critical points on the human body that allow chi to flow. You’ve been trained to utilize this knowledge during combat to temporarily paralyze foes and disable other people’s bending.
      • Acrobatics [50]: You’re capable of performing great fears of athletic and acrobatic skill.
      • Airbender [100]: Airbending was a versatile and dynamic art, though used almost purely for defense. Airbending had few if any finishing moves, let alone lethal ones, instead giving a practitioner a variety of techniques designed to knock foes off-balance. It also favored enhancement of one’s own agility, using the air to send the Airbender flying into the sky.
      • Spiritual Projection [300]: The ability to temporarily separate one’s spirit from their body to travel to another location in a matter of seconds. Through projection, an airbender is able to explore locations that would otherwise have been inaccessible, such as moving around freely underwater or in sealed locations by passing through solid matter. The use may also speak to and be seen by others while projecting.
      • Pressure Bending [100]: A unique form of airbending that allows the user to manipulate the density of air to create vacuums and constructs of solid air.
      • Mobile Bender [100]: You’re skilled at using your bending to get around quickly. Airbenders can manipulate the atmosphere around them to glide or levitate.
    • Ahab:
      • Earth Kingdoms: The largest and arguably strong nation on the planet, the people of the Earth Kingdoms are proud and diverse, with a traditionalistic culture and a strong military history. Political unrest, corrupt governments, and banditry are all unfortunately very common in this land. The Earth Kingdoms use their vast natural resources to generate wealth.
      • Peacekeeper [100]: Whether you’re a cop, a soldier, or a vigilante, you’ve made it your job to keep your home safe from danger and free of criminals. You’ve been trained in both martial-arts and melee weapons and you can solve conflicts either with or without violence.
      • Fighting Lessons [F]: You’ve been trained in martial arts for several years and know how to defend yourself with hand to hand combat and melee weapons. You’re able to take on low-level soldiers, bandits, and police forces, but expert fighters are still out of your league.
      • The Great Recruiter [300]: You’ve learned how to get extremely favorable results out of your “negotiations”. You can dissuade potential enemies from attacking you and intimidate defeated foes into becoming your allies. People who are significantly stronger than you or who hold you in completely hostile regards cannot be dissuaded.
      • Earthbender [100]: Earthbending is a balanced and potent art, favoring defense until the right moment, then powerful and decisive attacks to overwhelm the opponent. Calling upon both stone and soil, Earthbenders are also capable of transforming entire battlefields, creating pillars of rock or transforming ground into quicksand. However, they cannot bend metal, due to its processed state.
      • Combat Bender [100]: Despite being useful for more than just combat, nothing can compare to the martial applications of bending. You’ve been trained to use your powers in combat, you know how to shape your element into lethal and non-lethal attacks, and also how to defend yourself against both benders and non-benders. The Hand to Hand combat experience you’ve gained from this can also be applied to non-bending combat, and any existing martial arts you already know could easily be adapted for bending as well.
      • Strong [200]: You can lift boulders and break down wooden doors with your fantastic strength.
      • Personal Weapon [F]: A single (or paired) weapon of your choice. There are many different kinds of weapons available in this world, from the simple and ancient sword to the complex and innovative shock glove. Despite the existence of explosives and ranged weaponry, guns do not exist in this world.
      • Marbles [F]: Small clay and stone balls covered in decorative patterns. They’re mainly used for games, but some earthbenders can find other uses for them.
  • And The Adventure Continues [+0]: If you’ve already gone through the Avatar: TLA jump, you may select this to allow your history to import into this world. The timeline will be altered to account for your actions, so the world you arrive in may be radically different from the one you know.
  • Collectors [+100]: The local crime syndicate believes that you owe them a very large amount of money. Whether or not this is true is up to you, but they’re determined to collect your debt one way or the other. Fortunately, these criminals are rather weak and inept, so you should be able to easily dispatch them.
  • Equalists Forever [+200]: The anti-bender terrorists known as the Equalists have marked you as a target. If you’re a bender, they’re coming after you to remove your powers. If not they’ll frame you for murder and get you thrown in prison for the next ten years. After the defeat of their leader, a small force of Equalists will remain, and they’ll come after you for an imagined offense you’ve inflicted against them.
