Jump #31 – Supernatural

  • Name: Skadi, Norse Goddess of Winter and Skiing and Justice
  • Location: Chicago, where the Five Monster Families play a dangerous game and make moves to take control of the city for themselves. They are able to prey on humans here mostly unimpeded, but a large number of hunters originate here as a result of lax response from wall-placed dirty cops. Sam and Dean pass through here frequently too.
  • Age: 960 Years
  • Total Runtime: 10.1 Years + 12,989.3 Years = 12,999.4 Years
  • Gender: Pagan Goddess
  • Log: Turn Turn Turnabout
  • World #: 29
  • Unfinished Business?: None. Changed the World. Nothing to see here.
  • Document

AAA - Dark Halo

  • Pagan God [Free]: Cruel, petty, and only concerned with their own survival – the majority of pagan gods who take interest in humanity seem to be evil. While the setting is more or less dictated by the wishes of singular God, modeled after the center icon of Abrahamic religions, there are countless other deities here. None of which equal His power, these pagan gods have a taste for human flesh and have an amount of power dependant on the worship the receive. As a pagan god who watches God take their worshippers over the centuries when He does not even need their praise to maintain strength, to be left with nothing but a fraction of your true glory, it’s easy to become bitter. Now that He is trying to end the world with a final battle between Heaven and Hell, ignoring the designs of all other pantheons, it could be the last time to take action and reclaim what’s rightfully yours.
  • Immortality [300/700/1000]: “There are billions of us, and we were here first.” With toggleable immunities to pain, time, sickness, and physical ailments, there is a reason so many of the old gods consider themselves to be above common humanity. Like those powerful figures you will never grow old beyond your ideal human age unless you choose to. You will never experience mortal disease, never experience fatigue, and never experience the pain a mortal might feel unless you choose it. From here on, unless violence or an accident should take your life you will never experience death. Unless of course, you choose it. Men grow old, gods grow strong. Age means nothing to you or your strength and you can set your own age freely, able to show up in the prime of your life, as a child, or even as an elder depending on what mood you’re in.
  • Virgin Detector [Free]: a sixth sense that does exactly what it says on the tin and is never wrong. (Actually called Virgin Sacrifice, but ewww. I don’t eat people, they’re fatty and terrible for your self-esteem.)
  • In My Name You Pray [Free]: You can offer a blessing to a person or place, so long as that person first provides you with an offering. Most of these blessing boil down to matters of small coincidence and just a touch of divine magic bringing good into their life in the manner desired. Wealth, health, crop success, romance, so many things are possible with just a shift in fortunes blessed by the divine. While a sacrifice may not be required, some amount of worship or at least reverence is. Without proper belief in you the power will dwindle and you’ll need some other way to gather the energy needed to influence other’s fortunes. Of course should that happen, you may need to take sacrifices to recharge your power.
  • Force of Nature [200/500/1000]: Be it a classical element or something more unique there is a force of nature at your beck and call that you claim authority over. As a true master over the domain your chosen force could behave quite differently than one would expect though (ex. using blasts of fire or air as concussive force or otherwise harmless bindings). Natural sources of the substance can be controlled as you wish, but you can also generate an endless stream of your chosen force as well. As an ability of the divine, this gift only grows stronger with others worshipping you as their god but you will always be able toss thunderbolts or call forth vicious gusts that can toss humans aside at a minimum display of strength. As long as your followers grow so too will your divine might. One with command of earth will learn firsthand, faith really can move mountains. Winter is my chosen Force.
  • Trickster [200/300/1000]: Trickster: A standard ability of a specific type of deity known as a Trickster but known to many others as well is the gift of conjuration. These beings have the ability to make something from nothing, including minor monster constructs to furniture and much more. While any of these constructs can hold a personality designed for them by the creator any living things will not truly have a souls and only acts based on behaviours designated by the trickster. Where other deities must rely on worship to restore their energy needed for performing miracles, a trickster can substitute this for imbuing copious amounts of sugar to recharge. Just like those powerful beings you now have the ability to conjure objects and creatures, as well as the option to use the sugar you eat as a secondary source of energy for divine powers.
  • Matching Tattoos [200/100/1000]: A relatively simple method that is guaranteed to ward off any and all forms of demonic possession. Where normally an anti-demon tattoo could be burned off or otherwise removed this one will remain effective just as long as your body does unless you choose to remove it of your own free will. Since the tattoo is relatively simple despite it’s essential role in hunting demons, you can copy the design to grant this protection to any of your allies as well – though anyone else who gains the tattoo will only see it effective so long as it remains on their body.
  • Angel-Proofing [200/-100/1000]: An intricate series of ancient runes has been carved into your ribcage, making it impossible for angels of any rank or power to sense your presence using their divine powers. Even archangels like Lucifer himself would have to hunt you down the old-fashioned way. You have an ancient tablet with instructions for placing these same protective runes on others to hide them from angels. If you copy them onto another person or persons they too will receive this safety from detection, though any copies can be removed from a person as per normal for whatever means you use to inscribe them.
  • Mjolnir [100/-200/1000]: A truly devastating weapon once belonging to the Norse God Thor that you acquired at an auction. Even in the hands of an (admittedly plot-aided) human, this hammer can fell opposing pagan gods in a single blow accompanied by a surge of electrical energy it gives off. This hammer has no particular loyalty, as hammers are infamously disloyal creatures, and can be wielded by anyone who picks it up potentially even putting its rightful owner at risk. Alternatively you can bestow these capabilities on another weapon you own (much like Athena’s sword or bow) allowing it to bypass the requirement for an incredibly specific weapons and allowing it to do lasting damage to deities. Import Soul of Ice.
  • The Elysian Field [200/-400/1000]: A swank five-star hotel in the middle of nowhere that sees enough business to keep its many luxurious accommodations running smoothly. With rooms that can house all kinds of other deities comfortably and a speedy staff that can keep up with their demanding nature this place holds itself to the highest standard of excellence. Perhaps because of this outstanding quality, it is seen as an excellent convention place for meetings between deities like the pagan gods, where they can come together and discuss issues without it coming to violence as easily. The catering is supernaturally good with an abundance of pies and toppings for pies at the 24-hour pie buffet, all of which are guaranteed to taste better than the desserts of their pie-making competitors in Heaven.
  • Roadhouse Connections [200/-600/1000]: You’ve got connections in the community, and even know a few hunters friendly enough to team up with for those jobs that are just a bit too difficult to manage alone. All 3 of these companions have the Hunter origin and 600 CP to spend on any perks or items of their choice (taking discounts and freebies as appropriate in those categories) and are equipped with 200 CP of personal Hunter Equipment to assist them on the job.
