Jump 51: Tenchi Muyo! Slice of Life

  • Name: Sada Jomei
  • Location: Earth, Rural Japan
  • Age: 511 Years Old
  • Total Runtime: 10.1 Years + 13,251.7 Years = 13,261.8 Years
  • Gender: Female Juraian Noble
  • Log: Under the Domes, Seeds of Darkness
  • World #: 49
  • Unfinished Business?: The World Has Moved On, See Jump 52
  • Document

Sada Jomei.jpg

  • Minor Jurian Noble Background [100/900/1000]: You are a minor noble of the largest spanning galactic empire, with the biggest, most high technology military and lifestyle. It be Clarketech time. Be prepared though to deal with a lot of Shogunate-era politics, however. You begin on Jurai, capital world of the empire, or one of their tree-ships. You’ve been dispatched to a distant world for the next phase of your courtly training (or to get you away from the house and stop embarrassing everybody)… You are a spacewizard samurai lordling! It’s kind of like being a Jedi, but with more Shogunate Japan politics, and loooots of weddings. You have several decades if not centuries of experience in court politics, being landed elite and various forms of noble combat. You also have an extended family that numbers in the hundreds of members. Most of them alive, and desperately trying to match you up with someone. You have a ‘polite conversation’ grasp of a thousand topics, and can improvise your way through the rest. Courtly manner is as easy as breathing. You can speak the standard galactic language, and have translator implants for dealing with all kinds of other folk. There are as many Minor Jurian Noble Scions as there are populations of First World Countries-downside of longevity technology. You are expected to leverage yourself to get as big a piece of pie for your family as possible. ‘True Love’ is a foreign or childish concept. You are extremely sheltered, almost naive about how pretty much everyone not Jurian or Galaxy Police live. Earth for example would horrify you for how backwards it is. You’re sure the people are fine…Ish.
  • Accepted Cultural Norms [Free]
    • Slice of Life: You might not believe it, but you’re connected to a culture that allows some pretty offthewall arrangements to make everything work out. More importantly, you can carry this culture with you wherever you go. As long as you’re not doing anything outrageously destructive or hostile to one’s well being or values, any peculiarities involving you and your companions (apparent relationships, you and your companion’s modes of dress, challenges to duels of honor, etc) are seen as normal, and everyone around accepts it without much comment. If they’re confused or curious they might ask for clarification.
    • Space-Opera: Wielding an unexpectedly comprehensive code of honor, you can attempt to resolve arguments or disputes with non-lethal duels. You can either referee or participate as a duelist. Depending on who wins, the argument is either dropped with no resolution, or the winner chooses the result they prefer. Note that the argument can be picked up again sometime later.
  • Living Technology: [100/800/1000]
    • Slice of Life: Jurian appliances are semi-sentient, from starships to entertainment systems to cook-wear. You have the ability to control all basic devices of this type with just your mind alone, and have the knowledge to construct more with appropriate materials. You can eventually replace most interfaces with living wood input devices. In later jumps, this enhances your ability to use and understand sentient or organic technology.
    • Space-Opera: You have a knack for all forms of technology, and especially the kind that thinks. Sentient or not, you can convince devices to operate for you instead of their registered or passworded owners. Stronger security makes this process take longer, but you can essentially charm your way into a mainframe, instead of breaking a however-many-long character password.
  • Smiling Goddess Leaves [200/600/1000]
    • Slice of Life: You are landed elite, and as such have not insignificant holdings across the galaxy. Every developed planet will have a small mansion suitable for someone of your stature. When you jump to another realm, you may either add this people-only space to your Warehouse, or let it place itself seamlessly into the current reality wherever it fits best. You automatically know where it is. Because you are landed elite, your family has arranged the finest, most beautiful/handsome warrior they can find to be your betrothed. They are however a veteran of some recent conflict…
    • Space-Opera: You have a sapling 1st Generation Sentient Tree from the Royal Arboreum, which can serve as the core of a treeship. It has a number of other uses regarding Jurian technology. Most importantly, Jurian trees cannot die of old age, and neither can their caretakers. This young tree can keep you healthy and lets you heal three times faster outside of battle, as well as preventing you and one companion from aging. The tree will grow to maturity one hundred years after sprouting. Every year it grows, you may halt the aging of another companion. By the time the ten years are up, the tree can provide this benefit an infinite number of companions. After 100 years, the tree can age any linked beings back to the prime of their life and keep them there. As long as the tree is alive, You and connected companions cannot die of naturally accumulated old age. Because of this tree, your family hosts hundreds of parties a year, and you are expected to attend as many as you can afford to.