  • Lotus Eaters [+300]: The Red Lotus, a dangerous and secretive group of rogue anarchists, have heard a prophecy that leads them to believe you’re connected to the Avatar’s destiny. They’ll send their best agents after you in an attempt to kill you, and nothing you say will be able to dissuade them from their goals.

Jump #22 – Civilization

  • Name: The Manifestation, She Who Reigns from On High
  • Location: Heaven / The Magi Homeworld
  • Age: Ageless / 169 Lifetimes (average lifetime 73 years.)
  • Total Runtime: 12,300.1 Years + 316.4 Years = 12,616.5 Years
  • Gender: Irrelevant / Variable
  • Log: The Magi Wore Flipflops
  • World #: 20
  • Unfinished Business?: Life Goes On
  • Document

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  • God King Role [Free]: You want a hands on experience of leading your people, from the front or the ground. Starting in the first truly permanent village of your chosen people, you are already their headman, sage, or similar honored position. They accept your Jumper Powers as you being an Incarnate god. You have a few decades experience leading your people already, and they believe you no matter how crazy you sound. Everyone’s going to depend on you, and possibly become cripplingly reliant on you unless you really work at making sure they’re self-sufficient.
  • Warfare Methodology [100]: Combat Techniques, Strategy, and So on are your civilization’s specialty.
  • Science Methodology [100]: The pursuit of ever greater heights of research and technology are your driving passions.
  • No Gods or Kings [300]: With a sufficiently passionate declaration, you can describe or declare something, and people will see it as it is, not how they believe it to be. This perk allows you to remove someone’s blinders to illusion or stranger things. You could convince someone of your Jumper Nature with a brief demonstration or explain that disease is caused by germs they cannot see, as opposed to evil spirits. This only works on subjects that can be considered true… you can’t make someone believe a false phenomenon.
  • Accepting the Divine [Free]: Sometimes you just don’t have time to explain. This perk grants you a catch-all excuse of “Mysteries of the Gods.” or “I’ll Explain Later.” you can use this effect to ensure someone accomplishes a task you request or uses a tool you’ve provided, and they won’t delay by asking how it works. You will be required to explain properly later, but hopefully by that time, you and your allies will have solved the problem.
  • Let There Be Light [50]: You gain a skill with what to most are minor tricks with fantastic applications. This talent allows you to purify things for later use, or amplify their effect, increasing how long they last and how effective they are. You could will a single candle to light a room, or arrange for a fire to burn through the winter. Touching a vessel full of water purifies it of all contaminants. These are merely examples, not the limit of this talent. With sufficient time and attention to detail, the basic necessities of life for you or your people are always well in hand.
  • Realm of Myth [300]: You and your chosen people are greater, grander than others. Your civilization or organizations you lead, including yourself and your Companions, grow taller, healthier, and more mythic in stature. Legendary feats are now possible for you, such as wrestling a river, or dancing for twenty days and nights without food or rest. You could try to seduce the wind or tickle a mountain. Over time, you can also imbue this trait onto your chosen people (and Companions), though any active conceptual effort on their part requires your presence. Those affected gradually become grander, larger-than-life, and serve as an inspiration for all kinds of cultural tales and mythology.
  • Martial Culture [50]: Discipline radiates from every defensive wall and the hearts of all who are of your Civilization. People who follow you or are loyal to your cause gain a soldier’s bearing and commitment to their cause that fits in seamlessly with their lives… they are more professional and dedicated than before, but no less ‘themselves’. As an added benefit, physical training for yourself and those who follow you are twice as effective, insuring everyone is acting at peak performance.
  • Art of War [300]: Yours is a culture that has mastered warfare, encapsulating its platonic concepts into an almost always applicable omnibus. In war or combat, you and the forces you lead are never surprised. Further, you may convey a complicated tactical or strategic directive in the span of a few words, usually as some effortlessly quotable phrase. Men and women under your aegis are objective about their own strengths and weaknesses, with an intuitive understanding of how their comrades compare. THe best man for the job will be able to confidently volunteer himself, and his unit will recognize his capability. Those with lesser capability will have feelings of jealousy/envy and inadequacy turned into a desire for self improvement, and those with greater capacity will have feelings of superiority and pride turned into a desire to instruct.