    • Zane – Hunter Origin: For you demons and monsters aren’t just a bad memory, but something encountered in everyday life. Where some have a cushy life of modern luxuries you have plenty of real world experience with violence and the things regular folk scoff at as superstition. Thanks to over a decade of not only fighting but surviving you’ve become excellent at keeping yourself and others safe from monsters. This wasn’t always the case, and your first encounter with a monster might have ended very differently if not for another hunter having saved you and shown you the ropes. Perhaps this desire to save people was brought on by losing someone before you knew what was out there, or maybe you’re just they type who can’t sit by when you know you could be helping others. Since the day you learned what was really out there you’ve done your utmost to hunt and protect the world.
      • Hunting Things [Free]: Stalking and killing monsters is second-nature to you along with identifying news that sounds like monster activity. You’re reasonably familiar with all the habits of monsters indigenous to the United States of America and know quick methods to narrow down what sort of creature you’re dealing with based on the information as well as what’s needed to kill them. This comes with a great understanding of simple hunter tricks like using devil’s traps and salt lines in order to identify who in a given group might be only pretending to be a human.
      • Clap Your Hands if You Believe [Free]: It’s not an easy thing to accept that monsters are real, or that the people you love could have been replaced by one. The simple matter is people may refuse to believe the truth if living a lie isn’t as scary. However, they still definitely want to live. You have remarkable ease at getting people to accept the existence of the supernatural quickly when they’re in danger. Instead of being confused or frozen in fear when an unnatural threat shows itself, those you’ve warned will remember your words and run, following your instructions until the threat has passed. Afterwards they’ll want a more complete explanation and be more than willing to take your advice to heart.
      • Hunter x Hustler [100/500/600]: Seeking out monsters and regularly impersonating officials, hunters can’t exactly hold down a normal job and set down roots. Most have to live on the road and make use of… less legitimate skills to get by. Like these hunters you have street smarts to get by on illegal channels being able to pick locks, hotwire cars, and (perhaps obviously) impersonate others to commit credit card fraud. Your main talent is in gambling. You may not be much better at the games but you’re definitely able to cheat better and undersell your abilities to appear like a novice while playing billiards, poker, dice, or other common pub games. It’s easy for you to act inexperienced in this regard and lure others to play with you to make a quick buck.
      • Exorcism [200/300/600]: You have memorized a variety of Latin and other (somewhat lengthy) incantations that, by speaking, you can use to speak to banish any demon within hearing range back to the hell it originated in. Demons will know what you’re doing when you start the exorcism and most will attempt to stop you from completing it. But when using any form of verbal ritual you can be interrupted without it impacting the effectiveness, and should others understand the words and wish to aid you they’re able to complete such recitations while you may be incapacitated. Changing who incants during combat is an excellent way to keep a target distracted.
      • Localization [100/200/600]: All angels are able to find anyone they seek, so long as the person is not warded specifically against them or using some other special method to hide. Angels are not alone in this gift of instantaneous tracking, with an assortment of powerful demons, primordial entities, reapers, and even witches frequently having methods to know where someone is. In conjunction with Angel Radio, this lets you immediately pinpoint the location of anyone offering you their prayers if you wish it.
      • Family Business [Free for Hunter]: Badges and various business cards that will assist you in infiltrating multiple levels of society for information under a number of fake identities. Anyone suspicious of your involvement in a case will initially call the superior listed on your business card rather than verifying your identity in another manner – so it’ll be good to have someone manning a phone somewhere to back up your story. This includes F.B.I, C.D.C., Federal Marshal, and material identifying you as various local police and health department roles.
      • Sizzling Grill & Bar [200/0/600]: Welcome Jumper, to the family of the 27th largest restaurant franchise in this great country. As the owner of your very own Biggerson’s, you and your companions can always eat free. The food here may not be entirely healthy, but it is entirely delicious. Unlimited greasy burgers and chicken wings are just the beginning, with the restaurant boasting a few delicious trademarked menu items like the Pepperjack Turducken Slammer. This innocuous location serves as a great meeting place for sharing notes or a pint with fellow hunters without drawing suspicion. In future settings you can have a business as part of another franchise or independent bar & grill, allowing you to quickly collect rumours on any urban legends or supernatural regional dangers from the patrons.
      • Classic Muscle [200/0/200]: This car is in immaculate condition despite its decades of age. You can select any classic muscle car you would like, and will never need to worry about stopping for gas. Impala, Camaro, Firebird… if you want it you can have it. The spacious trunk capable of stashing a person armory comes with an optional Devil’s Trap painted within for the easy storage and transport of demons. Through this option you can import a previous vehicle and give it the appearance of a classic muscle car while letting it retain its former abilities in the new form. If it uses a type of fuel beyond that of a normal modern day car, you will still need to provide it to run those functions. Imported VIncent.
    • Kendra – Hunter Origin
      • Hunting Things [Free]
      • Clap Your Hands if You Believe [Free]
      • Family Business [Free for Hunter]
      • The Colt [300/300/600]: Despite an antiquated appearance they say this gun can kill anything. For any hunter it would be a priceless artifact to be used in their business, if only one could overcome the limited ammunition Samuel Colt made for the revolver. For you that will not be a problem, as included with this purchase is instructions for the necessary ritual that can be applied to the pentagram-engraved ammunition. Now with a supply of myrrh, sage, holy oil, and the right incantation you won’t need to worry about a lack of killing power. Taken in conjunction with Thirteen Bullets, you may be able to apply the process to another weapon chosen by that option.
      • Thirteen Bullets [300/0/600]: You may provide any one of your ranged weapons with 13 rounds of very special ammunition. These projectiles cannot be replicated, but when fired from your selected weapon they can kill basically anything you could expect to encounter. In practice, only exceptionally powerful beings, or those that predate creation, seem immune to the death these rounds inflict. Without a specific ritual (that you do not possess without purchase of The Colt) and special components this ammunition has no chance to be replicated, and once used successfully against a target these special rounds will not be returned to you. Anything that predates the accepted creation of the world in a setting, beings greater than 4000 years old, or beings with tremendous power such as the Devil himself, Greater Deities, or personified concepts will be immune to the instant-kill potential of this weapon – though they might still be hurt by the bullet depending on setting.
      • Holy Beads [50/150/200]: Most hunters carry a bit of holy water for emergencies, but not all can create their own when the situation needs it. With just an incantation, any standing water in contact with this rosary will be converted into holy water. While the water’s main use is a deterrent against demons, it is a particularly effective one. Creative hunters have been able to use this process to create particular effective traps, such as by blessing sprinkler systems or water tanks before using them to soak buildings.