  • Redwood Soldier Meditation [400/200/1000]
    • Slice of Life: You are at home in calm gardens and wild forests, to the point that you simply can ignore a lot of petty inconveniences of life. As long as you are within three yards of something as complex as a healthy blade of grass, you cannot get lost or sick, or suffer any danger from exposure. Foliage gets out of your way and hides your tracks as to be untraceable. Lastly, you can ask a tree to open itself to you and step inside. From which point the tree will seal up with no trace and allow you to sleep undisturbed. If you submerge yourself in a Sentient Tree, you can regenerate from any wound.
    • Space-Opera: Your connection to the royal bloodline of Jurai is such that you can communicate with and order any sort of tree and bough to your aid. Assuming the environment can support it, you may will trees to grow alongside your strikes and attacks. Roots can reach out of the ground to grasp foes, or massive trunks can turn and swing to knock down buildings. Trees summoned this way are mundane, grown from seeds in the ground or what you carry with you, and can reach their full height in less than a minute. If you use this perk with an actual Sentient Tree, its bark is as tough as battleship armor, and it can act somewhat independently. With a bit of ingenuity, you could grow a tree around a statue and create a fierce support platform.
  • Jurian Interface [Free]: This device is like a wood and crystal tiara, bracelet or other bit of jewelry which enhances your ability to psychically communicate with jurian tree technology. If you have one, you can access large infrastructure systems at an appropriate terminal, and have basic user access over most (sentient) appliances. Every function of your personal treeship is open to you. For other origins, this device confers the ‘Living Technology’ perk.
  • Pirate-Binding Battle Pattern [300/-100/1000]
    • Slice of Life: Your tactical acumen is amazing, to the point that you quickly skipped ahead in military academies and focused on more cerebral pursuits. Your true talent however lies in competitive strategy games. You only fail to the grandest of masters or the blatantly superhuman, and have a notorious talent for betting and winning favors on games of Chess, Go or similar amusements.
    • Space-Opera: In personal combat or leading a military unit be it men or ships, you have a phenomenal skill. When in battle, you may describe a single objective and then see the path to achieving it. Examples include cutting a demon off from their supply of magic, or preventing the escape of a dangerous pirate lord. You are not guaranteed to succeed, but you at least know what to attempt. The only limit to this skill is that you cannot use it to target and kill specific individuals, as that would be dishonorable.
  • Simple Scientific Solution [100/-200/1000]
    • Slice of Life: Science solves everything, even the little household problems. You can create supertech improvements to common tools and appliances, up to and including automobiles or similar works of engineering. Create dishwashers that can clean dishes in an instant, self heating plumbing or forcefield window panes that act as air conditioners.
    • Space-Opera: Well established methodologies and an instinctive grasp of same allow you to draw conclusions or produce results incredibly fast. You halve the time it takes to gather data, compose research on some subject, or devise a test to prove/disprove something… handy for when you have to figure out an enemy fortress’s one weakness.
  • Badge and A Weapon [100/-300/1000]
    • Slice of Life: You have the standard issue gear of a Galaxy Police Officer, short of a ship. This means a control cube, weapons and armor, handcuffs and so on. Additionally, you have a talent not just for making your quotas­ even indirectly. Either by skill, co­incidence, dumb luck or a wonderfully efficient partner, you avoid most negative repercussions for being quirky in your chosen profession. As long as you continue to produce results, your bosses won’t mind you sleeping in or similar feats.