  • Tech Tree [300]: You and your people are brilliant innovators, easily seeing the steps they need to take to reach the next inevitable phase of a technology, or the foundational research and technologies to make the next quantum leap forward in science and design. With this perk, you automatically know what you need to research to make another innovation possible. If for example you wish to create a trebuchet, you realize you need to learn more about material sciences, construction, and so on, to achieve your goal. This perk works best when you have an idea of what the end goal is, with the further out you reach, the more steps it outlines.
  • The Hanging Gardens [Free]: When hung inside a structure or on some property as a talisman, the Hanging Gardens ensures food you are aware of will never spoil, and that there will always be enough for thirds, even if you only made enough for one serving. When placed as a structure, The Hanging Gardens improves efficiency of harvests and crops, ensuring they are 25% more bountiful and effective.
  • The Brandenburg Gate [Free]: This simulacrum of the Brandenburg Gate increases the willpower and dedication of you and everyone on your side… if you all happen to be in the same room. You can debate indefinitely and feel no mental fatigue, but you will have to take breaks for food and water. Regardless, you can outlast most other diplomats and the like. As a structure, Brandenburg Gate imbues your people with an enhanced professionalism. People take pride in their work, whatever it may be, from baking to soldiering, and go the extra mile without fail. Their mental endurance is enhanced by this effect.
  • The University of Toronto [Free]: Sitting on a shelf, this model of the University of Toronto improves your teaching ability. Assuming you have a room that can hold them, you could teach 10,000 students at once, while ensuring that they all have enough personal attention to excel. You accomplish this by being extremely efficient with advice and instruction. As a Structure, the University of Toronto acts as a fully functional university campus, complete with teachers and facilities. Students are another matter. If a students puts in a moderate amount of effort, they are guaranteed an A-minus in their courses. This grade is not inflated, they actually absorb the material well enough to earn the grade.
  • The Statue of Liberty [200]: When held in hand or placed on a shelf, the Statue of Liberty creates a sense of belonging amongst all the inhabitants, easing tension as everyone sees what makes them similar instead of different. When placed as a structure, the Statue of Liberty improves immigration, allowing you to quickly boost your population and absorb another culture’s strengths into your own.
  • Full Table [+400]: Three Rival Civilizations just isn’t enough for you. By taking this drawback, you add another civilization and world leader to the planet. They need not be from any Civilization game or even history, but they will be balanced as to be an even competition. You may purchase this drawback up to 12 times, but you only gain +400cp total from any number of purchases. CP gained from this drawback does not count towards your maximum. There is a side-benefit to this drawback however… each additional CIv makes the world and land masses larger, so there’s room for all of you.
  • Backed by Nuclear Weapons! [+300]: Superweapons and city-buster technology proliferates much more rapidly than normal. Your rival Civs won’t be jumping straight to hydrogen bombs, but expect arms races and lots of cold wars. If hot wars do happen, nukes or worse are almost guaranteed to be deployed. Ghandi will be one of your rival Civs, and will switch from peaceful to warmongering at the start of the Modern Era.
  • Reward: You can find ruins of your civilization on almost any other world you visit… even other planets in the same ‘verse. You could find ancient artifacts, magical talismans, lost technology, and more. You won’t know where any of it is and it won’t be guaranteed useful, but it’s always worth looking.  You also gain an embassy to your Civilization every national capital or similar. It is a building full of your culture, and can be the seed to start your Civilization all over again. You might not have time though.