      • Shotgun [50/100/200]: At close range far more effective than a handgun, it can be made even more effective for hunting various creatures by loading the shells with silver shot or rock salt, depending on what you’re facing. Always ready for each engagement, you have an ammo box with 8 shotgun shells along with 2 shells loaded with rock salt in the event you’re up against less conventional opponents. Between battles the box will refill any ammunition that’s been used.
      • Silver Lining [50/50/200]: You gain a simple but wickedly sharp silver machete that can be easily concealed beneath heavy clothing. The foil to any shapeshifting monster, it can leave them with burns on simple contact and inflict much worse pain when actually used properly. You may instead upgrade an existing item you own to grant it the same properties as silver. It’s recommended you choose something with a blade long enough to properly decapitate a target in one swing.
      • Trusty Shovel [50/0/200]: Though common in appearance, this tool will pay off in spades for hunters, necromancers, or anyone who has need of a corpse or spot to stash one! Digging and uncovering graves is when it is most effective, letting you unearth coffins or provide a final resting place in minutes rather than hours. When used to dig for other purposes, it is only as effective as a regular shovel. It will never betray you by telling authorities what it’s been used for so long as you keep it clean.
    • Velma – Hunter Origin
      • Hunting Things [Free]
      • Clap Your Hands if You Believe [Free]
      • Family Business [Free for Hunter]
      • Bullshit Ballistics [100/500/600]: While all hunters seem to be competent with guns, you can put their skill to shame with your own ability to hit a target. While a deft marksman you’re supernaturally skilled in the creation of specialized ammunition for your firearms. With what you might run into in this world having the right weapon for the job is essential. Putting together rock salt shells for a shotgun or melting down silver to use in your bullets is the simplest use of this ability. There are far greater applications for your personal rounds, like melting down an angel blade into angel-slaying bullets, or putting potions into hollow point rounds to make the contained magic trigger against a target. Most curiously you can inscribe sigils or seals you know onto bullets, and they will not be deformed on impact keeping their properties.
      • Saving People [200/300/600]: It’s not just about the hunting things and the family business, but what happens after when those you’ve saved have to go on living with the knowledge of the terrors that lurk in the dark corners of their world. Perhaps because of the hope you’ve brought or them simply finding strength in themselves after their ordeal, anyone who goes through trauma that you happen to save will never be burdened by the experience – only coming out better for it after given a brief period to recover from any physical harm they might have endured. No more will you have to worry about those you protect after the battle is over.
      • Clairsentience [100/200/600]: Able to detect supernatural energies in the environment around you, especially those of a demonic and/or psychic origin, you can feel the flow of this energy and follow it to a source. While very useful for finding objects and creatures that give off these auras, the true value becomes apparent when getting your hands on the items it leads you to. Those objects with mystical properties can have their histories read by you, helping you understand where they’ve been and when, and the kinds of people that have used the objects in the past. A talent useful to anyone who finds themselves in a world of demons, it holds significantly less utility against stronger people who can mask their auras or objects that are sealed behind things like curse boxes.
      • Monstrous Durability [200/0/600]: You get knocked down, but you get up again. They are never going to keep you down. Enjoy being annoyingly hard to kill. Short of decapitation or the possibility of being torn apart by industrial equipment you won’t be kept down for long. Taking a shotgun blast at point-blank range will merely knock the wind out of you, and even after being thrown through a wall you’ll be able to jump right back on your feet. Even having your feet tortured with a blowtorch won’t keep you off them. While this won’t eliminate any of the specific weaknesses you might have it does help avoid being one-shot by them before having a chance to defend yourself in a proper fight.
      • EMF Meter [50/150/200]: This handheld gadget will reads electromagnetic fields, helping you to determine the location of spirits and the objects or remains tethering them to the mortal plane. While the equipment of some hunters can be thrown off by other strong sources of electricity like power lines, your device is refined to be able to filter out such man-made interference and only reacts to spiritual energy fields due to differences in the way they change electromagnetic fields. If you have another portable electronic device, this feature can be installed as an app to help save space.
      • Salt [50/100/200]: An invaluable tool for hunters, this common condiment is a symbol of purity that can force spirits to disappear for a short time. When made into a line, it prevents both demons and spirits from crossing. When force-fed to a person controlled by a poltergeist it can release them from that possession. Salt lines can only be broken by creatures it does not affect. For actually defeating such vengeful spirits in a permanent way this is basically a requirement, as ghosts will not pass on until their tethers to the world have been salted and burned. This particular container never seems to run out.
      • Hunter’s Journal [50/50/200]: The single most valuable possession for most hunters, books like these are passed down through families and hold extensive records on the demons and monsters encountered over generations. A constant companion for any hunter this notebook is used to keep track of where they’ve gone, what they’ve hunted, and who they’ve helped along the way. It includes many hand-drawn illustrations, newspaper clippings, and the occasional photograph to help identify creatures as well as keep track of rumours and lore about creature sightings. If well maintained, it allows other hunters to avenge their family or at least tie-up loose ends and give some closure.
      • Laptop [50/0/200]: “We should call the internet and find out as much as we can about these people. Did I say that right?” Not exceptional as far as computers go, even for 2005, but this can fulfill your research needs as well as any other machine of the era will. If destroyed or shut down unexpectedly it retains all data. No matter how many explicit websites you may use for “research”, you’ll find the device is unable to be permanently damaged by viruses or malware – though there is a high chance the screen could freeze at inopportune times to embarrass you.
  • Room for Two [+100/-500/1100]: People will constantly mistake you and one of your platonic travelling companions as lovers, completely oblivious to that companion being someone you would never consider sleeping with until you react to the suggestion. This will happen with alarming frequently, basically every time you visit a hotel or introduce yourselves and accidentally leave the relationship vague. Of course, noticing the pattern you may try to overcompensate by stressing just how platonic a relationship the two of you share – which is guaranteed to convince no one. During downtime you will often find yourself wondering why everyone else assumes you’re together and thinking about the unsettling logistics of the pairing.
  • Busty Asian Beauties [+100/-400/1200]: You have a not so secret love for voluptuous asian women. You regularly spend a good portion of your day admiring them over your online subscription to the erotic website. You never miss a chance to pick up the newest issue of the XXX magazine and regularly spend your nights enjoying them even if the prospect of sharing company with a someone attracted to you could be easily achieved.
  • Whiny [+100/-300/1300]: You can’t help it. Things aren’t going right and you need other people to know it. Though you may have the good sense to keep secrets about the world of monsters, it won’t keep you from using analogies to normal life with others to get your point across that your life is worse than everyone else’s. It may be hard to make any new friends when your typical introduction is full of complaints about how difficult it is to be you.