    • Space-Opera: You have the standard issue gear of a Galaxy Police Officer, short of a ship. This means a control cube, weapons and armor, handcuffs and so on. More importantly, your badge is recognized as having lawful authority no matter where you go, even in places that have no idea what the Galaxy Police is.
  • Control Cube [Free w/ B&aW]: This device is an omni-applicable supertech gizmo that can seamlessly interface with any other piece of technology as advanced as it or less. How, you’re not sure… because clarketech. The important part is, it can act as the terminal for your smartphone, your computer, your TV remote, car keys and whatever else you can think of, as long as you know how to work a rubix cube. It also doubles as a personal dimensional pocket, so you can store 3 cubic yards worth of nonliving objects inside. It can also hide itself dimensionally. If lost, it can be called back with a gesture.
  • Body Enhancement [100/-400/1000]: You’ve been given the appropriate magical/nanomachine/genetic treatment to be a peak example of whatever species you happen to be, and then had the dial twisted up to 11. You have five times the normal strength, dexterity and endurance of a professional athlete or soldier.
  • Hopeless Suitor [+400/0/1400]: Somewhere, someone wants to marry you. You might know them, you might not. You might like them, they might like you, but no matter what, three years after the jump starts, your fiancee will appear with weddings on the mind. You’ll have to figure out how to hide, or run fast enough to evade their grasp, as their timing is always terrible. If you end up getting married before the 10 years are up, the jumpchain ends. Fortunately, your new Wife will be awesome, and slot neatly into your life. You may take this drawback once for every 200cp you’ve spent, but you can gain no more than 400cp from multiple instances of it.
  • Ahab’s Auto-Import [X]: “Detective Second Grade, Shiro Kujira”, Space Elf
    • Space-Police [X]: You enter the jump as a member of the organized galactic police force. When they say ‘Cheeze it, it’s the fuzz’ they mean you. Be aware though that a lot of your superiors are really ditzy. Achingly competent, but ditzy. You begin onboard the GPHQ space station, and have been assigned to a backwater post on the lookout for pirates or rogue nobles, as your superiors don’t want an international incident… You have several decades of experience as a galactic law enforcement officer, which is pretty awesome. You’re also fairly well known with a publicized arrest record and more than a few high­-profile cases under your belt. You can speak the standard galactic language, and have translator implants for dealing with all kinds of other folk. You have an actual Job, with a salary, an apartment on some planet if you like, and assorted other benefits of having a steady job. You are the Law, and that means you gotta uphold the Law. While nothing stops you from using big flashy powers or tech from previous jumps, people are going to be curious about how you’re affording these wonderful toys on a detective’s salary.
    • Badge & Weapon [Free for Galaxy Police]: You have the standard issue gear of a Galaxy Police officer, short of a ship. This means a control cube, weapons and armor, handcuffs and so on. Additionally, you have a talent not just for making your quotes, even indirectly. Either by skill, co-incidence, dumb luck, or a wonderfully efficient partner, you avoid most negative repercussions for being quirky in your chosen profession. As long as you continue to produce results, your bosses won’t mind you sleeping in or similar feats. You have the standard issue gear of a Galaxy Police Officer, short of a ship. This means a control cube, weapons and armor, handcuffs and so on. More importantly, your badge is recognized as having lawful authority no matter where you go, even in places that have no idea what the Galaxy Police is.
    • Body Enhancement [Free for Galaxy Police]: You’ve been given the appropriate magical/nanomachine/genetic treatment to be a peak example of whatever species you happen to be, and then had the dial twisted up to 11. You have five times the normal strength, dexterity and endurance of a professional athlete or soldier.
    • Command Cube: This device is an omni-applicable supertech gizmo that can seamlessly interface with any other piece of technology as advanced as it or less. How, you’re not sure because clarketech. The important part is, it can act as the terminal for your smartphone, your computer, your TV remote, car keys and whatever else you can think of, as long as you know how to work a rubix cube. It also doubles as a personal dimensional pocket, so you can store 3 cubic yards worth of nonliving objects inside. It can also hide itself dimensionally. If lost, it can be called back with a gesture.
