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 [600/400/1000]: Ancient and powerful, above other beings. You’re just a little bit conceited. Cruel, petty, and only concerned with their own survival, the majority of pagan gods are evil… worse, they’re un-Christian. Most have a taste for human flesh and enjoy offerings and virgin sacrifices. As a pagan god, you’re at least five centuries old, and you’ve grown bitter over time as Christianity has taken all of your worshippers away. You didn’t really need them of course, but you truly enjoyed being worshipped and offered regular sacrifices. You’re still immune to the ravages of time, but what good is time when there is no one left wanting to praise you?
  • Immortality [Free]: You are immune to the ravages of time and mortal sickness. You will never grow old beyond your ideal human age. This does not stop you from assuming older or sickly disguises. Unless violence or accident occurs, you will live forever.
  • Virgin Detector [Free]: a sixth sense that does exactly what it says on the tin and is never wrong.
  • In My Name You Pray [Free]: You can offer a blessing to a person or place so long as someone performs an offering to you. The blessing is always be the same, and appropriate sacrifice must be paid in order for you to bestow the gift. Most often these offerings are required yearly to retain the magic. In my case: those who light a bonfire to me during any night of the deepest days of winter, will be blessed with protection from heat for the next year and any place thus consecrated would maintain winter’s deep chill even on the hottest day.
  • Force of Nature [200/200/1000]: Winter itself is at your beck and call, as you have claimed authority over it.  You can generate some of it on command and cause natural sources of it to act as you wish.
  • Trickster [200/0/1000]: The ability to conjure something from nothing, including minor monsters with a personality you design for them. Living things will not truly have souls and only act based on behaviours you designate. You require lots of sugar to recharge this power.
  • Matching Tattoos [200/-200/1000]: a Guaranteed Method to ward off demonic possession. Where normally an anti-demon tattoo could be burned off or marred in some way, this one will last just as long as your body does. You can bestow this same tattoo onto allies as well, if you want to.
  • Mjolnir [200/-400/1000]: A truly devastating weapon belonging to the Norse God Thor. Tremendously powerful in the hands of electrically inclined pagan gods, it can even incapacitate other pagan gods with a single blow. Some lesser gods may even be killed with a well placed shot.
  • Hunter Connections [200/-600/1000]: You’ve got connections in the community, and even know a hunter friendly enough to pair up on jobs with. They have weapon training and two other 200CP hunter perks and are equipped with copies of any gear you’ve purchased. This can be an imported companion.
    • Zane – Hunter Origin: You’re a badass who hunts evil beings… it’s a horrible world and you have to clean it up. Unfortunately, you don’t have the luxury of being without memories of the world. You’ve got plenty, and they’re almost all bad. This grim outlook started when you lost a loved one in your first experience with a real monster. Thankfully, another hunter showed up to show you the ropes and help you achieve your revenge. Ever since, you’ve been ensuring that your fellow man remains safe from such abominations in the future. You’ve got plenty of experience fighting these evils, and have a sixth sense for finding trouble so you can put a stop to it.
      • Weapon Training [Free]: You’re competent with melee weapons and firearms alike, able to use most basic varieties easily and more complicated or improvised items with less trouble than others.
      • Crime Pays [200]: You have a widely varied skillset that helps you earn cash through illegal channels.  Lockpicking, Carjacking, Credit Card Fraud, even simply cheating while gambling are easier for you.
      • Poker Face [200]: You have few tells and can easily spot what moves others will make.  This makes it easy for you to detect monsters and other demons and use their instincts and reflexes against them.  It also offers keen insight into the psychology of people and former-people alike.
      • Weapons Training: You’re competent with melee weapons and firearms alike, able to use most basic varieties easily and more complicated or improvised items with less trouble than others.
      • EMF Meter [F]: Reads electromagnetic fields, helping you to determine the location of spirits and occasionally their dead bodies too. It can be thrown off by other strong sources of electricity, like power lines.
      • Iron Crowbar [F]: You gain a sturdy tool helpful for breaking in to things best left sealed. Iron will dispel ghosts, hurt fairies and demons, and prevent demons from using their powers as well.
      • Handgun [F]: An easily concealed firearm. It isn’t magical or anything, but it’ll still stun most monsters enough to move in close for the killing blow as long as you have something more inclined for monster-killing on hand. Comes with two spare loaded magazines.
      • Shotgun [F]: At close range far more effective than a handgun, it can be made even more effective for hunting various creatures by loading the shells with silver shot or rock salt, depending on what you’re facing. Comes with two dozen rounds to get you started.
      • Fake ID [F]: One set of FBI, CDC, police or other identification that can have names and data altered to suit your situation. the fake identities won’t turn up in any systems, so it’ll be good to have someone manning a phone somewhere to back up your story.
      • Silver Lining [F]: You gain a simple, sharp silver knife that is easily concealed. Burns the skin of shapeshifting monsters on contact and does worse when actually used properly. You may instead upgrade an existing item to silver.
      • Hunter’s Journal [F]: The single most valuable possession for most hunters, this book is passed down through families, recording extensive information on the demons and monsters encountered over generations of hunts. It holds lots of information on the way to track and kill monsters.