  • Enemy of Hell [+300/0/1600]: With Lucifer seen as their only hope for a glorious new hell, anything who matches his power cannot be allowed to stand. While other races might favour fight or flight, demons surprisingly don’t deal with their enemies in such a straightforward way. They will use their network to find the things you value most, whether its property, respect, or the people in your life – and do their utmost to take it away however would hurt you most. The underworld has billions of damned souls just looking for a chance to prove they’re willing to die for the devil, if only to be offered some kind of final escape from the torments of hell. While dealing with subterfuge on one front the less tactful demons will spare no effort to slaughter you at every opportunity. Relentless in their pursuit to hurt you and take the things you love, the best to be hoped for is they get caught up in infighting between factions to decide who gets the glory of ending your life.
  • Ahab’s Auto-Import [X]: Male Monster
    • Monster Origin: Even as a run-of-the-mill monster species you’ll be stronger, faster, and just a tiny bit better than humanity in other ways. You have only taken up the mantle of monsterhood in the last few moments, with earlier memories not being much different than that of any other human life you could have led. Becoming a monster changes someone down to their very soul and you already feel different. You can embrace your new instincts for feeding and become something to be feared by mankind, or hold dear to your memories of humanity and use this gift for their benefit – perhaps you’ll fight both these conflicting feelings and act like something completely different. Regardless of what you might want to do with the power you’ll likely face a lot of turmoil both internal and external as your activities are prone to attract the attention of hunters wherever you go.
      • Shapeshifter: Beginning life as any human, a shapeshifter does not learn about their innate ability until a later point in life which varies wildly between individuals. They can take on another person’s appearance by shedding their skin and they literally become that person over the course of only a few minutes – seconds for some of the more accomplished. They copy DNA, fingerprints, and can even mimic wounds. While disguised they have access to the thoughts and memories of any living person they mimic. They are burned on contact with silver and iridium, and can be detected easily due to retinal flare or by common dogs. Shapeshifters tend to be eager to inflict violence and quick to desire
        revenge on others.
    • Spooky Eyes [Free]: Maybe your eyes glow in the dark, or turn completely white/black when you’re hungry or in a bad mood. Regardless, you have distinctive eyes with some cosmetic trait that will unnerve regular folk and even help set you apart from other monsters, possibly making people run for help at the first sight of them. This effect can be switched on and off at your convenience. While many creatures here, be they monster or demon or angel, seem to be self-assured enough to broadcast their supernatural nature through their eyes every time they so much as stare at someone they’re stalking, you’ll never feel unnecessarily compelled to show off your unnatural eyes when emotions flare or for overdramatic effect.
    • No Dogs Go To Heaven [Free]: Monsters don’t go to Heaven. Nor do they go to Hell. The human soul is a precious thing, coveted by both the factions of angel and demons and intended to go to one of those places when they perish. No matter how human a monster may still feel, their soul has been altered and so too has its destination. You know have this trait and can pass it to any others you convert to your kind. If there is an alternative locations souls go upon death in a setting, these newly-turned monsters may be able to find final rest or torment there, or you can select an afterlife you already own as the place they will be sent. This does not offer you any protection against the typical results of dying.
    • Vital Nutrients [Free]: There’s no need to go out killing people like those uncivilized man-eating monsters. Worry not, all your humanitarian dietary needs will be met with regular shipments! Or at least one of them, as from now on you’ll receive your choice of a specific vital organ or blood that can satisfy a monster’s hunger as well as the real deal, and you get a fresh delivery every few days that can easily hold you over until the next one.
    • Borax [Free]: Whether you want to keep the house clean or just defend against the baddest monsters in Purgatory, this provides you a great supply of replenishing cleaning products that include the compound sodium borate, regardless of what you might need them for. While not exactly deadly to Leviathans because of their vast regenerative properties, it burns them worse than any acid and is typically used to prelude beheading and storing the head in a way it cannot regrow a body. This includes various products like aerosol air fresheners, laundry
      detergents, soaps, and several cleaners for your windows and carpets or flooring.
  • Joy’s Auto-Import [X]: Female Angel
    • Angel Origin: One of the lowest orders of angels, you remain nonetheless strong in the world of mortals. Being a being of energy you can only interact with the material world by possessing a vessel. Thanks to your angelic nature you hold an advantage over demons and monster but are really on about the same level overall. Most angels rely on their inborn divine grace and connection to heaven to be able to use any angelic abilities, even being unable leave a mortal vessel if missing either. As a special offer, those who become angels here will only need to keep their divine grace to maintain any purchased abilities. They obey the word of God without question and without him have, as a race, developed a host of abandonment issues with his disappearing act.
    • Angel Radio [Free]: With a true form being multidimensional waveforms, all angels can communicate over a network imperceptible to other creatures, often called “angel radio”. Whether you’re an angel yourself, or perhaps were one in a past life before being reborn as human, you’ve found a way to tap in to this ability. Listening in on other angels or identifying them in person is simple, as is broadcasting any news to them. You can also decipher the signals of traditional AM and FM signals, or tune out any or all of this extra noise as you wish. Whenever someone is praying to you specifically, you can easily hear their request and what’s going on around them unless they are somehow warded against the divine.
    • Localization [Free]: All angels are able to find anyone they seek, so long as the person is not warded specifically against them or using some other special method to hide. Angels are not alone in this gift of instantaneous tracking, with an assortment of powerful demons, primordial entities, reapers, and even witches frequently having methods to know where someone is. In conjunction with Angel Radio, this lets you immediately pinpoint the location of anyone offering you their prayers if you wish it.
    • Holy Oil [Free]: A very rare substance that can only be found in Jerusalem, Holy Oil has many applications in both rituals and confronting angels. When a circle of the oil is ignited angels are unable to cross, as both their vessel and the angel will be destroyed immediately. Very useful, if not for the fact angels can still call for help over Angel Radio and archangels can only be held for minutes before the fire goes out. Despite its primary use being a weapon against angelic beings, used as a fire-starter it still does great harm to both low and mid-level demons as holy fire molotov . Your jug of the fluid will refill regularly.
    • Angelic Grace [Free]: This celestial energy is integral to every angel, but it can be stolen away with the right tools and leave an angel stripped of nearly all of their powers – including the ability to even leave a vessel. It is a serious crime in heaven for grace to be removed, whether by the owner or another. Once removed from an angel, this energy can cause a surge of life and growth in an area over time, turning barren fields into fertile overgrown areas. Of course, the angel would be stuck as a human unless they could find and reclaim it.