    • Energy Sword/Energy Pistol [Free for Galaxy Police]: Nothing fancy­ the energy sword has a self-­recharging battery that lasts for 12 hours, or longer if you can provide power yourself. The pistol has 120 shots before it needs to recharge for 12 hours as well. Pirates get a free Energy Sword, Galaxy Police get a free Energy Pistol.
  • Joy’s Auto-Import [X]: “Yorokobi the Pirate”, Arian Race
    • Space-Pirate [X]: You’re one of the hundreds of medium to big names in the underworld, either wielding vast personal power or having a fleet of ships or minions under your command. Obviously, the Galaxy Police want to have a word with you. You begin onboard your Pirate Vessel, en­route to a particularly undeveloped world, ripe for the taking… You have several decades of experience under your belt, and know quite a lot about smuggling, piracy, raiding and so on, as well as being whatever kind of scoundrel suits you. Fortunately, most space pirates are individualistic weirdos or results of hypertech experiments-nobody would bat an eye at any random things you bring into the jump. You can speak the standard galactic language, and have translator implants for dealing with all kindsof other folk. You’re not exactly a kleptomaniac, but stealing things is as much a calling as it is how you pay your bills. You are a wanted fugitive for a reason.  Pirates have trouble making friends with anyone, including other pirates. Alliances between your pirate group and other organizations tend to dissolve quickly.
    • Jailbreaker [Free for Space-Pirate]
      • Slice of Life: You can be caught, and you might have been once or twice, but no jail can hold you for long. Either you just pay the bail with clean money, or arrange for a daring prison break. Either way, you’ll be out within 6 months of going in. Only prisons built especially for you can hold you longer, and even then, you will escape at the first opportunity.
      • Space­-Opera: Discretion is the better part of valor, and you always know to keep a back way out. Or find one. You know where all the emergency exits, lifeboats/pods, and other getaway devices are in a structure or ship.
    • Subspace Onsen [Free for Space-Pirate]: You have found or constructed a wonderful retreat away from everything. It has infinite hot water provided by normal fixtures or resplendent waterfalls. There are dozens of pools of varying size, shape and privacy, as well as a fully stocked kitchen and bathside bar. After the jump, it automatically connects itself to your Warehouse and can be accessed from there, or summoned to some location in your current reality. As long as it is outside your warehouse, it can expand its subspace dimensions to support an infinite amount of occupants. Otherwise it is capped at 50 people. Either way, it cannot store objects or materials.
    • Energy Sword/Energy Pistol [Free for Space-Pirate]
  • Companion Report:
    • Ziggy: A cabbitoid… Fuzzbit?, “Ziggy-Ohki”
    • Uriel: Mihoshioid, “Kaisar Arthas”
    • Cirno: Ice Spriggan, “Elisabeth du Treeface”
    • Toph: Tree Spriggan, “Margaret-Elisabeth du Treeface” or “Toooooooph”
    • Franky: Masu (Ryoko-Like), “Yuki”
    • Mini: Washuoid Space Elf, “Yumi”
    • Petra: Masu (Ryoko-Like), “Yuni”
    • Kohina: Juraian, “Yuri”
    • Zane: Mihoshioid (Space Elf), “Melanosis”
    • AJ: Mihoshioid (Space Elf), “Leucosis”
    • Ryoga: Mihoshioid (Space Elf), “Xanthosis”
    • Bao: Mihoshioid (Space Elf), “Iosis”
    • Dyna: Disney Monkey, “Pogo”
    • Yoiko: Disney Warthog, “Yogo”
    • Rayray: Disney Anaconda, “Ajagar”
    • Francy: Paradisan (Bird of Paradise Woman) “Shikari”
    • Kendra: A Nervash (humanoid w/ vantablack skin & endless purple vortex eyes), “Kasharana”
    • Velma: 9 Foot fall Cabbit-Ogre, “Vex”
    • Caine: Urdu, “Samraat Aziz”
    • Kagetane: Tibetan “Khando Lai”
    • Gaius: Juraian, “Mikado Mujin”
    • Reggy: Maori Human, “Xotini”
      • Newborns: Gaius Scipio & Invidius Vord

Jump 52 – TENCHI MUYO: Space Opera

  • Name: Sada Jomei
  • Location: Earth, Rural Japan
  • Age: 521 Years Old
  • Total Runtime: 10.1 Years + 13,261.8 Years = 13,271.9 Years
  • Gender: Female
  • Log: The Divine FarceBrothers Grim
  • World #: 49
  • Unfinished Business?: Rejected Omnipotence, at least temporarily
  • Document

sada-jomei

  • The Maddest Science Yet [800/0/800]
    • Slice of Life: Your brilliance is such that you can build amazing inventions to solve all kinds of problems, easily accomplishing feats depicted in pulpy science fiction novels. More importantly however, you gain an absolute certainty in your work. Nothing made by your hands or under your complete direction can harm people (or planets) unintentionally. A comically large mess may ensue however.