  • Room for Two [+100/-500/1100]: People will constantly mistake you and a travelling companion as lovers, regardless of the companion being someone you would never consider sleeping with. THis will happen frequently, and you will often find yourself wondering why 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.
  • Whiny [+100/-300/1300]: You can’t help it. Things aren’t going right and you want other people to know it. You have the sense to keep secrets about the world of monsters, but it won’t stop you from sharing enough detail as to get the point across that your life is worse than everyone else’s. You always hold other’s mistakes over them.
  • Enemy of Hell [+300/0/1600]: You’re seen as a threat to plans for the coming apocalypse, and demons will spare no effort to slaughter you at every opportunity. They rely on mostly traditional methods to track you, but will be relentless in their pursuits once they figure out where you are. They are great in number and can possess your allies.
  • Ahab’s Auto-Import [X]: Male Human
    • Hunter Origin: You’re a badass who hunts evil beings… it’s a horrible world and you have to clean it up. Unfortunately, you don’t have the luxury of being without memories of the world. You’ve got plenty, and they’re almost all bad. This grim outlook started when you lost a loved one in your first experience with a real monster. Thankfully, another hunter showed up to show you the ropes and help you achieve your revenge. Ever since, you’ve been ensuring that your fellow man remains safe from such abominations in the future. You’ve got plenty of experience fighting these evils, and have a sixth sense for finding trouble so you can put a stop to it.
    • Weapons Training: You’re competent with melee weapons and firearms alike, able to use most basic varieties easily and more complicated or improvised items with less trouble than others.
    • EMF Meter [F]: Reads electromagnetic fields, helping you to determine the location of spirits and occasionally their dead bodies too. It can be thrown off by other strong sources of electricity, like power lines.
    • Iron Crowbar [F]: You gain a sturdy tool helpful for breaking in to things best left sealed. Iron will dispel ghosts, hurt fairies and demons, and prevent demons from using their powers as well.
    • Handgun [F]: An easily concealed firearm. It isn’t magical or anything, but it’ll still stun most monsters enough to move in close for the killing blow as long as you have something more inclined for monster-killing on hand. Comes with two spare loaded magazines.
    • Shotgun [F]: At close range far more effective than a handgun, it can be made even more effective for hunting various creatures by loading the shells with silver shot or rock salt, depending on what you’re facing. Comes with two dozen rounds to get you started.
    • Fake ID [F]: One set of FBI, CDC, police or other identification that can have names and data altered to suit your situation. the fake identities won’t turn up in any systems, so it’ll be good to have someone manning a phone somewhere to back up your story.
    • Silver Lining [F]: You gain a simple, sharp silver knife that is easily concealed. Burns the skin of shapeshifting monsters on contact and does worse when actually used properly. You may instead upgrade an existing item to silver.
    • Hunter’s Journal [F]: The single most valuable possession for most hunters, this book is passed down through families, recording extensive information on the demons and monsters encountered over generations of hunts. It holds lots of information on the way to track and kill monsters.
  • Joy’s Auto-Import [X]: Female Human
    • Hunter Origin: You’re a badass who hunts evil beings… it’s a horrible world and you have to clean it up. Unfortunately, you don’t have the luxury of being without memories of the world. You’ve got plenty, and they’re almost all bad. This grim outlook started when you lost a loved one in your first experience with a real monster. Thankfully, another hunter showed up to show you the ropes and help you achieve your revenge. Ever since, you’ve been ensuring that your fellow man remains safe from such abominations in the future. You’ve got plenty of experience fighting these evils, and have a sixth sense for finding trouble so you can put a stop to it.
    • Weapons Training: You’re competent with melee weapons and firearms alike, able to use most basic varieties easily and more complicated or improvised items with less trouble than others.
    • EMF Meter [F]: Reads electromagnetic fields, helping you to determine the location of spirits and occasionally their dead bodies too. It can be thrown off by other strong sources of electricity, like power lines.
    • Iron Crowbar [F]: You gain a sturdy tool helpful for breaking in to things best left sealed. Iron will dispel ghosts, hurt fairies and demons, and prevent demons from using their powers as well.
    • Handgun [F]: An easily concealed firearm. It isn’t magical or anything, but it’ll still stun most monsters enough to move in close for the killing blow as long as you have something more inclined for monster-killing on hand. Comes with two spare loaded magazines.
    • Shotgun [F]: At close range far more effective than a handgun, it can be made even more effective for hunting various creatures by loading the shells with silver shot or rock salt, depending on what you’re facing. Comes with two dozen rounds to get you started.
    • Fake ID [F]: One set of FBI, CDC, police or other identification that can have names and data altered to suit your situation. the fake identities won’t turn up in any systems, so it’ll be good to have someone manning a phone somewhere to back up your story.
    • Silver Lining [F]: You gain a simple, sharp silver knife that is easily concealed. Burns the skin of shapeshifting monsters on contact and does worse when actually used properly. You may instead upgrade an existing item to silver.
    • Hunter’s Journal [F]: The single most valuable possession for most hunters, this book is passed down through families, recording extensive information on the demons and monsters encountered over generations of hunts. It holds lots of information on the way to track and kill monsters.

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.

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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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