Jump #32 – A Certain Scientific Railgun

  • Name: Sasaki Junko, aka Twin Cannon Sister
  • Location: Academy City, Japan
  • Age: 11-20
  • Total Runtime: 10.1 Years + 12,999.4 Years = 13,009.5 Years
  • Gender: Female Human Esper
  • Log: Hack the Gibson
  • World #: 30
  • Unfinished Business?: Crowley remains an issue
  • Document

Jump 32 - Railgun

  • Student Origin [50/950/1000]: Stable life, great education on new things, easy mode. Stable life, boring education, back to school. You’re a student of a school appropriate to your current age and gender. You can choose, within reason. Though it’s a stable life and you’re guaranteed to learn new things, spending years studying here might not be appealing to you. Despite that, Academy City’s technological prowess is second to none, and studying as hard as you can, for as long as you can might just pay off in the end. Also, you’re guaranteed to have fun, interesting classmates, and will make friends and memories quickly. There’s no denying that you probably will be happy. Comes with an I.D Card, a weekly stipend, and an apartment to live in.
  • Meltdowner [Free]: Weak Beam, Punch-level Strength > Stronger Beam, 2 Beams > 3 Beams, Redirect Electricity > Create Shields that Disintegrate Things . 4 Beams… Also known as a Particle Waveform High-Speed Cannon. The Laws of Physics are stretched by Espers, but this takes them almost to the breaking point. In Essence, this ability allows its users to fire particles beams of electrons that pierce through objects at the same velocity they were fired at, defeating such pesky things as armor.  Its users can also redirect electricity with it, create shields that disintegrate things on contact, or turn themselves into living rockets… though that’s pretty much all they can do. However, it can be stopped through energy shield or massively thick / strong armor (Beyond the tech level here)… and is incapable of rapid-fire or area saturation. Regardless, this is the most destructive Esper ability… and can be made dramatically worse if you remove the mental limiters preventing you from damaging / killing yourself.
  • Slice of Life [Free for Students]: Your daily life unfolds like a Slice of Life anime. In theory, this wouldn’t do much and you probably won’t notice the difference. However, your life becomes a lot more cheerful and enjoyable that it was previously. People are much nicer to you than before, and you can get away with most minor wrongdoings and have no lasting consequences even for some severe transgressions. You’ll be able to live in the present without being bogged down by your past and enjoy your life without getting hindered by conflict too much. Regardless of the situation, you’re somehow capable of always looking on the bright side of life, even though you may face an invasion, your impending execution, or the like. You take things for granted less and something like a sweet dessert never fails to put a smile on your face.
  • Malleable Reality [600/350/1000]: You’re more imaginative than usual. Though you’ll become quite eccentric, you can change what you believe in, or your Personal Reality, more easily. Your powers grow slightly faster (1.25x) now and don’t have to make sense any more. As a result, you could probably do some crazy shit, such as making homing ball lightning or creating constructs of fire that act as matter. With enough training or practice, you might even be able to stave off some of the side effects from using magic as an Esper by imagining something else to be part of your body and having the sides impact that instead. If you’re willing to become even crazier though, the sky’s the limit for what you can do. After all, the more insane you get, the stronger your Esper Powers grow. That said, a little eccentricity can go a long way. Screw being scientifically correct.
  • Hard Science [300/50/1000]: You have knowledge of Academy City’s science and technology to rival a scientist with a doctorate and several years of experience under her belt.  You’re much more intelligent, analytical, and can easily keep your cool under pressure and rein in your emotions.  You also gain a doctorate’s worth of regular scientific knowledge in the discipline of your Choice.  You know the inner workings of recoil mitigating systems and powered armour, but your true speciality is the esper creation and development process. Given enough time, you might just figure out a way to get rid of the randomness inherent in the process and give X person Y ability.  Training an Esper to help him or her reach their maximum potential is child’s play.
  • Motivated [150/-100/1000]: You’re much more motivated than before. You find it easy to dedicate yourself to things and self-discipline will no longer be a problem. You also rediscover, or discover, your love of learning, and will be more than willing to spend weeks studying a subject, stopping only to eat and sleep. As a bonus, you have godly research skills and will almost always seem to find information you’re looking for as long as you search hard enough. In addition, your memory is also improved to help you keep up, with perfect memory and highly efficient memory indexing. Given enough time and effort, almost everything will be within your grasp.
  • Micromanipulators [Free for Students]: These Rather Delicate Gloves were meant for Scientific Purposes.  They’re reinforced with tiny motors and electrically contracting artificial muscles to allow one to perform delicate work on the scale of one millionth of a meter.  While they’re definitely more suited to scientific experiments, they can be put to use in any situation that requires steady hands… like aiming a rifle, conducting brain surgery, cooking, defusing a bomb, or even bypassing some redirection or shielding abilities.  Or modeling.
  • MSR-001 [100/-200/1000]: A coilgun meant to function as a Sniper Rifle. This model has the uncanny ability to ignore Newton’s Third Law. For Some Reason, this Coilgun has no recoil and will have no recoil even if you upgrade it. With a current Muzzle velocity of 280m/s (626 mph), it’s nothing special yet. Despite that, it can be disassembled and carried in a suitcase, and can also have very sensitive aiming equipment attached to it. It’s also great for repeated shooting, and produces no sound due to its low muzzle velocity. Good assassination tool.
  • Companion Immigration [200/-400/1000]: Oh look. Guess what? You’re getting the chance to buy Esper abilities for your companions! They will have enough potential to allow them to hit level 4 by the time the ten years are up. Roll on the table for their abilities or pay an additional 100Cp each to choose for them. They can’t get Imagine Breaker though. They will be enrolled in a school of your choice. Again, nothing too far-fetched. Can’t have a guy in a girl’s school like Tokiwadai Middle. They receive an allowance and an I.D. You can choose to have them in a separate apartment, or simply expand the size of your own. Can be bought up to 16 times.
    • Zane: The Twin Cannons, Brother Cannon
      • Meltdowner [Free]
    • Velma: Red Popper
      • Teleporter [Free]: Teleport Small Objects > Teleport Heavier Objects > Teleport Objects Rapidly > Teleport Yourself, total 130.7kg > Country-Wide Teleportation. This is a pretty rare ability, as you’ll be the 20th that can teleport multiple things at once. Anything you teleport displaces whatever it’s teleported into, but teleporting yourself into solids still hurts. To teleport things, you’ll have to do 11th dimensional calculations, so if something such as pain is impacting your ability to think, it won’t work. You also have a cooldown that’s proportionate to distance travelled. Despite you only being able to teleport objects, as you get stronger, your cooldown time decreases while the number & total weight of objects and range of teleportation increases. Hell, I’ll throw in the ability to teleport objects from your warehouse to you at level 4 for free. This has a lot of raw power, considering that teleporting things into people can be really lethal.
  • Obsessive Esper [+100/-300/1100]: You’re obsessed with something. It could be anything, from guns, to winning, to even someone you like. Regardless of what it is, it is undeniably unhealthy. You will make irrational decisions, but careful not to let this drag you into bad situations… like the Invasion of Hawaii.
  • Permanent Loli [+300/0/1400]: Your body shrinks. You look younger. you now have the body of a prepubescent child and you’ll stay like this for ten years. No matter how strong you may have been, you now have the strength of a small child. Your sex drive is killed and you now act like a small child. You have candy cravings, love footy pyjamas, look forward to bedtime stories, and so on and so forth. Your companions will never let you live this down. Cookie?
  • Ahab’s Auto-Import [X]: Spy Background – Magic, Magic Knowledge, Contacts, Magic Hurts you, don’t get caught double crossing anyone. You were a spy for a magical organisation outside Academy City but were caught within 24 hours. Who you currently work for is anyone’s guess. Since they, you’ve been supplying information to both sides, and dabbling in the underworld to get it. You have knowledge of, and maybe access to magic, but using this kind of magic from this world hurts you and might even kill you as you’re an Esper now. Mana and an Esper’s altered brain don’t mix. Hope you have a walking medical facility beside you, a medbay, or regeneration abilities.
    • Pyrokinesis [Free]: Control Fire > Jets of Flame > Heat Sense, Explosive Homing Fireballs > Spontaneous Ignition in Line of Sight, Heat Rays > Firestorms, Fire Body. Less common than Electromaster, but again, few have your potential for growth. Your maximum energy used to heat things up and amount of abilites increase as your level increases. Although this ability doesn’t have as much utility, it more than makes up for it in raw power. After all, creating firestorms of destruction, bombs of fire, melting someone’s head off from a distance as well as turning yourself into fire so bullets pass through you gets pretty damn amazing. You won’t even have to play your cards right for destruction ability with this one.
    • Darksider [Free for Spy]: You’re intimately acquainted with Academy City’s Underworld, and by extension, the people in charge of the city itself. You know who to contact, who to blackmail, and who to get the blackmail from. This also helps in keeping you safe, as you know who to steer clear of and how to get others to steer clear of you. If you ever get into trouble, decide to set up a gang, get information, or simply  want keep your head down in a city full of surveillance cameras, you can bet that these new connections will help you out. Updates to a new city with each jump.
    • Vending Machine [Free Spy]: You’ve come into ownership of a certain vending machine (designated #7716) in a park. It’s a strange vending machine with the propensity to not dispense a beverage everyone once in awhile, eating up a customer’s money, especially when high-denomination notes are inserted. However, the machine is rather old with loose springs and gives out at least one can of a random beverage with a little force. Nevertheless, it’s a decent source of income and for some reason always turns a profit. Just don’t try drinking the strange juices within it. Coconut Cider’s great, but Strawberry Oden, Viennese Sausage Coffee, and that Duel Ranch Specialty Pork-Cutlet Sandwich Drink? Not so much.
  • Joy’s Auto-Import [X]: Drop-In Background – You’re dropped in at the outskirts of the city in a secluded area. You get an I.D. Card, a stipend, an apartment to live in, and a school to go to. The city has no records of your abilities though. All they have is your name, your ethnicity, your date of birth, and a picture of your face. As a result, you could probably get away with doing things under the radar. Have fun, you’ll be here for ten years. Enjoy your stay.
    • True Grit [Free for Drop-In]: You’re less likely to give up. When faced with an insurmountable task such as climbing a really high mountain, you’re more likely to succeed by pushing through the pain, or at least get dragged away kicking and screaming, than give up. In a fight, you won’t back down easily and you’re likely to keep going until the bitter end, or you decide on a strategic retreat. Problems with cowardice will not be problems any longer.
    • Media Collection [Free for Drop-In]: You get a collection of To Aru Merchandise. You’ve got plushies, phone covers, a PSP with both games, a collection of all the light novels that will ever be written, as well as DVDs of all the Anime Episodes that will ever be made. I’ll even throw in some merchandise of a certain frog. Whether you’re going to use them to metagame this universe, as gifts to characters, or even mass produce them and sell them to the public, it doesn’t matter. Just make it entertaining.
    • Telekinesis [Free]: Lift Light Objects > Throw Objects around > Move 232.44kg within 100M > Force Walls > God of Motion… This form of Telekinesis allows you to create a field of force that affects an object you wish to manipulate. Control decreases the closer you get to your weight limit and maximum range. Through that, you might be able to fly, fire telekinetic bullets, maintain telekinetic shielding, accelerate objects to insane speeds, or simply tear people apart. The amount of ‘hands’ you can maintain at once and amount of weight moved increases per level. Range maxes out at 100m. Has a lot of potential for mayhem and huge versatility, especially with creative use.
  • Alpha & Omega [Developed from Meltdowner]: By creating and then annihilating Electron-Positron pairs, I can, in theory, unleash a limitless Annihilation field… or create anything I want to… at the expense of creating a huge mass of radiation. DO NOT USE!