    • Space-Opera: You can create supertech wonders, past mere conveniences into legitimately useful things like advanced starships, ray guns and miraculous devices. You can also enhance technology from other jumps with this skill. Note that trying to build an FTL starship from scratch on an undeveloped world will probably take ten years…
  • First Generation Treeship [200/-200/800]: You have a living ship, either based on the Jurian tree technology or some other exotic means of transportation. Regardless, your ship is like a pet, and it will work better for you if you take good care of it and treat it well. With the perk Smiling Goddess Leaves, you gain a First-Generation Tree Ship. In all cases, your living ship has a good chance at being able to outrun and outfight any nonliving ship in a one-on-one contest, but suffers against superior numbers. If the ship is destroyed, destroyed, an egg or seed can be found and you can regrow it.
  • Masu Superiority Space Combat Platform [400/-600/800]: Ziggy is Ship! Ziggy-Ohki!
  • Third Generation Treeship [150/-750/800]: VIvian is Ship! Vivigane
  • Technobabel Fish [200/-950/800]
    • Slice of Life: You flawlessly understand any technical terminology and may choose to speak in same. You can deliberately obfuscate what you’re doing with jargon and buzzwords, or you can explain what you’re doing to others, and they will understand you no matter how dense the terminology.
    • Space-Opera: You gain the ability to perform complex formula, ritual action or attempt feats of programming by thought or speech alone. As long as you know the subject, you could dictate a mathematical proof or talk out a computer program (and have it compile on a nearby machine). You also may compose technical or magical diagrams perfectly without error and in half the normal time. You still need to learn the appropriate disciplines.
  • The OTHER Chousin One [+750/-200/1550]: You figure into the grand, several-­million year long plan of three incarnate goddesses. They don’t intend to kill you, but they do intend to use you to further their own ends­ and their minions are not the play­-nice type. This drawback essentially declares you as an ‘Additional Tenchi’, and as such, the Chousin will be stacking the deck against you in such a way as to encourage you to shake the universe so hard, God falls out. If you happen to die, well, that’s why there are multiple Potentials. Expect to be thrown head­first and directly into any ongoing plot that may or may not involve singularities being thrown around. Or weddings. Looooooots of weddings.
  • Hopeless Suitor [+200/0/1750]
  • Companion Report
    • The Traitors
      • Joy / Yorokobi, Ahab / Shiro Kujira, Ziggy / Ziggy-Ohki, Kagetane Khando Lai, VIviane / Vivigane
    • The Guardians
      • Cirno / Elisabeth du Treeface, Toph / Toooooph
    • The Sisters
      • Franky / Yuki, Mini / Yumi, Kohina / Yuri, Petra / Yuni
    • The Brothers
      • AJ / Leucosis, Zane / Melanosis, Ryoga / Xanthosis, Bao / Iosis
    • The Menagerie
      • Dyna / Pogo, Yoiko / Yogo, Rayray / Ajagar, Francy / Shikari, Kendra / Kasharana Yuko, Velma / Vex
    • The Others
      • Uriel / Kaisar Arthas, Caine / Samraat Aziz, Reggy / Xotini, Gaius / Mikado Mujin
    • The Newcomers
      • Tokimi: I can too be a companion, you bastard.