  • Companion Report: The Gods of the Magi
    • Zane: The Magi God of Justice & Loyalty, Right Hand of the Manifestation
    • AJ: Magi God of the Body
    • Ziggy: Magi Ferret God of Chaos & Fun
    • Ryoga: Magi Boar God of Passion & Obsession, Consort of the Manifestation
    • Yoiko: Magi Bear Goddess of Passion & Obsession, Consort of the Manifestation
    • Francy: Magi Goddess of The Mind
    • Petra: Magi Goddess of Earth
    • RayRay: Magi Goddess of Wind
    • Dyna: Magi God of The Unknown
    • Uriel: Magi Builder God
    • Bao: Magi Scholar God
    • Kendra: Magi Goddess of Hunters
    • Toph: Magi Goddess of Defenders
    • Atura: Magi God of the Inner Self
  • Ahab’s Auto-Import [X]: The Magi God of Medicine & Punishment
    • Drop-In: You aren’t anything special, other than someone who obviously is of the tribe that founded the first permanent settlement. No one will call you an outsider, but you’ll have to figure out how to contribute to the survival and growth of the nascent civilization. No extra memories or responsibilities bogging you down. No one is going to look at you for solutions­ as long as you pull your weight, you’ll get along just fine. You have no credit with anyone, so they’ll have trouble believing you about pretty much everything they don’t understand. Rationalism, scientific thought/method and logic? Well, people aren’t dumb, but they’re certainly not going to grasp what you deem obvious without some effort. Your jumper powers will probably scare the hell out of people, so keep them on the downlow.
    • Oral Tradition: The first method of really transferring information from generation to generation was the art of song and storytelling. you gain a knack for the same arts, able to effortlessly compose songlines and legends intended to deliver useful parables about the land, science or other such things. As long as something is composed as a song (or poem, it just needs that rhythm), you can explain something to someone and they will not forget it­ though this doesn’t necessarily guarantee understanding.
    • The Rosetta Stone: These stone tables enabled the translation of three ancient language. In your hands, they allow you to communicate with anyone, regardless of language barrier. The only hurdle is you can’t do it instantly. When in structure form, your people quickly develop a new root language. In the future, this means that translating old texts is easier, as they share similar structures.
  • Joy’s Auto-Import [X]: The Magi Goddess of Wisdom & War
    • Advisor: For those of you who don’t want to be so directly involved in the day to day (or year to year) action of your civilization. You have the option of becoming intangible, and will serve as an inspiration to your people over the centuries. You have a few decades observing your people from on high, and have a pretty good idea of their situation, you might not know names, but you know where to guide them. This is closest to actually PLAYING Civilization, just without grids and turns. You’re expected to spend a lot of your time immaterial, acting as a guiding presence, instead of a direct ruler. It’s tougher to teach things, as you’re spending most of your effort on subtle nudges and inspiring people, not telling them what to do.
    • Spirit of the Nation: For the duration of your time in Civilization, your default form is an intangible presence that covers the physical and cultural breadth of your chosen people. In this state, you may communicate verbally or nonverbally with anyone under your range of influence. You may spend a third of your time fully incarnated in your chosen Jumper form, with full access to your powers and warehouse. After the jump, you are no longer intangible, and instead count as ‘present’ around those who are loyal to you, for the purposes of communication, though you might need something like telepathy to actually speak. This is primarily an ‘enabling secondary power’, as it’s primary purpose is to extend the range of your influence. Basically if you have an aura buff, this extends the range.
    • The Oracle: When placed as an object nearby, the Oracle becomes an omni-­applicable answering machine. If someone directs a message to you, via letter, email, internet chat or phone, it can be received via the oracle’s urns of fire. You cannot call back however. When placed as a structure, You can can record messages or orders at any time with a thought and send them to the Oracle. Observers will receive these orders as if you said them in person.

Jump #23 – Generic Zombie Apocalypse

  • Name: Solomon Judd
  • Location: Atlanta, 1949, A Major Hospital, Phase One of a Parasitic Zombie Apocalypse
  • Age: 31-40
  • Total Runtime: 10.1 Years + 12,616.5 Years = 12,626.6 Years
  • Gender: Male Jew
  • Log: Final Zolution
  • World #: 21
  • Unfinished Business?: No. Return Unadvised.
  • Document
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  • Tradesman [100/900/1000]: Glassblower.
  • Repairman [Free for Tradesman]: You’ve got great skill working with your hands. Basic Woodwork and metalwork are easily within your grasp, and before this whole end of the world thing your friends found you to be quite handy.
  • Vehicular Skills [100/800/1000]: In addition to being a frankly amazing mechanic, you’re also great behind the wheel. You can avoid any avoidable accidents. You’re quite apt at upgrading vehicles to turn them into mobile death machines.