Jump #33 – They Live

  • Name: Lt. Sam Jones, Retired
  • Location: Los Angeles, 1988… Get off my LAWN!
  • Age: 69-78
  • Total Runtime: 9.2 Years + 13,009.5 Years = 13,018.7 Years
  • Gender: Male Caucasian Human
  • Log: Whoops, No They Don’t
  • World #: 31 / 8.5
  • Unfinished Business?: The World is a Hellhole but it’s not my problem
  • Document 1, Document 2

Lt Sam Jones

  • Drifter Background [100/900/1000]: You lost your job and things don’t really seem to be good for you. You left that place somewhere in California and went straight to Los Angeles to find a new life, but you found something else. A giant conspiracy by aliens to control the world and deplete it of all its resources while enslaving and exterminating humanity in the process. You are here to kick ass and chew bubblegum, and you are all outta gum.
  • Situational Sharpness [Free for Drifter]: You’ll always come up with the perfect insult, joke, or comment to the current situation.  You will also never lose your cool and look like a badass in the process.
  • Incredible Wealth [100/800/1000]: Thanks to your clever choices on the market, you are currently gaining a fortune. You’ll have a constant income of money directly deposited into your warehouse each year you spend inside a Jump. This money can be taken from the warehouse with ease and is automatically converted to the local currency.
  • Brainwash-Proof [400/400/1000]: You don’t require the special sunglasses or contact lenses at all and you are always immune to the alien propaganda… Brainwashing you is impossible.
  • Hero Sense [300/100/1000]: You can feel when shit is about to hit the fan and react accordingly with ease, always turning around just in time.
  • Hip Fire [200/-100/1000]: You can aim and shoot rifles and other similar weapons from your hip without losing any considerable amount of accuracy and without the need to use the sight.
  • Special Sunglasses [Free for Drifter]: These sunglasses aren’t normal ones, oh no. These babies let you see through any alien’s disguise or imagery and information hidden in some way and might even help out with detecting when some other entity is using magic or high technology to disguise itself. It doesn’t work with basic forms of disguise, such as dressing up and using a mask. Secondary effects including: killing headaches, monochrome view when used, and the fact anyone can easily see you are wearing them. Cannot be used as x-rays to view under people’s clothing, you pervert.
  • Bubblegum [Free for Drifter]: Obligatory bubblegum item. Might run out. Refills after kicking ass or an act of badassery.
  • Companion Import [600/-700/1000]: Import a companion to help you out. Each imported companion can use up to 600 CP and will share the same background as yourself.
    • Zane: Drifter, Situational Sharpness, Bubblegum, Sunglasses, Brainwash-Proof, Hip Fire
  • Bollywood Fighting [+100/-600/1100]: Hand-to-hand combat will last hilariously long times, no matter how weak whoever you are fighting is. If your enemy is stronger than you, though, he’ll beat your ass in a normal amount of time.
  • Sudden Realism [+200/-400/1300]: Your gun may suddenly jam or you might run out of ammo at the worst moment possible, even if you already fired double the amount of ammo your gun should have in its magazine. Almost like someone is trying to add drama to your life.
  • They Know [+400/0/1700]: As a drifter, the Aliens will be after you and know what your plans are.
  • Ahab’s Auto-Import [X]:
    • Human Elite: You’re part of the elite. Those who decided to abandon their fellow humans and work for the alien overlords in the name of money and power. It was the correct decision, of course. You never really had a chance against these aliens anyways.
    • Incredible Wealth: Thanks to your clever choices on the market, you are currently gaining a fortune. You’ll have a constant income of money directly deposited into your warehouse each year you spend inside a Jump. This money can be taken from the warehouse with ease and is automatically converted to the local currency.
    • L.O.D.S.A.E.M.O.N.E: As expected due to your experience in the market, you have amassed a small fortune of 100,000 US Dollars. This money is automatically converted to the local currency. Unfortunately, this money will eventually run out, but you can always make more!
    • no-bubble gum.
  • Joy’s Auto-Import [X]:
    • Human Elite: You’re part of the elite. Those who decided to abandon their fellow humans and work for the alien overlords in the name of money and power. It was the correct decision, of course. You never really had a chance against these aliens anyways.
    • Incredible Wealth: Thanks to your clever choices on the market, you are currently gaining a fortune. You’ll have a constant income of money directly deposited into your warehouse each year you spend inside a Jump. This money can be taken from the warehouse with ease and is automatically converted to the local currency.
    • L.O.D.S.A.E.M.O.N.E: As expected due to your experience in the market, you have amassed a small fortune of 100,000 US Dollars. This money is automatically converted to the local currency. Unfortunately, this money will eventually run out, but you can always make more!
    • no-bubble gum.
  • 80’s Action Movie Overlay (With Unofficial Eastwood Patch)
    • 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)
    • If It Bleeds [800]: You have a truly unnatural talent for killing. You can kill things that normally don’t die. This doesn’t grant any special weapons, or any other skills, but even things like gods and immortal beings will, for some reason, lose those protections in combat with you. If you can beat them in a fight, you can kill them. Permanently. Of course, you can’t just wish them dead: you’ve got to do the deed with a handgun, a knife, or your bare fists. Some really big gods might die and stay dead if you kill them by ramming a ship into them or piloting a huge mechanical war machine, but it’s gotta be a pretty fair fight: and you definitely don’t want to find out you were wrong and they can still come back. If there’s no dramatic tension or huge struggle, it’s probably a sign that you messed up, and you’ll have a very angry (and prepared) immortal after you soon. (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 #34 – The West Wing

