Jump #46 – Mistborn

  • Name: Sajan
  • Location: Luthadel, capital of the Final Empire. 1016 FE. In six years, a thief named Kelsier will begin a revolution against the Lord Ruler. You’d best be prepared, as all of Luthadel will be turned upside down.
  • Age: 19
  • Total Runtime: 10.1 Years + 13,201.2 Years = 13,211.3 Years
  • Gender: Female Terrisman
  • Log: Meddling Fool
  • World #: 44, The Cosmere
  • Unfinished Business?: What will hatch from the Egg of Melody?
  • Document

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  • Terrisman [100/900/1000]: You are highly respected and valued, almost universally well ­educated and treated well. You are, essentially, a slave. A very valuable slave, but you are expected to serve the nobility and participate in controlled breeding programs. If you are male, you are very likely a eunuch. Once a proud, powerful people, the men of Terris have fallen far since the birth of the Final Empire. Due to some unknown grudge of the Lord Ruler, the Terris people have been enslaved, their breeding carefully controlled to produce a race of mild­-mannered servants. However, they are no less intelligent or scholarly than their ancestors, and unlike skaa are permitted and expected to be literate. A Terris steward is a mark of great status, and highly valued by noble society. You are steward to a minor noble; either a high­-ranking member of a minor house from outside Luthadel, or a low­-ranking member of one of Luthadel’s Great Houses.
  • Choked by Ash [Free]: You have an biology altered to survive in the harsh environment of Scadrial. You suffer no ill effects from the massive amounts of ash in the air, and can survive off the meager food grown on the few plants that continue to thrive. Without this, you would die of malnutrition no matter how much you ate, assuming you didn’t suffocate on ash first.
  • Classically Trained [Free for Terrisman]: You are very well educated. You are literate and well read. You are knowledgeable on many topics, and have read books by many well regarded thinkers. You are also knowledgeable in proper etiquette, and know how to conduct yourself in sophisticated company.
  • Feruchemist [300/600/1000]: You have the unique abilities of a Keeper, known as Feruchemy. You can store attributes in a metalmind, reducing your abilities now for a boost in ability later.
    • Steel (Steelrunner) stores physical speed, making one slower while storing and superhumanly fast while tapping.
    • Iron (Skimmer) can store physical weight, making one lighter while storing and heavier while tapping.
    • Pewter (Brute) stores physical strength, making one visibly weaker and more frail while storing, and conferring superhuman strength and increased muscle mass while tapping.
    • Tin (Windwhisperer) stores senses, weakening a sense while storing and enhancing it while tapping. Each metalmind can hold only a single sense.
    • Zinc (Sparker) stores mental speed, causing one to become slow and dullwitted while storing but makes them think very quickly and come to conclusions faster while tapping.
    • Brass (Firesoul) stores warmth, causing one to become cool or cold while storing, and warm or hot while tapping. This altered temperature may make the Feruchemist uncomfortable or even sick, but will not cause direct, permanent harm, even if they heat to the point of causing injury to others, or cool to the point of causing water to freeze.
    • Copper (Archivist) allows one to store memories within the Coppermind. Once stored, the Feruchemist completely forgets whatever memory he’d stored, but it is perfectly preserved within the Coppermind and will never fade until he retrieves it.
    • Bronze (Sentry) stores wakefulness, making one drowsy and exhausted while storing, but allows them to go without sleep while tapping. Is the only metalmind that can be filled while sleeping.
    • Gold (Bloodmaker) stores health, making one sickly while storing, but causes them to heal rapidly while tapping.
    • Atium stores age, allowing one to appear older while storing and younger while tapping. Largely useless without Compounding, except as a disguise. 
    • Aluminum (Trueself) stores the spiritual sense of identity. Exactly what this does is not well understood.
    • Duralumin (Connector) stores spiritual connection with others, causing their awareness of and friendship towards the Ferchemist to decrease while storing. While tapping, the Feruchemist can forge trusting relationships faster.
    • Nicrosil (Soulbearer) stores Investiture, the spiritual power of the Cosmere. It is completely unknown what this does.
    • Chromium (Spinner) stores fortune, causing bad luck while storing and good luck while tapping.
    • Electrum (Pinnacle) stores determination, causing depression while storing and manic determination while tapping.
    • Cadmium (Gasper) stores breath, causing one to hyperventilate while storing, and allowing them to go without breathing while tapping. Can also be tapped to introduce more oxygen into the body at once, for increased physical abilities.
    • Bendalloy (Subsumer) stores nutritional energy, causing ravenous hunger while storing and allowing one to go without eating while tapping. A Feruchemist will never get full while storing. A separate Bendalloymind must be used to store fluid intake.
    • Vibranium could store loudness, making the user extremely quiet while storing. Useful in both states.
    • Adamantium stored durability, making the Feruchemist fragile while storing
    • Uru-Metal stores creativity, making the Feruchemist uninspired and highly predictable while storing
    • Mithril stored grace, making one clumsy and awkward when storing, but fluid, smooth, and beautiful when tapping it.
    • Valyrian Steel allowed one to store anger and passion… a strange thing… storing it made one apathetic and listless.
    • Psytanium: Stores Psychic Power / Focus / Willpower.
    • Dwemer Metal: Stores Static Cling.
    • Ebony (TES): Stores Sadism and Hatred.
    • Malachite (TES): Unknown.
    • Aurium (RWBY): Stores Aura
    • Other Metals: Cobalt, Nickel, Titanium, Iridium, Osmium, Gadolinium, Silver, Platinum, Tungsten, and Lead. Effects unknown. Mercury stores up the need to eliminate waste, but must be cooled to frozen to be used effectively.
  • Aluminum Mind [400/200/1000]: Aluminum is the only metal known to be allomantically inert; it cannot be effected by any form of Allomancy. Your mind is similar. You are protected from any form of Allomantic influence; you cannot be Rioted or Soothed, and if you are yourself an Allomancer, Bronze cannot detect your location. This is not limited to Allomancy, either unless you choose to allow it, your mind cannot be affected or detected by any mental abilities. This ability is similar to being protected by a coppercloud, but cannot be pierced regardless of the power of one’s Allomancy.
  • Primordial Mistborn [800/-600/1000]: a Mistborn granted power directly from a Lerasium bead from the Well of Ascension.
    • Steel (Coinshot) Allows one to sense all nearby metals (except Aluminum) and deliver a telekinetic push. If the object is lighter than the Allomancer, it will be pushed away; if the Allomancer is lighter, he will be pushed. Does not work on metals within the body unless obscenely powerful.
    • Iron (Lurcher) Allows one to sense all nearby metals (except Aluminum) and deliver a telekinetic pull. If the object is lighter than the Allomancer, it will be pulled closer; if the Allomancer is lighter, he will be pulled in. Does not work on metals within the body unless obscenely powerful.
    • Pewter (Thug or Pewterarm) enhances all physical abilities. This confers enhanced strength, but also speed, balance, and endurance. It allows an Allomancer to ignore pain, exhaustion, and hunger, and enhances healing abilities.
    • Tin (Tineye) sharpens all five senses at once, and makes the mists appear transparent. Confers no special ability to cope with such heightened senses; use with caution.
    • Zinc (Rioter) allows an Allomancer to enhance the emotions of those around him. He can increase any particular feeling to overwhelming portions, but a subtle touch is typically more effective, especially against those on guard against Allomancy. Confers no special ability to sense emotions; you’d best learn to read people.