  • Master of the Craft [100/700/1000]: Why settle for just being great at one type of skilled work? You are THE master of a mundane craft of your choice (Glassblowing). As a true master craftsman, you’re sure to impress others with your work.
  • Double Tap [400/300/1000]: Weapons you use deal secondary damage to targets a moment after the strike is inflicted. The secondary damage is equal to the first shot and takes effect in approximately the same place on the target.
  • Dawn of the Deputies x6 [300/0/1000]: You may import a companion to fight by your side, giving them a history in this world. They receive a background and the freebie tied to it.
    • Kendra & Dyna: 
      • Doctor Background: You have a solid grasp of mundane diseases and their treatments… very useful knowledge for when the festering dead are walking the Earth. You’re also quite competent when it comes to actually healing physical injuries. Medical ethics technically require a physician to show consideration and benevolence for their patients… but you feel sometimes there just isn’t time for that in an emergency. You’re far more dedicated to the work of physically improving the body than ensuring your patients feel good about their treatment. You don’t necessarily need to have formerly worked as a general practitioner, but you have completed medical school and likely hold a position in medicine or a related field.
      • Disease Resistance: Perhaps it’s from spending too much time around sick folks in hospitals, or maybe you just live a healthy lifestyle… either way, it takes more for you to get sick than others. Even a zombie scratch might not pass on infection… just be sure to watch out for those teeth.
    • Zane, Petra, AJ, Francine:
      • Clergy: When the end came, you turned to religion for the answer, much as you did throughout your life. The religion is your choice, though up to you to decide, must be something openly practiced in the modern world. With the apocalypse upon you, you can decide to keep to the original teachings or adjust them to fit with end-of-the-world values. People who share in your religion will naturally tend to see you as more trustworthy than the faithless masses, and even they will see you as a person of morality. The new world is a dark place though, and you should take care not to allow those that follow you to become cult-like in their ways. Unless you want something like that.
      • Glimmer of Hope: You can always see the light at the end of the journey and will never fall to despair. You can also share this gift of conviction with others by providing them with a few motivational words.
  • Ahab & Joy Auto-Import [X]
    • Doctor Background: You have a solid grasp of mundane diseases and their treatments… very useful knowledge for when the festering dead are walking the Earth. You’re also quite competent when it comes to actually healing physical injuries. Medical ethics technically require a physician to show consideration and benevolence for their patients… but you feel sometimes there just isn’t time for that in an emergency. You’re far more dedicated to the work of physically improving the body than ensuring your patients feel good about their treatment. You don’t necessarily need to have formerly worked as a general practitioner, but you have completed medical school and likely hold a position in medicine or a related field.
    • Disease Resistance: Perhaps it’s from spending too much time around sick folks in hospitals, or maybe you just live a healthy lifestyle… either way, it takes more for you to get sick than others. Even a zombie scratch might not pass on infection… just be sure to watch out for those teeth.

Jump #24 – Disney Princess

  • Name: Sun Jia (Good Monkey)
  • Location: The Gobi Desert
  • Age: 3,000+
  • Total Runtime: 10.1 Years + 12,626.6 Years = 12,636.7 Years
  • Gender: Female Stone Monkey
  • Log: Magical Sapphism Tour
  • World #: 22
  • Unfinished Business?: Yes, Jasmine & Mulan’s Wedding
  • Document

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  • Support / Drop-In Background: You wake up in a small cottage in the location you roll. A kindly old couple took you in when they found you passed out on the side of the road, and won’t let you leave before you’ve had some breakfast.
  • Sing a Little Song [Free]: Burst into song at any time. You’ll know the words, and won’t stumble in your diction. Any song perks or magic that you take can be combined using this ability. Doesn’t give you a beautiful voice, but if you have the capacity, it will help train one.
  • Sidekick Song [Free for Support]: With this song you can improve moods or motivate individuals or crowds and everyone will like you more. This effect can be subtle or obvious.
  • I Am Song [100]: Establish your identity with a tune, wards off up to mid-level mind control, the corrupting influence of various magics and lower level demonic possession, with more powerful and passionate performances increasing the effect.