  • Name: Her Excellency, Dr. Silence Jumper MD of the House Infernape, Ambassador Extraordinary and Plenipotentiary from the Sovereign Nation of Poketopia to the United States of America, Court of Eagles
  • Location: Washington D.C. 1999, the first year of the Bartlet Presidency, the day he rides his bike into a tree.
  • Age: 28
  • Total Runtime: 10.1 Years + 13,018.7 Years = 13,028.8 Years
  • Gender: Female Infernape
  • Log: West Wing Side Story
  • World #: 32
  • Unfinished Business?: World War III is in full swing. Ought to do something
  • Document

Jump 34 - West Wing

  • Ambassador Identity [200]: Thank God they sent for you! You are now a distinguished ambassador to the US, and have further reaching responsibilities than you probably know. Whether you take your job seriously and work toward improved relations, goof off and drink all the President’s beer, or help as much as you offend, you’re bound to have an interesting time here. Plusses… Do your job well, and you could prevent major political disasters. People will be afraid to reproach you, since you represent an entire nation. Minuses… When the White House does summon you, they probably have a major problem they’re expecting you to fix. Britain already has an ambassador, and his job is harder than he makes it look. Seriously, don’t try to be the ambassador to North Korea. If you have an embassy populated with supernatural creatures which anyone in another universe will think are normal, that doesn’t count as supernatural and doesn’t panic society. You could be the ambassador to that embassy.
  • What’s Next? [Free for All]: You can carry on highly technical conversations about policy, plan what you’re going to say in a meeting, and quip to nearby colleagues without losing your train of thought. You can powerwalk without breaking a sweat.
  • I Suppose It’s Possible I was Drunk [Free for Ambassadors]: Everyone treats you like a distinguished guest, whether or not you’re playing the part. You can act zany, quirky, whimsical, and occasionally offensive behind closed doors, and it’ll come off as charm rather than a lack of respect for the presidency. This doesn’t protect you from being an asshole, but you can treat the executive branch (and any similar governmental branches in future jumps) like it’s full of old college roommates and nobody will mind.
  • Diplomatic Immunity [150/650/1000]: Scandals and mishaps have a way of avoiding you. You can hang around the White House, talk regularly with the President and his staff, and you’ll find yourself without a subpoena when it’s revealed he’s been hiding a degenerative illness. It doesn’t sound like much, but if you’re not looking for trouble, trouble won’t look for you.
  • Lucid Moments [300/350/1000]: You may not command the same respect as other major political players in a heated debate, or they may have decades of experience that you lack, but that doesn’t mean you can’t hold your own. You can get your point across using philosophy or history rather than polling data and political clout, and can defeat the likes of Leo McGarry in private debate. Enjoy watching the shock on your opponent’s face as you destroy his argument by waxing philosophical about the nuclear arms race.
  • Jack of All Trades [100/250/1000]: Life in the West Wing isn’t predictable. One day you’re briefing the press, the next you’re caring for a wild turkey. This skill gives you the ability to roll with the punches, learning enough on the go to avoid seriously messing something up until someone else can take over.
  • Anything You Want to Talk About? [100/150/100]: you are a gifted journalist and political writer, able to ask the tough questions while entertaining your readers. You have about the same level of skill as a graduate from a top college, but you’ll still have to learn on your feet. You become skilled at picking up bits of political news and gossip, and can call out misinformation with a reasonable degree of success.
  • Untraceable Laptop [200/-50/1000]: A laptop registered to someone named HEROnymous. It comes with several encryption cracking tools preloaded, and can’t be detected by monitoring software once it’s entered a network. Good for uncovering conspiracies (or covering them up). The battery is recharged normally.
  • Untraceable Phone [200/-250/1000]: A cell phone with the ability to make direct calls without being detected, and listen in on other forms of verbal communication. Useful for listening into calls that aren’t on the White House call log, or staying under the radar. The battery is recharged normally
  • The Rolodex [300/-550/1000]: You can get the President or the Chief of Staff on the line, but what about the Paramount Leader of China or the Republican Speaker of the House when he’s on vacation? The rolodex gives you a folder full of contact information and addresses to ensure you can, and alternate methods of contact if you want to make sure your message is heard. Or, if you want to wake an annoying Congressman up by calling his pager, cell phone, home phone, talking to his office, and sending him a candygram all at once, you can. Each jump it updates with new contact information.
  • The Finest Muffins and Bagels [50/-600/1000]: You have the number of every fast food and coffee place in DC, and a federal account to put purchases on. Handy when you have to pull an all-nighter, or when you want free pizza without defrauding the government. This applies to future jumps… if anything like a fast food or coffee place exists there.
  • Sharp-Dressed Clost [50/-650/1000]: You can have all the political capital in the world, and nobody will take you seriously if you’re dressed like a wizard or magical girl. Never pay for another suit or uniform again!
  • Armored Limousine [50/-700/1000]: You own a limousine built for a head of state, and either the Secret Service or your home country’s intelligence service will drive you anywhere you want to go. Might be more useful than you think.
  • Big Block of Cheese Day [+0]: Every year, the Chief of Staff opens the doors of the White House to groups that may otherwise have trouble being heard. Occasionally these meetings can be enlightening, but mostly they’re pointless and vaguely amusing. Leo will find a way to include you no matter what your job is… even if you don’t work for the White House at all.
  • I Had Woot Canal [+100/-600/1100]: At least once a year, you will be faced with an annoying family or medical emergency that will make doing your job very difficult for three or four days… during which time your staff will helpfully and overconfidently offer to do you job for you.  Nothing they do will tank the administration, but it won’t be fun cleaning up their mess.
  • Appleanon.com [+100/-500/1200]: You have your own fan club! They praise you incessantly and try to contact you regularly, but talking with them will usually lead to a disaster. The press office in particular will be pissed that you’re encouraging them.
  • Conspirator [+200/-300/1400]: Whether you know it or not, you’ve been involved in a criminal conspiracy. You’re going to be subpoenaed, dragged before Congress, and thoroughly investigated until a verdict is reached. You may be more guilty than you know. If you have DIplomatic Immunity, it doesn’t work during this investigation.
  • The Other Side of the Coin [+300/0/1700]: Someone in D.C. was up for your position, and your appearance meant he didn’t get the job. You have no idea who this person is, but they know who you are. They’re not going to rest until you’re out of the picture. The other side of the coin puts you up against Frank Underwood, but you have no idea who he is. He probably has allies in congress, his wife, and a few people in the administration on his side. The West Wing universe is full of characters with significant weaknesses he can exploit, like Bartlet’s MS, CJ’s family, Josh’s attraction to Donna, and any scandals that may come up. He’s not invincible if you can find him, but it won’t be easy. He won’t look the same as he does on the show, and his name and history will be different. The Rolodex only works on him once you know who he is and might not be enough to defeat him entirely.
  • Companion Notes
    • RayRay du Legendaire: Driver
    • Francine alAkazam: Intelligence Officer
    • A.J. Gallade y Gardevoir: Charge d’Affaire / Attache
    • Dyna des Oxydes: Bodyguard
    • Petra von Metagross: Secretary / Personal Assistant
    • Zane Lucario: Head of Security
    • Ziggy von Zigbeast of the Zigwald Zigbeasts: Mascot
  • Ahab’s Auto-Import [X]: “Human Protocol Officer”
    • Senior Staff Identity: You hold a job of importance in the executive branch, with huge responsibilities and power to match. You could be a speechwriter, crafting the voice of the President himself, employed in the White House Press Office, serving as an intermediary between the government and her people, working directly with the Deputy Chief of Staff. . . Other positions, like working for the Vice President or as a White House attorney, are also available. You have a direct hand in policy, and will probably have a lot of face time with the president. Respect befitting your position, and competency to help you keep it. Even minor mistakes have the potential to become scandals. Will probably be involved in at least one criminal conspiracy.
    • I Work with The Smartest People in the World: Whatever your job in the White House is, you’re good at it. You have around the same level of skill that a graduate from a top college would, and you’ll be getting experience for better or for worse. This only applies to your specific job. Trying to give a press briefing when you work with the Deputy Chief of Staff will end in disaster, and good luck figuring out why the President is landing in DC an hour before he took off in Tokyo.
      • Law
    • Rubber Ball: It might be your imagination, but coming up with ideas seems easier when you’re bouncing one of these around.
  • Joy’s Auto-Import [X]: “Human Protocol Officer”
    • Senior Staff Identity: You hold a job of importance in the executive branch, with huge responsibilities and power to match. You could be a speechwriter, crafting the voice of the President himself, employed in the White House Press Office, serving as an intermediary between the government and her people, working directly with the Deputy Chief of Staff. . . Other positions, like working for the Vice President or as a White House attorney, are also available. You have a direct hand in policy, and will probably have a lot of face time with the president. Respect befitting your position, and competency to help you keep it. Even minor mistakes have the potential to become scandals. Will probably be involved in at least one criminal conspiracy.
    • I Work with The Smartest People in the World: Whatever your job in the White House is, you’re good at it. You have around the same level of skill that a graduate from a top college would, and you’ll be getting experience for better or for worse. This only applies to your specific job. Trying to give a press briefing when you work with the Deputy Chief of Staff will end in disaster, and good luck figuring out why the President is landing in DC an hour before he took off in Tokyo.
      • Geopolitical Engineering
    • Rubber Ball: It might be your imagination, but coming up with ideas seems easier when you’re bouncing one of these around.