    • Brass (Soother) allows an Allomancer to dampen the emotions of those around him. He can decrease the urgency of any particular emotion on anyone around him, but like Zinc, subtly is essential. Also confers no ability to sense emotions.
    • Copper (Smoker) produces a ‘coppercloud’ that hides Allomancy from Allomancers burning bronze. Also renders the Allomancer immune to emotional Allomancy. After leaving Scadrial, will protect against any form of supernatural detection or mental influence.
    • Bronze (Seeker) allows the Allomancer to ‘hear’ Allomantic pulses, and track them to any Allomancer currently using Allomancy. Blocked by copper. After leaving Scadrial, will be able to detect any form of supernatural power.
    • Gold (Augur) shows you a brief vision of the people you might have been. Largely useless.
    • Atium (Seer) the most powerful Allomantic metal. While it burns, the Allomancer can see Atium-shadows of any object, showing him the future several seconds in advance. This advanced warning makes Mistborn invincible in combat, and even Atium mistings are far superior to any other warrior. However, Atium cannot predict the action of another Allomancer burning Atium, or using any other form of precognition. Trying to do so only produces a confusing cloud of shadows.
    • Aluminum (aluminum gnat) causes an Allomancer to lose any metals currently stored in their body. Completely useless.
    • Duralumin (duralumin gnat) when burned in combination with another metal, burns the Allomancer’s entire store of that metal at once in return for a massive boost in power, lasting only a few seconds. Useless for non Mistborn.
    • Nicrosil (Nicroburst) can confer the effects of Duralumin to any other Allomancer by touch, causing them to burn their entire store of currently active metals at once in return for a power boost. After leaving Scadrial, can supercharge any one supernatural ability at a time, at the expense of utterly exhausting the target and/or emptying whatever power supply it uses.
    • Chromium (Leecher) with a touch, can wipe out an Allomancer’s store of metals, as if they burned Aluminum. After leaving Scadrial, can drain the power source of any supernatural ability.
    • Electrum (Oracle) produces a shadow, similar to Atium, but only predicts your own actions. Useless by itself, but interferes with most forms of precognition, including Atium.
    • Cadmium (Pulser) produces a bubble of slowed time around yourself. Within this bubble, time passes at a significantly slower rate than outside. This bubble is typically around five feet across, though it can be larger. The borders of this bubble are visible and slightly tangible, and interfere with projectiles, throwing them offcourse.
    • Bendalloy (Slider) produces a bubble of accelerated time around yourself. Within this bubble, time passes at a significantly accelerated rate. This bubble is typically around five feet across, though it can be larger. The borders of this bubble have identical properties to a Cadmium bubble.
    • Vibranium can be burned to make the skin of the Allomancer absorb light.
    • Adamantium can be burned to transform the Allomancer’s bones and nails to metal.
    • Uru-Metal can be burned to generate wind, thunder, and lightning in an an area around the allomancer.
    • Mithril can be burned to give the user a sense of where to go next, though the more certain you were of what you were looking for, the stronger the pathway became.
    • Valyrian Steel can be burned to breathe fire.
    • Psytanium: Instill / Awaken Psi Powers in others.
    • Ebony (TES): Dremora Transformation
    • Dwemer Metal: Energy Body, risk of discorporation.
    • Malachite (TES): Illusion Piercing Vision (effect still unknown).
    • Aurium (RWBY): too little to burn yet (effect still unknown)
    • Other Metals: Nickel made my hair grow. Lead was a laxative. Titanium made my skin depigment. Gadolinium made me burp. Tungsten made me extremely ticklish. Cobalt gave me energy like caffeine at the cost of making me go blind while burning it.  Iridium was an acid trip on an acid trip. Osmium a cure for insomnia. Silver gave me the ability to taste what color things were, and Platinum made my muscles go completely limp. Mercury causes one to have to pee.
  • Compounding [Free with Feruchemy & Allomancy]: Someone with both Feruchemy and Allomancy may burn their own metalminds to get much much larger boosts, and can store the boosted amounts in new metalminds, then burn again.
  • Privileged [100/-700/1000]: You are treated with deference and respect by anyone who is not demonstrably your superior. People, even your peers, take pains not to offend you, and give you all the respect and privilege due to your rank. People who have good reason to hate you, or who are noticeably superior to you, will not defer to you, but still treat you with at least a modicum of respect even if that respect is merely a thin veil hiding a vicious, seething hatred.
  • Ruinous Font [100/-800/1000]: Hemalurgy is a dangerous and dark art, with a natural connection to the god of Destruction, Ruin. Through this connection, Ruin can manipulate the beneficiaries of Hemalurgy towards his own destructive ends. With this perk, you gain the tiniest sliver of Ruin’s power, just enough to fuel your own Hemalurgy without Ruin’s help. Hemalurgic spikes you create have no connection to Ruin, and their users cannot be controlled by him or by emotional Allomancy. You can also make Hemalurgic spikes outside of this Jump. This does not confer any knowledge or ability with Hemalurgy you’ll either have to take another perk, or find someone who can teach you. Thankfully, I interrogated all the Obligators to learn how to Spike and Steal.
    • Steel steals human strength, adding the victim’s strength to the recipient.
    • Iron steals a single Allomantic physical power, granting the ability to burn iron, steel, pewter, or tin, or enhancing that ability if the recipient already has it. Victim must be capable of burning the target metal.
    • Pewter steals a single Feruchemical physical ability, granting the ability to use a metalmind made of Iron, Steel, Tin, Pewter, Cadmium, Bendalloy, Gold, or Electrum. The victim must have the target ability.
    • Tin steals a single human sense, enhancing the target sense in the recipient.
    • Zinc steals human emotional stability and fortitude.
    • Brass steals a single Feruchemical mental power, such as Zinc, Brass, Copper or Bronze. The victim must have the target ability.
    • Copper steals intelligence and ability to remember things. It may also be possible to extract specific memories from a victim this way, but advanced knowledge of bind points is a must.
    • Bronze steals a single Allomantic mental power, such as Zinc, Brass, Copper or Bronze. The victim must have the target ability.
    • Atium can steal any ability, mimicking the abilities of any other spike. Is far more efficient than any other spike, and loses charge slower.
    • Aluminum steals a single Allomantic enhancement power, such as Duralumin, Aluminum, Nicrosil, or Chromium. The victim must have the target ability.
    • Duralumin steals a single Feruchemical spiritual power, power, such as Duralumin, Aluminum, Nicrosil, or Chromium. The victim must have the target ability.
  • Inquisitive [+200/-600/1200]: A Steel Inquisitor has taken interest in you. If you are noble, you will follow you constantly, waiting for you to do something he can justify killing you over. If you are skaa, he needs no justification, but will have to find you first. Inquisitors are extremely tough, with the powers of a Mistborn and Hemalurgically ­boosted physical abilities. Most frighteningly, his Hemalurgically ­boosted Bronze can track Allomancy even through a copper­cloud or the Aluminum Mind perk (though both at once will work, as will copper boosted through hemalurgy).
  • Public Enemy #1 [+300/-300/1500]: You are a criminal in the eyes of the Final Empire, and your face and name is known to the city guard, Ministry, and Steel Inquisition. If any government official gets a good look at your face, they will recognize you. Obligators will call for the guards, guards will arrest you, and Inquisitors will simply execute you on the spot. What’s worse, the Inquisitors are actively hunting you, so keep your head down.