  • I Want Song [100]: You know what you want and you know how you want it. By the end of this song, you’ll receive a very direct idea of how to get what you want. Sing for true love and you might run into a stranger who can set you up with someone. Sing for victory in war and end up finishing your number standing on the tip of a Howitzer.
  • Villain Song [100]: Commune with dark forces or enhance magic with your songs. The more flamboyant you act while singing, the greater the effect it has on your magic.
  • I’ll Make a Man Out of You! [100]: Become the best personal trainer ever. You’ll be able to teach nearly any physical skill to anyone and to increase someone’s strength, agility, speed, poise, grace, and endurance to their best potential.
  • Simply Profound [200]: You always seem to know what to say to get people out of that rut in their lives. In fact, with carefully chosen words and a few years to train them up, you can reshape someone’s entire philosophy. An extremely stubborn person may only make minor changes, but a weak-willed person with end up putty in your hands.
  • Tres Bell [400]: You are classically beautiful or handsome. Your movements will be graceful and you’ll even look your best while crying or screaming. People will slay dragons for your hand in marriage, and quests will be done in your name.
  • Flying Carpet [200]: Capable of seating four individuals and flying at 50 miles an hour, comes with tassels at the corners for steering.
  • Import [200]: Up to 8 companions, space will be made for them in the castle and nearby villages. They will be given lives appropriate to them and 200CP to spend as they wish.
    • Joy: Yeti (Monster’s Inc Style)
      • Sing a Little Song
      • Secret Messenger: There is always a way to contact someone, and be contacted in return. Send someone you love a perfumed handkerchief, memorize the symbolic nature of flowers for a bouquet, develop an encryption that it would take the NSA thirteen years to crack and broadcast it as a smoke signal (though that last one may take a few days and a code-book for the intended receiver)
    • Ahab: Yeti (Monster’s Inc Style)
      • Sing a Little Song
      • Black Magic: You can do some basic black magic. You can hypnotize the simple-minded by staring them in the eye, transfer small amounts of youth and beauty from a willing subject, do minor cosmetic changes like removing moles, and cast illusions to disguise yourself and your servants. Your power may grow through training or by finding a teacher.
    • Toph: Green Little Dragon (like Mu-shu)
      • Sing a Little Song
      • I’ll Make a Man Out of You: Become the best personal trainer ever. You’ll be able to teach nearly any physical skill to anyone, and increase someone’s strength, agility, speed, poise, grace, and endurance to that individual’s best potential. Great for starting a dance squad or an army, or combining the two.
    • Kendra: Naga
      • Sing a Little Song
      • Grit Your Teeth: When it comes time to push through your problems, you push through them. Train longer, run farther, fight off that magic spell, swim through the waters of hell if you have to. You can be slowed down, but not stopped. 
    • Zane: Fu Dog
      • Sing a Little Song
      • Grit Your Teeth: When it comes time to push through your problems, you push through them. Train longer, run farther, fight off that magic spell, swim through the waters of hell if you have to. You can be slowed down, but not stopped.
    • Ryoga: Pig Demon
      • Sing a Little Song
      • “I Want” Song: You know what you want, and you know how you want it. By the end of this song, you’ll receive a very direct idea of how to get what you want. Sing for true love and you might run into a stranger who can set you up with someone. Sing for victory in war and end up finishing your number standing on the tip of a howitzer.
      • “I Am” Song: Establish your identity with a tune. Wards off up to mid-level mind control, the corrupting influence of various magics, and lower levels of demonic possession. More powerful and passionate performances increase this effect.
    • Yoiko: Bear Demon
      • Sing a Little Song
      • Sidekick Song: You’ve taken a shine to someone in a friendly way. With this song you can improve moods and motivate individuals or crowds, and everyone will like you more. The effects of the song can be subtle or obvious.
      • “I Want” Song: You know what you want, and you know how you want it. By the end of this song, you’ll receive a very direct idea of how to get what you want. Sing for true love and you might run into a stranger who can set you up with someone. Sing for victory in war and end up finishing your number standing on the tip of a howitzer.
    • Ziggy: Red Panda
      • Sing a Little Song
      • Grit Your Teeth: When it comes time to push through your problems, you push through them. Train longer, run farther, fight off that magic spell, swim through the waters of hell if you have to. You can be slowed down, but not stopped.