Jump #35 – Alan Wake

  • Name: Special Agent Sheila James, FBI
  • Location: The edge of Cauldron Lake, Bright Falls, Washington, near the end of the 20th century.
  • Age: 23
  • Total Runtime: 10.1 Years + 13,028.8 Years = 13,038.9 Years
  • Gender: Female Nordic Human
  • Log: Eye of Gold
  • World #: 33
  • Unfinished Business?: I didn’t do nothing. The Darkness remains.
  • Document

Jump 35 - Alan Wake

  • Investigator Background [Free]: You have received fragmented and strange reports that seem to detail a crime spree in the works. Strangely enough, it takes the form of a horror novel and, as time goes by, more and more of the happenings detailed in the novel start coming true…
  • Bright Falls Finest [Free for Investigator]: It now becomes easier for you gain acceptance to any law-enforcement organization you wish to join. You are also granted more autonomy in your work than you would otherwise have.
  • Flashlight [Free for Investigator]:  A flashlight with the unique ability to automatically recharge its battery over time. You can replace the batteries manually should you need light immediately.
  • Touched by Darkness [300/700/1000]: You have been touched by the supernatural, giving you insight into its nature. Thoughts that would tear a normal mind asunder can be understood by you. Nothing is too strange or horrifying for you to understand.
  • Champion of Light [400/300/1000]: Under any bright light, you regenerate health extremely quickly and can even come back from the brink of death. You can also focus any projected light into a stronger, more focused beam, which will destroy beings comprised only of darkness and dark enchantments. This does burn through power faster however.
  • That Was Close [200/100/1000]: You gain an instinctive and uncanny ability to dodge attacks that were clearly meant to kill. When attacked unexpectedly, time appears to slow down to you, better allowing you to dodge the attack… also works in ambushes!
  • Artist x2 [200/-100/1000]: You gain an innate talent in the art style of your choosing, whether it’s writing, dance, painting, or something else. Painting and Sculpture.
  • Daylight Savings [+100/0/1100]: The nights seem longer and days shorter (if you are a Creator or Investigator… the opposite is true if you are a Drop-in or a Taken).
  • Ahab’s Auto-Import [X]:
    • Drop-In Background: You arrive without warning at a place where the Darkness seeps into reality. It’s up to you to make your story, but don’t think your arrival has gone unnoticed. The Darkness has sensed you and may yet give you some of its power, if only further its own goals…
    • Suave: You give off a vibe that makes you appear dark and mysterious, but also handsome and refined, expect to be a big hit at parties.
    • Trusty Blade: A sharp blade of your choice ranging in size from a kitchen knife to a sickle, it always seems to find its way back to you either by returning to your pocket or being placed conveniently in the environment.  Impossible to lose and useful for throwing at enemies.  Always sharp.
  • Joy’s Auto-Import [X]:
    • Creator Background: You are a talented artist of some renown and have decided to visit Bright Falls to get away from it all. Recently however, you have noticed strange happenings, as if your stories have become prophetic and your art has come to life…
    • Artist: You gain an innate talent in the art style of your choosing, whether it’s writing, dance, painting, or something else. Pottery.
    • Flashlight:  A flashlight with the unique ability to automatically recharge its battery over time. You can replace the batteries manually should you need light immediately.

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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