  • Destitute [+300/0/1800]: One way or another, you have ended up without money or status. If you are noble, your house is on the verge of collapse, and you barely have enough money to pay the servants, much less keep your business afloat. If you are Terrismen, you do not have a stewardship, and are unlikely to get any other job. If you’re a cultist, the other cultists suspect you of being less then loyal to ruin, and are slow to offer aid. If a skaa, you are not only a beggar, but no other skaa will associate with you willingly, not even the thieves.
  • Ahab’s Auto-Import [X]: A male Skaa, Choked by Ash
    • Skaa [Free]: You are so unimportant, nobody knows who you are ­ not even yourself. You have no obligations, no memories interfering with your thoughts, nothing. You are a blank slate. You are a second class citizen, treated like mud by the noblemen. You are unlikely to live comfortably unless you turn to theft. You wake up in an alley, wrapped in a filthy cloak. You have no new memories of this world, no past, nothing but what you purchase here. You are skaa, the second class citizen of the Final Empire. They till the soil, they work the mills, they do all the jobs the nobles can’t be bothered with. Mostly, though, they suffer. There isn’t a lot of work for skaa in Luthadel, sadly. You’re most likely to find work at the mills, or else are a thief. You might also get to be a servant for lower nobility who can’t afford better, a street sweeper, or, if you are very lucky, an apprentice craftsman or soldier. However, Skaa look after their own, and many show solidarity against the noblemen… though others will sell you out for a crust of bread, so choose your friends carefully.
    • Beneath your Notice [Free for Skaa]: You are unimportant, or are very good at seeming so. So long as you make no effort to draw attention to yourself, the majority of people will regard you as beneath them, and not worth bothering with. You blend in with the background easily. Note that if you do something attention-grabbing, such as attack someone or try to enter a restricted area, no amount of unimportance will hide you.
  • Joy’s Auto-Import [X]: a female noble of Luthadel, Choked By Ash
    • Noble [Free]: You live a life of opulent comfort. You are rich and powerful. Noble society is a nest of sharks, vipers, and vultures, all forever watching you for weakness. You are a member of one of the lesser noble houses of the Final Empire. Your family cannot afford a proper keep in Luthadel, but most of the stronger family in other provinces try to maintain a presence in the capital. You have much greater means than any skaa, but you are small potatoes compared to the illustrious members of the Great Houses.
    • Privileged [Free for Noble]: You are treated with deference and respect by anyone who is not demonstrably your superior. People, even your peers, take pains not to offend you, and give you all the respect and privilege due to your rank. People who have good reason to hate you, or who are noticeably superior to you, will not defer to you, but still treat you with at least a modicum of respect ­ even if that respect is merely a thin veil hiding a vicious, seething hatred.
    • Coin Pouch [Free]: 500 boxings, pocket change to a noble, a vast fortune to a skaa, useful for transportation or ammunition to a Mistborn, regenerates coins used as other than currency.
  • Companion Notes
    • Zane consumed a Lerasium Bead, becoming a Primordial Mistborn.
  • Accomplishments
    • Am I Melody? Am I the counterpoint woven into the fabric of the song of existence. I am an element of contrast, drawn to extremes. Egg of Melody formed.
    • Lerasium Beads Remaining: 4, 1 Given to Zane, 1 to Elend, 1 to Mare
    • Hemalurgical Knowledge gained
    • Realization that I have become corrupted by the mists of Demon Souls.

Jump #47 – Divinity Dragon Commander

  • Name: Sigurd
  • Location: Imperial Command Airship Raven
  • Age: 23
  • Total Runtime: 10.1 Years + 13,211.3 Years = 13,221.4 Years
  • Gender: Female Dragon Knight, Half-Human, Half Zephyr Dragon
  • Log: Diplomacy in Real Time
  • World #: 45, DivinityVerse
  • Unfinished Business?: The Republic Endures!
  • Document
  • Human [Free]: You are human (well, sort of). Your father was the human Emperor Sigurd and your mother the dragon Aura. Your father’s people are varied.
  • Zephyr Dragon Form [Free]: You gain a dragon form that you can slip into at will. While in this form, you have a considerable passive health regeneration (while not in combat), the ability to shoot fireballs, and (obviously) flight. While in other forms, you do not retain your regeneration or flight, but can continue to use Dragon Skills unless explicitly stated. As a Dragon Knight, your lifespan is much longer than it would otherwise be. Zephyr Dragons are proud and highly gifted. They try to avoid overtly physical confrontations and their natural powers tend towards support of others.
    • Purifying Flames [Free for Zephyrs]: Your dragonfire turns blue and can be used to heal you and your allies.
    • Friends with Benefits [Free for Zephyrs]: A shield you can cast on an ally, reducing all damage they take by 50%. Any hit inflicted on this shield also heals you for 100% of the damage done.
    • Ray of Power [100/900/1000]: You may choose an ally within 2,000 meters of you. This ally will become roughly 75% more powerful in both physical and ability strength.
    • Mass Restoration [200/700/1000]: You fully heal a friendly target and all friendly units within a 500 meter radius around it. 30 second cooldown.
    • Charm [200/500/1000]: You can charm an enemy unit so that it temporarily fights for your side. After 150 seconds, it becomes an enemy again.  30 second cooldown.
  • Political Marriage [Free]: During your time here you’re likely going to have to marry in order to bind together the peoples of your empire. Whether princesses or princes, you are likely to have an option from each of the 6 civilized races.  Should you do so, you may choose to take your spouse as a companion.  You may import a companion as one of your prospective spouses, giving them a race of your choice and history for free.
    • Cirno, Dragon Princess
      • Imp: Eccentric and overly fond of dangerous tech. If it hasn’t blown up or caused something else to blow up it probably isn’t of much interest to an Imp.
  • Politician [300/200/1000]: You are the consummate politician, capable of gaining and keeping support of even the most ornery and diametrically opposed parties. As well as clear judgement, this requires charisma, which you have in spades. You are a master manipulator, capable of always having the perfect line, tone, or expression to best facilitate getting what you want.
  • Mass Production [200/0/1000]: Factories and other areas of manufacturing under your control are strangely efficient. There are no accidents, they produce little waste, often work under cost, and produce things very quickly.
  • Imperial Command Ship Raven [Free]:
  • Ahab’s Auto-Import [X]: Undead Mountain Dragon
    • Undead [Free]: The Undead tend to be an extremely religious and conservative lot due to closely held beliefs in the Seven. You’re still a Dragonknight (somehow).
    • Dragon Form – Mountain Dragon [Free]: Mountain Dragons lead cutthroat lives among the frozen peaks of the north. It relies on raw power above all else.
    • Acid Blaze [Free for Mountains]: Upon activation your fireballs become acid. This acid is highly corrosive and sticky.
    • Rejuvenation [Free for Mountains]: Your health regenerates extremely quickly while in dragon form and you find that your wounds heal slightly quicker in other forms too.
    • Political Marriage: Toph, Dragon Duchess
      • Lizard: Cold, practical and (mostly) forward-thinking, the Lizards are a generally liberal and reasonable people.