      • Yuzuha: Why does everyone call me Yandere? 1st Generation Jurian Tree of Darkness
      • Gaius Scipio: Quo Vadimus?
      • Invidius Vord: I prefer to think of myself as the Fun Son.  Evil is so passe.

Jump #53 – Hellblazer / Harry Potter Hellblazer

  • Name: Sylvia Jade
  • Location: London, England
  • Age: 21-30
  • Total Runtime: 10.1 Years + 13,271.9 Years = 13,281.10 Years
  • Gender: Female
  • Log: Twist in the Tale, Conversations With God, Hoc in Hora
  • World #: 5, PotterVerse
  • Unfinished Business?: I’m Now Minister of Magic, Still haven’t dealt with Jason
  • Document

Jump 53 - Hellblazer

  • RETURN TO POTTERVERSE
  • Form of Living Ice: a body made entirely out of unmelting ice.
  • Heart of Winter: An artifact which contains the vast bulk of my divine power, as well as keeping me from being a source of infinite cold.
  • Temporal Control: I can manipulate the passage of time, slowing or even stopping it with effort.
  • Hyper Computation: Thanks to having a hyperconductive brain made of cryogenic computing substrates, I can process information faster than any computer extant.
  • Planetoid Form: By tapping into the Heart of Winter, I can return to my Ice Computer Planet form, though it’s not comfortable.
  • The Resurrection Stone: Recovered from the Hogwarts Woods and repaired.
  • The Elder Wand: Recovered from Albus Dumbledore’s crypt and claimed.
  • Companion Report: Zane, Kendra, Ahab, & Joy spent the decade in the Hellblazer world. Location, London
    • Zane 
      • Mana [Free]: You gain the ability to practice magic and a pool of mana, raw magical power. Your power and efficiency will grow with practice.
      • Synchronicity [Free]: You gain the talent of synchronicity, meaning you have a tendency to show up at the right place, make it in the nick of time, or to have just the item you need. This can be enhanced with practice or with mana.
      • Funds [Free]: You gain 10,000 dollars cash in the local currency. You own a small house of condo in your starting location.
      • Last Man Standing [Mandatory Drawback]: You are a survivor, in even the worst of situations. All around you, friends, lovers, and allies will die. Every mistake you make, every accident, every potential wound or beating will somehow spare you and take someone else instead. Companions will not respawn during this jump.
      • Drop-In [Free]: You awaken on the floor, with no new memories. A notebook sits on a rickety wooden desk in your study. Opening it, you find a handwritten list of contacts, rambling stories, and bizarre illustrations. The entire journal is written in your own handwriting. You have no relatives or friends except those you purchase.
      • Confidence [300/700/1000]: You become more Charismatic, Strategic, and Intelligent.
      • Mind’s Eye [150/550/1000]: You have additional senses, allowing you to perceive magic, both as it is cast and extant enchantments. You will also be able to pierce illusions and sense the possessed.
      • Stage Magic [Free]: You become an expert at escape, slight of hand, misdirection, and showmanship. Become the next David Copperfield.
      • Mesmerism [100/450/1000]: You know the techniques to hypnotize and control the minds of others. Requires Mana.
      • Protective Magic [300/150/1000]: You are versed in sigils, wards, and other rituals of protection. This can defend against physical and magical assault. Requires Mana.
      • Trench-coat [Free]: It’s durable and doesn’t look so bad. The coat will resew, patch, and clean itself if unobserved. The coat acts as camouflage, making the wearer less obvious.
      • Car [Free]: a little more than it says on the label. It’s a luxury sedan. It will always be parked nearby, will self-repair, and does not require refueling.
      • Ace of Winchesters [75/75/1000]: The Ace is a rifle that will never break, never jam. Its bearer is deadly accurate, and it can harm supernatural creatures, especially demons, as if they were mortal. The steel of a halo, gems from Hell, and the bones of a saint.