  • Suitor [+200]: Someone wants you to be their spouse. They only problem is that they’re loathsome, philandering, and egotistical people who really only want you for reasons of pride and material gain, and will do anything short of killing you to be with you. They could be the villain, but they don’t have to be. Oh, and the whole kingdom loves and respects them, so there will be a lot of backlash if you move against them.
  • Outside Tech Discouragement Policy [+200]: Due to disagreements with the Disney Corporation, you are not allowed to bring in any technology from the warehouse, the bay, or the space station that’s from a jump that isn’t licensed or controlled by Disney. If something is generic enough that it could reasonably be from any setting, you are free to bring it in. You can still build things. You can keep all of your abilities, but they must be renamed if from a property outside of Disney’s control.

Jump #25 – Samurai Jack

  • Name: Shirah Janusarius
  • Location: Northern Europe, widely populated but not very developed. Many ancient cultures are still very prevalent in this region.
  • Age: 26
  • Total Runtime: 10.1 Years + 12,636.7 Years = 12,646.8 Years
  • Gender: Female Egyptian Jewess
  • Log: Ain’t Doing Jack
  • World #: 23
  • Unfinished Business?: Angered Aku
  • Document

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  • Magic User Background [100/900/1000]: You’re a skilled practitioner of magic and while your abilities are rare, you don’t raise the same concerns that a scientist would. Much of your life has been spent studying magic and learning about the arcane, but now you feel that you’re ready to go out and use your abilities.
  • Enchanting [Free]: You can grant magical properties to weapons by marking them with ancient runes. Right now, you only know how to give weapons elemental properties but you can learn more enchantments by studying other enchanted and magical weapons.
  • Elemental Control – Earth [100/800/1000]: You’re able to manipulate a single natural element, in this case, Earth.
  • Shapeshifting [200/600/1000]: You possess the ability to change into any creature or humanoid you can imagine. However, you do not receive any of the supernatural powers or abilities of what you change into and your alternate forms are clearly distinguishable from their actual counterparts. You’ll retain a noticeable color scheme across all your forms, and you will be unable to emulate exact details unless you spend a significant amount of time designing a new form in your mind.
  • Energy Beams [200/400/1000]: You can fire powerful lasers out of your hands or eyes. These beams are hot enough and powerful enough to start fires and can cut through solid steel.
  • Computer Hacking [200/200/1000]: Top Tier Knowledge of computer systems. You can break past security programs, steal digitized information, and take over automated machines with ease.
  • Enhanced Senses [200/0/1000]: Your sense of smell, sight, and hearing are enhanced to near supernatural levels. You can detect extremely faint scent trails to track people, hear an arrow coming at you from the other side of a forest clearing, and see with 20/10 vision.
  • Ahab’s Auto-Import [X]:
    • Bounty Hunter Background: Maybe you were a farmer who lost everything and had to find a new line of work, maybe you were a thug who thought chasing bounties would earn you more money, or maybe you were just some psychopath who loved killing people. Regardless of whoever you were before, you’re one of the many, MANY “professional” killers for hire that now roam the planet looking for work. Whether you hunt alone or on a team, you won’t have any trouble finding bounties.
    • Enhanced Agility: Jump Good. You can propel yourself up to 50 ft in the air and gain better control over your whole body.
  • Joy’s Auto-Import [X]:
    • Treasure Hunter Background: You grew up traveling all over the place. You’ve been to every continent on the planet and you’ve seen many weird, wonderful, and terrible things in your travels. Your experiences have given you insight into the many treasures that exist on this world and now you’re finally ready to go looking for them.
    • Thievery: From Pickpocketing to large scale heists, you’re an expert at both planning thefts and stealing things unnoticed.
    • Scouting Glasses: This item features thermal, night, and x-ray vision settings. It will also allow you to see invisible laser traps and even functions as a set of binoculars.
    • Static Charges: Small magnetic grenades that can fry electronics and shock living enemies.
    • Briefcase: An incredibly complex multi-tool that looks like a simple briefcase. In addition to being able to hold things, it comes with a built in scooter, flashlight, and machine gun. It is also durable enough to serve as a shield against bullets.

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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