    • Jetpack [Free]
  • Joy’s Auto-Import [X]: Elf Sabre Dragon
    • Elf: Proud and well meaning (although perhaps a little naïve), the Elves are extremely fond of all things natural, disdaining all thingsthat damage the Green Mother’s domain.
    • Dragon Form – Sabre Dragon: The most versatile of dragon-kinds, the Sabre Dragon is a formidable foe that combines might and mind to overcome her enemies.
    • Advance [Free for Sabres]: With a roar you can grant all your allies within 1600 meters 60% faster movement for 10 seconds. Has a cooldown of a minute.
    • Soar [Free for Sabres]: You fly half again as quickly as other dragons.
    • Political Marriage: Zane, Dragon Ducal Consort
      • Dwarf: Short, stout and strong, the Dwarves combine pragmatic conservatism, adherence to Dwarven values, and a love for gold, power, and, of course, drinking.
    • Jetpack [Free]

Jump #48 – Lewd Princess Bride

  • Name: Jasmine Sutter
  • Location: The Fire Swamp, Five years before the start of the Movie. There are three chief dangers in the Fire Swamp… the flame spurts, the lightning sand, and the rodents of unusual size. But surely those are just a myth? (they aren’t)
  • Age: 27
  • Total Runtime: 10.1 Years + 13,221.4 Years = 13,231.5 Years
  • Gender: Female Man in Black
  • Log: Killing Me Softly
  • World #: 46, BrideVerse
  • Unfinished Business?: Pretty much everything that could be fucked has been fucked.
  • Document 1 (Princess Bride), Document 2 (Lewd)

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  • Man in Black Background: {Princess Bride} You are worldly and experienced with a broad skill base but a painful, trying past that got you those skills. You’re a walking, talking epic, well read, dabbled in piracy, with an air of mystery. Your history is one of survival despite the odds. You boast serviceable skills in anything adventuring; scale cliffs, navigate swamps, fence capably, etc, Jack of all trades, master of none. Epic love story optional.
    • Devoted Overlay [100/900/1000LP]: {Lewd} You are a citizen of one of the towns in the various lands of this world, raised and influenced among their particular habits and practices. You place more emphasis on the emotional nature of your relationships. You always have a rough idea of the location and condition of your companions and anyone else you have strong positive feelings for.
  • As You Wish [Free MIB]: {Princess Bride} You have a catchphrase. So total is your ownership of this sentence that you may substitute it for any other sentence and convey the replaced phrase to your allies… i.e. ‘Well, that can’t be good.’ could mean ‘Lookout! Monkeys!’ or ‘Now is the time on Sprockets when we dance!’” If you can’t guess “Wooo” was mine.
  • I’ll Most Likely Kill You in the Morning [100/900/1000CP]: {Princess Bride} Nobody can quite find it in them to kill you in cold blood. They continue to find excuses, reasoning that there is personal gain to keeping you alive that one extra day. They need not make you comfortable, mind you. An interrogator will take care to keep you alive but still torture you.
  • Dread Pirate Roberts [200/700/1000CP]: {Princess Bride} You’ve the uncanny ability to approach just about anyone, even a fearsome violent soul, and convince them to be your mentor. You’ll rapidly master any skills they can teach you, until they’ll retire and you flawlessly take on their identity.
  • Hello [100/600/1000CP]: {Princess Bride} You let your skill at arms speak for you, and they speak eloquently and well. You’re fluent in every significant style of fencing to ever grace the small sword, a poet of steel and violence.
  • Speed Reading [200/400/1000CP]: {Princess Bride} On touch and at will, gain the effects of having read a novel, document, webpage, movie, etc with deliberation and thought. Doesn’t work if user input is required. At will you may mute the memories of a story to enjoy it without spoilers.
  • Storyteller [100/300/1000CP]: {Princess Bride} You are a storyteller without compare. You’ve a lovely voice and the oratory flair and skill to inspire the imagination, keep your audience on the edge of their seat, or quickly and easily lull them to sleep. Editing on the fly is trivial.
  • My Name is Inigo Montoya [200/100/1000CP]: {Princess Bride} You know precisely who you are and have the willpower to dedicate your entire life to a single purpose without even a hint of meaningful progress and the integrity to be unswayed by offers of wealth, social influence, or other mundane temptations.
  • Tenfold Bag [Free for All]: {Princess Bride} A bag with a capacity ten times what is suggested by its size and a weight a tenth of what it should be.
  • Mysterious Mask [Free MIB]: {Princess Bride} A terribly comfortable mask that has an occluding effect; your own lover wouldn’t be able to recognize you with this on without further clues. In my case, an eyepatch… with a silver rose on it
  • Iocane Powder [50/50/1000CP]: {Princess Bride}A small vial of an odorless, tasteless poison that dissolves instantly in liquid. You have perfect immunity… it is fatal within a minute to all others. Refills upon being stoppered.
  • C.O.U.S. [100/-50/1000CP]: {Princess Bride… but doesn’t it seem like it could be from Lewd?} A Collar of Unusual Size is a magically resizing collar to be worn around the neck. The wearer or jumper may resize the wearer at will, ignoring the squarecube law and other fiddly bits. Worn by a mouse it could outsize a man, or make a man the size of a mouse… use that as your guideline.
  • Soreless Saddle [50/-100/1000CP]: {Princess Bride} This is the perfect saddle. While made for a horse, you could easily fit it on another riding beast, and it prevents any and all discomfort from the ride itself. Can’t do anything about the environment.”
  • Adaptanator [200/-300/1000CP]: {Princess Bride} This is a richly decorated box with dimensions roughly twice that of a shoebox. By placing a recorded piece of media­ a novel, a VHS movie, a DVD box set of a TV series, etc- and announcing the form of media you desire it adapt it to, the Adaptanator will scry the multiverse and produce the best version it found.
  • Miracle Max’s Medicines [200/-500/1000CP]: {Princess Bride} A regenerating supply of Miracle Max’s Medicines, capable of bringing a man back from Mostly Dead to Totally Alive. These are more or less physical hunks of life force, inducing regeneration and purification in the subject. Can even treat, and with time cure, degenerative conditions.
  • Informal Polling Data [100/-600/1000CP]: {Princess Bride} This is a fillable form. It has a section for demographic, a question, and six answers. Upon filling these in, a percent breakdown of how that demographic would answer if questioned appears. Mind you, as they’d answer, not necessarily truthful. Resets after use.
  • Self-Awareness [100/800/1000LP]: {Lewd} There’s no muscle in your body you aren’t in control of – you could wiggle individual toes. You also have a handle on normally uncontrollable bodily processes, able to adjust your heart-rate, give yourself goosebumps, or control otherwise unconscious responses your body makes to outside stimuli.
  • Fertility Control [Free for Devoted]: {Lewd} Male or female, you have total control over your fertility. Females also have total control of their menstrual cycle.
  • Light Touch [100/700/1000LP]: {Lewd} You will never bring injury to someone if you do not wish to. Even if you should have mountain-cracking super-strength or an aura of destructive energies, this power will only allow as much force to be felt as is safe without causing real harm. Note that this power cannot protect people from things unless they are a part of you or under your direct control.
  • Devoted to Freedom [300/400/1000LP]: {Lewd} You become consciously aware of any outside influence acting on your mind. Whether the source is technological, magical, or anything in-between, the realization helping you to resist the effects. Such is your commitment to the ideal of personal freedom that you can even recognize when others are being manipulated as well, and with a slap or sharp word you can sober a drunkard or purge a mind of hypnotic suggestions. Over time, this sense gives you the insight needed to know how to correct the effects of even the most powerful mental influences.