      • Life Debt [25/50/1000]: A regular person owes you a life debt. They will give you minor help freely, or major help once. They will probably die while providing major help.
      • Cigarettes [10/40/1000]: You’ll always have a crushed, half-full pack of cigarettes in one of your pockets. May be given away, but not sold.
      • Money x4 [40/0/1000]: $40k in a discrete bank account.
    • Kendra
      • Mana [Free]: You gain the ability to practice magic and a pool of mana, raw magical power. Your power and efficiency will grow with practice.
      • Synchronicity [Free]: You gain the talent of synchronicity, meaning you have a tendency to show up at the right place, make it in the nick of time, or to have just the item you need. This can be enhanced with practice or with mana.
      • Funds [Free]: You gain 10,000 dollars cash in the local currency. You own a small house of condo in your starting location.
      • Last Man Standing
      • Mystic [100/900/1000]: When you were a child, you were possessed by a True Demon. An Exorcism forced the demon out, but it had already altered your mind, granting Mystical Sensitivity. Your Family understood the risks, and took you to various spiritual experts to train. You managed to survive since then by luck as much as skill. You lack the power of a Wizard or the knowledge of an Occultist, but instead have an innate understanding of the mystical forces and how to tip them into your favor.
      • Mental Fortitude [Free]: Mental Fortitude granted the power to resist possession and hypnotism.
      • Gateways [150/750/1000]: You know how to get around, able to find and travel paths to physically enter other worlds, such as Hell, Dream, and Faerie… and to teleport within the Real World. Teleportation requires mana.
      • Demonology [300/450/1000]: Demonology was the ability to summon and exorcise demons. The knowledge of how to draw protective circles and symbols needed for those tasks… and a copious knowledge of contract law. Requires Mana.
      • Membership [Free]: You are a member of an exclusive society dealing with the occult. The society, while occasionally helpful, might be evil.
      • Native Guide [Free]: You have a servant who exists in another plane, such as Heaven, Hell, or Faerie. The servant, while knowledgeable and powerful, is unable to leave their home plane.
      • Grimoire of True Names [75/375/1000]: A small book of lesser and greater demons including each demon’s true name. Whispering a demon’s true name to it will bind it to your service for a year and aday. The demon will be prohibited from seeking vengeance. Shouting the demon’s true name will ruin the demon. It will assuredly seek vengeance.
      • Armory [25/350/1000]: an assortment of modern and ancient weapons.
      • Magic Skull [150/200/1000]: Contains one spirit. Improves both your power and the rate at which you improve with your skills. ALso, the spirit is easily able to refer you to relevant books.
      • The Book of Eternity [300/50/1000]: On top of being the true history of the world, as written by Merlin, this book will teach you potent spells, though not as quickly as the necronomicon.
      • The Dreamstone [200/-150/1000]: A mystic stone imbued with the powers of dream. You gain the power to force waking dreams on others and, if asleep or in the dreamworld, near omnipotence.
      • Demon Blood [200/-350/1000]: A single dose of blood voluntarily offered by a greater demon. Drink it to be fully healed of anything, including the incurable disease. The healing process is painful. Drinking demon blood will make you tougher, permanently. Grants the disadvantage Demon Marked. If already Demon Marked, it increases the effect. Drinking several doses may turn you into a demon.
      • Demonfoe [+150]: Some portent has stirred the underworld, and your name and reputation spread amongst the lesser demons.
      • Demon Marked [+150]: You’ve been touched by a demon. Good guys will be wary around you.
      • Criminal [+200]: aside from all the supernatural events going on around, you also have to deal with attention from Police, Feds, and Shadow Groups.
    • Ahab’s Auto-Import [X]: 
      • Slayer [Free]: Galvanized by a tragic event in your youth, you were forced to deal with the magical world. You have trained since that day to hone your body into a lethal tool. You are the least magical of all the backgrounds, but have contacts in both the magic and hunter communities. You have a reputation as a serious player, and will be respected and feared.