  • Knowing Gaze [100/300/1000LP]: {Lewd} People cannot hide their desires from you. No matter how carefully they hide their intentions, you can instantly recognize when they are faced with something they covet. It takes a little more effort to recognize when they are thinking about these things, such as when mentioned during a conversation.
  • The Voice [200/100/1000LP]: {Lewd} Your words ring with the air of authority. People who hear your commands carry them out on sheer reflex. They won’t perform obviously suicidal acts or those that violate a personal code, but a creative jumper can make them perform acts that help facilitate such things in other ways.
  • Tricky Fingers [300/-200/1000LP]: {Lewd} You have incredibly manual dexterity and can make precise movements at high speeds. You could completely disrobe a person wearing ordinary clothes in less than three seconds.
  • Crack the Shell [300/-500/1000LP]: {Lewd} You may toggle your attacks to not harm a target’s body and only damage whatever they may be wearing or carrying. Such attacks cannot be made to damage specific objects that are fully integrated with a body, like cybernetic implants or a robot’s casing.
  • Shedding the Tail [300/-800/1000LP]: {Lewd} To protect yourself, you may shunt the damage of an incoming attack onto whatever you happen to be wearing at the time. An article of clothing will take the hit for you, exploding away like a layer of ablative armor. Nigh-indestructible clothing made of adamantium or such can take repeated attacks, but will still eventually shatter under the strain.
  • Companion Import x3 [150/-750/1000CP]: 50CP to import two companions, gifting them with an Origin and the Free Perk. Stacks. Max eight companions.
    • Bao:
      • Noble: A life of comfort and skill in government and social affairs… but obligations to family and country tie you down. A minor noble of the court­ either Florin or Guilder­ you’re more suited to courtly intrigue or inspiring the masses than the battlefield. That savvy might make you an asset or a threat. You’re moderately skilled at arms, and your father still controls your family’s holdings. Still, that could soon change.
      • Statesman: Born and raised in the courts of the kingdom, you’re a skilled and capable administrator, and could run a nation – or corporation – as easily in war as in peace.
      • Soreless Saddle: This is the perfect saddle. While made for a horse, you could easily fit it on another riding beast, and it prevents any and all discomfort from the ride itself. Can’t do anything about the environment.
      • Modest Land Holding
    • Mini:
      • Bard: No memories of a life not yours… but you’ve no history and don’t know the stories of the land. You come to yourself in your location, in this charming fairy tale land. It’s up to you to make something of it, but in particular you have a flair for storytelling­ almost as if you’ve spent many life times over living in stories themselves!
      • Storyteller: You are a storyteller without compare. You’ve a lovely voice and the oratory flair and skill to inspire the imagination, keep your audience on the edge of their seat, or quickly and easily lull them to sleep. Editing on the fly is trivial.
      • Tenfold Bag: A bag with a capacity ten times what is suggested by its size and a weight a tenth of what it should be.
      • Library: An updating collection filled with the locale’s local literary classics, fables, and children’s fiction.  Includes the original Princess Bride novel and screenplay, signed by author and crew.
    • AJ:
      • Mercenary: A swordmaster with few mortal peers… but at the detriment of any other skills or connections. You have dedicated two decades of your life to the complete and utter mastery of personal combat. You’ve reached a peak of mundane skill such that you have few peers, and routinely sell your martial prowess to the highest bidder. War is brewing between Florin and Guilder (at least, if Humperdinck has his way) and that means business might soon be good…
      • Hello: You let your skill at arms speak for you, and they speak eloquently and well. You’re fluent in every significant style of fencing to ever grace the small sword, a poet of steel and violence.
      • Small Sword (Saber): Your choice of a mastercraft foil, saber, or epee. It repairs and maintains itself.
      • Tenfold Bag: A bag with a capacity ten times what is suggested by its size and a weight a tenth of what it should be.
    • Rayray:
      • Bard: No memories of a life not yours… but you’ve no history and don’t know the stories of the land. You come to yourself in your location, in this charming fairy tale land. It’s up to you to make something of it, but in particular you have a flair for storytelling­ almost as if you’ve spent many life times over living in stories themselves!
      • Storyteller: You are a storyteller without compare. You’ve a lovely voice and the oratory flair and skill to inspire the imagination, keep your audience on the edge of their seat, or quickly and easily lull them to sleep. Editing on the fly is trivial.
      • Tenfold Bag: A bag with a capacity ten times what is suggested by its size and a weight a tenth of what it should be.
      • Library: An updating collection filled with the locale’s local literary classics, fables, and children’s fiction. Includes the original Princess Bride novel and screenplay, signed by author and crew.
    • Yoiko:
      • MIB Origin: Worldly and experienced with broad skill base but a painful, trying past that got you those skills. You’re a walking, talking epic. You’re well read, have dabbled in piracy, and have an air of mystery. Your history is one of survival despite the odds. You boast serviceable skills in anything adventuring. Scale cliffs, navigate swamps, fence capably, etc. Jack of all trades, master of none. Epic love story optional.
      • As You Wish: You have a catchphrase. So total is your ownership of this sentence that you may substitute it for any other sentence and convey the replaced phrase to allies. Ex. “I have a plan” = “It’s me, Jumper” or “Attack the red one on my signal.”
      • Tenfold Bag: A bag with a capacity ten times what is suggested by its size and a weight a tenth of what it should be.
      • Mysterious Mask: A terribly comfortable mask that has an occluding effect; your own lover wouldn’t be able to recognize you with this on without further clues.
    • Dyna:
      • Mercenary: A swordmaster with few mortal peers but at the detriment of any other skills or connections. You have dedicated two decades of your life to the complete and utter mastery of personal combat. You’ve reached a peak of mundane skill such that you have few peers, and routinely sell your martial prowess to the highest bidder.
      • Hello: You let your skill at arms speak for you, and they speak eloquently and well. You’re fluent in every significant style of fencing to ever grace the small sword, a poet of steel and violence.
      • Small Sword: A Mastercraft Foil that is self-repairing & self-maintaining.
      • Tenfold Bag: A bag with a capacity ten times what is suggested by its size and a weight a tenth of what it should be.
  • Castaway [+150/-600/1150CP]: {Princess Bride} Travel never goes as it should. Any trip longer than a day sees you diverted horribly off course by malice or misfortune.
  • Why Won’t My Arms Move? [+300/-300/1450CP]: {Princess Bride} At midnight each day, one of your arms, legs, or neck will go limp and remain so for the next 24 hours. Then it repeats. For the entire Jump.
  • You Mock My Pain [+200/-100/1650CP]: {Princess Bride} You and empathy don’t get along. Your own empathy is horribly muted, making it difficult to relate to others, and nobody has any empathy for you, immediately labeling you a sociopath.
  • Anybody Want a Peanut? [+100/0/1750CP]: {Princess Bride} You’re trying to talk, but your audience frequently has to get a word in edgewise, some pun or rhyme based on your last line.
  • Bow-chika-wow-wow [Mandatory]: {LEWD} It’s like you’re stuck in a porno. Pants are tighter, a few button are always left undone, and people are faster to drop their pants. While standards are lower and attitudes more liberal, the laws haven’t changed and some things are still off the table… unless you’re persuasive enough, in which case you could get away with almost anything.
  • Innuendo [+100/-700/1100LP]: {LEWD} People just can’t help it. Every other sentence has a double meaning to it. This even applies to other forms of communication, making gestures vigorous and writing just a shade purple.
  • Freudian Nightmare [+200/-500/1300LP]: {LEWD} Everything is now more than a little suggestive. Your plasma cannon fires in spurts, your power armor somehow developed sculpted nipples, and the less said about your starship the better. Anything you bring from your warehouse into the jump is affected. The changes are permanent, but you can pound out the changes with a properly-equipped workshop in the next jump if you wish.
  • No Means Yes [+200/-300/1500LP]: {LEWD} People can get very grabby and just can’t seem to take a hint. Expect to be hassled constantly and get aggressively propositioned by people with habits that you’d need Cold Hearted to even consider tolerating.
  • Foul Beasts [+300/0/1800LP]: {LEWD} The wildlife in this jump now hunger for sex and meat in equal measure. They have your scent, and they will hunt you. Even tame or otherwise harmless creatures will want your loving. Hell, even inanimate objects and other things that shouldn’t even have a sex drive can’t stop humping your legs or somehow making bedroom eyes at you
  • Ahab’s Auto-Import [X]: Mercenary
    • Hello: You let your skill at arms speak for you, and they speak eloquently and well. You’re fluent in every significant style of fencing to ever grace the small sword, a poet of steel and violence.
    • Small Sword: A Mastercraft Epee that is self-repairing & self-maintaining.
    • Tenfold Bag: A bag with a capacity ten times what is suggested by its size and a weight a tenth of what it should be.
    • Drop-In Background [Free]: {LEWD} Come as you are, with nothing influencing your mind or behavior here.
    • Self-Awareness [Free for Drop-In]: {LEWD} There’s no muscle in your body you aren’t in control of – you could wiggle individual toes. You also have a handle on normally uncontrollable bodily processes, able to adjust your heart-rate, give yourself goosebumps, or control otherwise unconscious responses your body makes to outside stimuli.
  • Joy’s Auto-Import [X]:
    • Noble Background: A life of comfort and skill in government and social affairs but obligations to family and country tie you down. A minor noble of the court of Florin, you’re more suited to courtly intrigue and inspiring the masses than the battlefield. That savvy might make you an asset of a threat. You’re moderately skilled at arms, and your father still controls your family’s holdings. Still, that could soon change.
    • Statesman: Born and raised in the courts of the kingdom, you’re a skilled and capable administrator, and could run a nation – or corporation – as easily in war as in peace.
    • Soreless Saddle: This is the perfect saddle. While made for a horse, you could easily fit it on another riding beast, and it prevents any and all discomfort from the ride itself. Can’t do anything about the environment.
    • Modest Land Holding
    • Libertine Background [Free]: {LEWD} You are a noble of one of the kingdoms of this world, raised and influenced among beauty and hedonism. A great many things float your boat, and you’ve sailed them all. You’ve learned to move with grace through any number of different social circles, and have an instinctive grasp of whatever the standard etiquette is for your current situation.
    • Knowing Gaze [Free for Libertine]: {LEWD} People cannot hide their desires from you. No matter how carefully they hide their intentions, you can instantly recognize when they are faced with something they covet. It takes a little more effort to recognize when they are thinking about these things, such as when mentioned during a conversation.

Jump #49 – Pacific Rim

  • Name: Kawasaki Glass / Sapper Mason / SturmenGander / Sunny James
  • Location: Alaska, January 1st, 2020, seven years after K-Day, August 10th, 2013. Anchorage, the Alaskan city that would be home to a Shatterdome by November, guardian of the Pacific Northeast, currently host to the prototype Jaeger “Brawler Yukon” and someday home to the Mark III Jaeger “Gipsy Danger”.
  • Age: 27
  • Total Runtime: 10.1 Years + 13,231.5 Years = 13,241.6 Years
  • Gender: Female Inuit / Male Brit / Kaiju / Female Africa-American
  • Log: Perfect Storm
  • World #: 47, PacRimVerse
  • Unfinished Business?: There is a potential threat from the Precursor’s remnants.
  • Document
  • Experimental Human/Kaiju Background [600/400/1000]: A few months ago you were a Kaiju research scientist for the PPDC, but now you’re a monster. Apparently, one of the other researchers somehow figured out how to transform humans into Kaiju. He chose you as his first test subject, and now you have the strange ability to switch between human and Kaiju form at will. You’re able to alter the toxicity of your blood at will. This new body has a number of special qualities:
    • 1) Regardless of how humanoid or monstrous you decide it looks, it has rough gray skin, blue bioluminescent markings (and innards), a tail, and is of Category III (200-300 ft tall.) in size.
    • 2) Even in human form, your blood is now Kaiju Blue. If something cuts you, this will be a dead giveaway as to what you are.
    • 3) This will not save you from Kaiju attacks.
    • 4) The hive mind constantly tugs at your will, and if the Precursors (the aliens responsible for creating the Kaiju) can’t convince you to join them, they’ll send your brethren to drag you back to the Anteverse.
  • Kaiju Form [Free for Hybrid]: Hybrids start with the usual size, strength, toughness, and pressure resistance of a normal Category III Kaiju when in their Kaiju form. Also, all of your physical capabilities scale to your new size.
    • Might [Free]: You certainly hit hard than a lot of other Kaiju, don’t you?
    • Speed [Free]: Well, now! Fast one, aren’t ya?
    • Toughness [Free]: You’re pretty tough for a Cat-III. Shrugging off a few more Jaeger punches should be a snap, but don’t get too cocky.
    • Iron Skin [200/200/1600]: Everything but your eyes is encased in a metal-like layer of flesh. Even nuclear weapons would merely make you angry.
    • Invisibility [Free]: Wait, What? How does something this big change colors to blend in with its surroundings? Are we dealing with chameleons now?
    • Wings [Free]: You have wings big enough that you can fly into Low Earth Orbit. Yeah, that’s pretty much it.
    • Sonic Wave [Free]: You can release a powerful sonic attack, capable of damaging Jaegers and disorienting their crew.
  • Djawadi’s Favor [Free for All]: There will always be a well-composed rock/electronic soundtrack for your fights, unless you choose to substitute a specific song during a given battle.
  • Kaiju Behavioral Studies [Free for Hybrid]: You have an innate knowledge of how Kaiju act and adapt to situations. You’ll be able to form plans and strategies to combat them. If you decide to move on, this ability will extend to cover all non-sentient aliens and monsters.
  • Kaiju Medkit [Free for Hybrid]: a small black and blue box containing 5 rolls of medical gauze that could absorb Kaiju blood with an instruction pamphlet in the box showing how to make more of the gauze.
  • Strange Notes [300/-100/1000]: By one means or another, you’ve come across what appear to be highly technical (and somewhat insane) research notes. The only thing you understand right now is that there’s a picture of an arrow pointing from a person to a Kaiju. Maybe a few decades of looking this over will crack the five different kinds of code it’s written in…
  • An Extra Pair of Hands [500/-600/1000]: Time to call in some backup. You gain up to 8 companions for your own personal team, each companion receives an identity and history in this world similar to your own, as well as any free boons granted from their identity (Hybrids gain a Kaiju form, rangers get a Jaeger & Drift compatibility, etc) Items purchased multiple times can be given to companions.
    • All the Monsters: Djawadi’s Favor, Kaiju Behavioral Studies, Kaiju Medkit, Might, Speed, Toughness,
    • Zane: Lukaiju-O, Filipino
      • Bladed Appendage: One of your limbs (or perhaps your head or tail) has a natural blade on it somewhere.
      • Invisibility
      • Pneumatic Spine Shooter: You can now fire tough, bony spines from your back and shoulders.
    • Francy: Avada Kaidabra, Australian Aboriginal
      • Acid Sprayer: You can spit highly corrosive acids at your enemies.
      • Acidic Feelers: You have a pair of antennae or such that secrete a powerful acid upon striking a target. They cannot, however, launch the acid at a distance.
      • Multiple Tails: You now have three tails, each with a spike on them.
    • RayRay: Zizz, Mayan
      • Sonic Wave
      • Carapace: You have an extra-tough layer of armor on most of your body, capable of shrugging off all conventional weapons and holding up against a Jaeger for hours.
      • Bladed Appendage
    • Dyna: Domani, Suomi
      • Extra Limbs: You have a smaller second pair of arms for more delicate work.
      • Multiple Tails
      • Petrochem Spray: You can spray a slurry of highly flammable petroleum derivatives at your foes.
    • AJ: DaiGallade, Half-Chinese / Half-Salish from Vancouver
      • Bladed Appendage x2
      • Carapace: An extra-tough layer of armor on most of your body, capable of shrugging off all conventional weapons and holding up against a Jaeger for hours.
    • Petra: Bugout, Kazak
      • Shedding Armor: You have a set of scutes atop your skin that fall off when struck hard enough, making the force from most hit’s useless against you.
      • Carapace: An extra-tough layer of armor on most of your body, capable of shrugging off all conventional weapons and holding up against a Jaeger for hours.
      • Crushing Pincers: You have a pair of pincers somewhere that could easily crush a Conn-Pod if they don’t see you coming.
    • Reggy: Waxer, Bushman
      • Poisonous Gas: You can spray a sort of aerosolized Kaiju Blue at human targets. This does nothing to Jaegers, though…
      • Carapace: An extra-tough layer of armor on most of your body, capable of shrugging off all conventional weapons and holding up against a Jaeger for hours
      • Wings
    • Ziggy: War Weasel, Arctic Wolverine
      • Pneumatic Spine Shooter
      • Wait, I Died?: While your cognitive skills suffer a bit of decay in your Kaiju form, it would take the obliteration of your limbs and or the utter annihilation of your brain stop you from fighting at full strength… you are literally too dumb to go down when you should.
      • Carapace
  • Top of the Wall [+300/-300/1300]: You’ll spend five years working on the Anti-Kaiju wall, haunted by the knowledge that it will fail. Also, on your last week on the wall, there will be a Kaiju attack at your location, and you won’t have anything fancy from this world to fall back on. Better hope you could already kill a Kaiju. Don’t worry, you’ll find your stuff again when that’s over.
  • Heavy-Hansen’d [+300/0/1600]: You speak with accents and slang obnoxiously characteristic of your home region, and you tend to hold pretty much anyone who isn’t you with quite a bit of disdain. Expect to act like a total jerk on a regular basis.
  • Ahab’s Auto-Import [X]: a male human Kiwi Maori
    • Ranger Background [Free]: After seeing the destruction caused by the Kaiju, you volunteered to become a Jaeger pilot. PPDC Rangers are tasked with piloting Jaegers to defend the shores of the Pacific from the Kaiju menace, and raising the morale of the public to ensure support for the Jaeger program.
    • Flare Gun [Free for Ranger]: You’ve got a flare gun with unlimited flares! You could probably do something really stupid with it.
    • Djawadi’s Favor
    • Drift Compatibility (Gaius): There is one individual in this world with whom you can Drift so as to pilot a Jaeger. “Drifting” is a process that digitally connects two people’s minds, and allows them to see each others memories. Your Drift partner can either be anyone from this world, or someone you happen to have brought with you from a different universe. If you decide to create a new Drift partner from this universe, they can become your companion if you decide to leave.
    • Free Jaeger (Whaler Vengeance): A brand new, completely unique Mk. 2 Jaeger.
  • Joy’s Auto-Import [X]: a female Srilankan
    • Ranger
    • Flare Gun
    • Djawadi’s Favor
    • Drift Compatibility (Kohina)
    • Free Jaeger (Foxtrot Tango)
  • Achievements
    • Destroyed Precursor Homeworld
    • Converted Mega Dragonzord Genesys into the Jaeger “Kaiser Mystery”, 3rd generation bastion cores, Uru-Metal Armor, Asgardian Destroyer Cannons, layered and stacked enchantments.

Jump #50 – Vampire The Masquerade: Bloodlines {VtM:B}

  • Name: Salty Jones
  • Location: LA, 2004
  • Age: 24
  • Total Runtime: 10.1 Years + 13,241.6 Years = 13,251.7 Years
  • Gender: Omni (AMAB)
  • Log: Sweet Like Copper
  • World #: 48, oWoD (Old World of Darkness)
  • Unfinished Business?: DO NOT RETURN, ANGRY ARCHANGEL
  • Document
salty-jones
Post Jump
  • Socialite Background [Free]: You’re more charming and find it easier to make friends, thus making you reasonably well known in certain circles. You are no stranger to debauched nights out and have a vast network of acquaintances. Recently while at a particularly exclusive house party you’d wormed your way into, you got to talking with a strange but extremely charismatic individual. They seemed quite taken with you after a few hours gave you an offer you couldn’t refuse.
  • Clan Toreador [Free]: Toreador picture themselves as artistes and visionaries, and they value the High Society mentality that the Camarilla reinforces. Of all clans, the Toreador are the most connected to the mortal world through arts and entertainment. As a result they find it significantly easier to both lose and gain Humanity.
  • Vampirism [Mandatory]: Sharper senses, a body that can take a beating, and… if you play your cards right… eternal life. That’s no sure bet, but a chance at immortality’s not a bad deal. And that’s just for starters, a fringe benefit for join’ the club.  You have 30 Blood Points when fully sated, making you 6th Generation.
    • Blood Bond [Free]: A basic quality of a vampire’s blood is its effects on others. Should you choose to feed it to others, you will find that within one sip, the drinker will find themselves with very strong feelings for you. Within two you will become incredibly important to them, and within three they will be your Ghoul and totally obsessed with/in love with you.  Ghouls do not age for as long as they have monthly access to your blood, can learn some basic levels of Disciplines and heal quickly by merit of your blood in their system. Animals can be made into ghouls and tend to grow very large.
    • Blood Buff [Free]: Gives a temporary buff to your strength and dexterity at the cost of some blood. This will give you a considerable edge in a fight and will make you particularly deft at any work you should set your hands to.
    • Embrace [Free]: you now have the ability to turn mortals into fellow vampires. The transformation process can be long and unpleasant for the childer but for you it’s relatively immediate. The process involves draining your prospective childer dry and giving them a small proportion of your own blood.  Warning, your newly made vampire is likely to Frenzy at the first sight of blood.
  • Haggling [Free for Socialite]: you tend to always get the best price possible for something if you should even vaguely know how much it’s worth. You also tend to get good prices for things you try to sell.
  • Seduction [100/900/1000]: You’re a champion seducer, able to get even the most prudish of people into bed (an alley, the back of a car, whatever, etc.) with enough time and effort (often not very much time and minimal effort). You find it simply comes naturally.
  • Persuasion [200/700/1000]: You are insanely good at persuading people to do things for you. You are excellent at sizing up a mark, masterful at thinking up possible reasons or lies to justify a certain behavior and downright astounding at selling these notions to people.
  • Ghoul [Free]: a fanatically loyal servant of roughly your description (default is Heather). Will remain extremely loyal regardless of their treatment and whether they remain a ghoul. Counts as companion.
    • Abused to get Caine.
  • Sauloscept [300/400/1000]: A green… shape. When on your person, you just seem to learn things more quickly. You seem to make progress when learning new skills a third quicker than you otherwise would
  • Disciplines
    • Celerity Level 1 [Free]: Vampiric preternatural speed. The world will seem to slow while you remain unaffected, granting you startling reflexes and speed.  Costs 1 blood, lasts 2 minutes. Level 1 – You’ll run faster than a human can, but it isn’t obviously supernatural yet.
    • Presence Level 1 [Free]: The dread Presence of the vampire can strike mortal fear into the hearts of their opponents, reducing their combat effectiveness. Costs 1 blood, lasts 2 minutes.  Level 1 – Those within a meter radius of you suffer a reduction to their strength, wits, and perception… and are slightly slowed.
    • Auspex Level 1 [Free]: Enhances your mental faculties and allows you to see the aureas of those around you. Costs 1 blood, lasts 2 minutes. Level 1 – Slight increase of quickness of thinking, reveals the auras of the living and undead within 10 meters.
    • Protean Level 1 [150/650/1400]: By embracing the beast within, the vampire gains bestial forms and abilities. Costs 1 Blood, lasts 2 minutes. Level 1 – Gleam of Red Eyes, you gain thermal vision and an enhanced ability to dodge.
    • Dementation Level 1  [150/500/1400]: The unique legacy of the Malkavian clan, Dementation channels madness and pours it into the minds of those around you. Level 1 – Veil of Madness, costs 1 blood. The Vampire causes the victim’s feelings to grow stronger until they reach a state of either hysteria or depression for about 10 seconds. Taking any action against the victim might end the effect prematurely.
    • Thaumaturgy Level 1  [150/350/1400]: Blood magic. Vampire practitioners of Thaumaturgy can bend blood to terrible ends. Level 1 – Blood Strike, costs 1 blood. A projectile will strike your victim. If the victim lives, the blood shot will return with stolen blood from your victim.
    • Obfuscate Level 1  [150/200/1400]: Vampiric invisibility. You may only enable Obfuscate if no one can see you. If you remain motionless, the time will not run and Obfuscate can be maintained indefinitely. Costs 1 blood, lasts 2 minutes. Level 1 – Hide, Invisibility as long as as you remain motionless. If you move or take any action, you will become visible and the time will run.
    • Animalism Level 1  [150/50/1400]: Embracing the Beast Within, the vampire can call on animal spirits to carry out their will. Level 1 – Nightwisp Ravens, cost 1 blood.  Ravens incapacitate the victim for a short time. Any action taken against the victim will disperse the flock and end the effect prematurely.
    • Discipline Notes: In addition to maxing out all of my initial Disciplines to at least 5, and in many cases to 7, I also picked up Fortitude, Potence, Dominate, Vicissitude, Obtenebration, Quietus, Necromancy, Obeah, Temporis to various levels, although my knowledge of their potential is almost invariably higher than my skill totals.
  • Fire Axe [50/0/1400]: A well-made fire axe. Surprisingly useful against most supernatural threats. Don’t leave home without it.
  • Fornication [+100/500/1100]: There’s something not quite right about your priorities. You may have a body built for bedrooms but your kind usually don’t do… that.  Nonetheless, you will spend a disproportionate amount of time seducing people (rather indiscriminately) and having sex in a roundabout way.  You dress like a stripper.
  • F.A.T. [+100/600/1200]: You know you’ve got a weight problem and you just don’t give a fuck.  Comes with optional afro.
  • To Be Continued [+200/800/1400]: In the first few weeks, you’ll likely run into a disproportionate amount of weird things, maybe a stripper turns out to be a vampire hunter and you have to fight the odd landshark, etc. Now that stuff doesn’t let up for 10 years. Might be fun, might get tiresome, will frequently be dangerous.
  • Notes: Thanks to the Jar of blood, I drank only my own blood for the first few meals… then I met Caine. I then replicated his blood for the entire jump.
  • Ahab’s Auto-Import [X]: “Humphrey” Vampirism, Ghoul, Melee, Celerity, Presence
    • Tough Background: Tough (obviously), theoretically good in a fight. You have little formal education from this world. You were a tough guy or girl in Los Angeles. You’ve hung with a few gangs, wouldn’t be out of place at a biker bar and have been in a fair few scraps. You recently met someone unlike anybody you’ve met before. They seemed very interested in your fighting ability and seemed to talk as though they were thinking of employing you as a bodyguard.
    • Clan Brujah: Brujah are passionate idealists and rebels, more likely to fight for their rights than write protest songs. In undeath, most clan members commonly seek the creation of a vampiric Utopia. As militant radicals, they are renowned for their combat skills, but are also more likely to frenzy due to their hot-bloodedness, so to speak.
    • Melee: You are a highly trained melee combatant. Whether this is due to advanced fencing lessons or you just being an artist with a tire-iron you’ll find there’s not much you can’t deal with by hitting it with stuff. You are also highly competent in at least one martial art.
    • Potence: Grants supernatural strength that simply cannot be defended against, allows one to leap exceptional distance (Costs 1 blood, lasts 2 minutes). Level 1 – You are stronger than a human can physically be.
  • Joy’s Auto-Import [X]: “Audrie” Vampirism, Ghoul
    • Nerd Background: You’re used to not getting much sun, well educated. You lack any combat experience and may lack social skills. You didn’t exactly get the most out of the nightlife in LA spending most of your time in front of a computer screen or with your nose deep in a book. You recently got into a conversation with a stranger on the internet, they seemed to know a great deal about you and had an interest in knowing more. Before you knew it you had arranged to meet in person.
    • Clan Ventrue: Truly the upper echelons of society, the Ventrue are seen as the honourable and virtuous leaders of the Camarilla. Even the lowliest initiate of Clan Ventrue can expect special treatment in Kindred society. This regal bloodline, however, gains no nourishment from the lowborn, thin-blooded or animals.
    • Hacking: You’re amazingly good at hacking the weird 90’s computers that seem so popular here. You also have a better understanding of computers and find it a great deal easier to learn how to use new computer systems competently.
    • Fortitude: Allows for amazing displays of preternatural constitution. Guarantees a certain amount of damage from every incoming attack will be ignored (Costs 1 Blood, lasts 2 minutes). Level 1 – Grants minor resistance to bashing, lethal, and aggravated damage.
    • Dominate: The superior strength of the vampiric mind allows you to control the minds of weaker kine and even some Kindred. Level 1 – Command (Costs 1 Blood, lasts 2 minutes) The target sinks into a mesmerising trance or starts to dance. The Vampire may also compel the weak-minded into doing their bidding, this compulsion becomes stronger with each level of Dominate bought.

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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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