      • Mana, Synchronicity, Funds, Last Man Standing
      • Tough [Free]: Take a beating and keep on kicking. You’ll be fine tomorrow.
      • Demonology Notes [Free]: A personal journal of an ancestor, describing demon species and weaknesses.
      • Holy Relic [Free]: A true holy relic. The sight of this item will repel demons and other monsters and its touch will burn.
    • Joy’s Auto-Import [X]: 
      • Scholar [Free]: Your life was abnormally dull until you applied to college, earning a scholarship from Yale’s department of Arcane Studies. You took a chance, despite never having heard of the program. Four years later, you have learned a vast amount about a world that you had never before noticed. You are a researcher of the arcane world, with a broad knowledge base, but little magical power, relying on complicated rituals for most magic
      • Mana, Synchronicity, Funds, Last Man Standing
      • Encyclopedic [Free]: You gain a radically improved memory and a broad knowledge base in the occult
      • Tarot Cards & Crystal Ball [Free]: used for reading fortunes and seeing afar. These items are imbued with magic and assist in divination.
      • Ancient Books [Free]: A small library of rare tomes, both expensive and rare.
    • Dyna: Dianne “DeeDee” Driver, Ravenclaw, Drop-In [+100]
      • Wand [Free for All]
      • Hogwarts Attendee
      • Impoverished: Your family are significantly poorer than average.
      • Ravenclaw: You are sorted into the wise house of Ravenclaw. Filius Flitwick, a small, clever man, is your head of house. Your common room is an airy light room at the top of a tower and boasts an excellent view of the school grounds. Ravenclaws are known for their intelligence, wit, wisdom and creativity.
      • Drop-In [Free]: No memory set affecting your actions. You have no family, therefore no choice over family wealth, you are automatically impoverished. No evidence of blood status. People will likely assume you’re muggle-born. You wake up at the reception of an orphanage. After a brief conversation in which it is ascertained that you have no friends, family or memory of this world the kind lady at reception assures you that you have a place at her orphanage. She also remarks that , oddly, they have already received a letter for you and that there was a strange man in peculiar clothing asking after you earlier that day. You will stay in the orphanage during summers.
      • Wit Beyond Measure [Free for Ravenclaw]: You are a preeminent puzzler, have a naturally quick wit and grasp theoretical principles with the best of them.
      • Memory Spell Specialist [50]: You have a gift for memory charms allowing you to erase and replace memories with an almost preternatural skill once you learn the required spells.
      • Wandlore [150]: You have a great knowledge of wandlore and practical skill at wand making. You can make decent wands out of imperfect woods and unconventional cores. You may use nearly any magical part of magical creatures as cores with varying success. Unconventional wands with powerfully magical cores are potentially powerful but erratic and extremely dangerous.
      • Metamorphmagus [200]: You may change your facial features, hair, and the shape of your body (including your sex) as often as you wish at will.
      • Muggle-Duelling [100]
    • Franky: Half-Blood, Wealthy, Hufflepuff
      • Hufflepuff: You are sorted into the inclusive house of Hufflepuff. Pomona Sprout, a cheery and positive woman, is your head of house. Your common room is cosy and welcoming, is situated near the kitchens and looks out onto a sea of grass and dandelions. Hufflepuffs are known for their loyalty, dedication, hard work and sense of fair play.
      • Half-Blood [X]: A foot in both the magical and muggle world is advantageous. Misses out on the fun of pure-blood elitism and mudblood pride. You have one magical parent. You were raised in an unusual but interesting home and you were taught things from both the muggle world and the wizarding world. Your magical parent told you that you should be receiving a letter soon and you have just spotted an owl from your window some distance away flying towards your house.
      • Wand [Free for All]
      • Hogwarts Graduate
      • Wealthy
      • Just and Loyal [Free for Hufflepuff]: You have a sense of fair play that promotes comradery in like-minded individuals. You find that as long as you retain a sense of decency, you will have the support of other decent folk should you need it.
      • Occlumency [Free for Half-Blood]
      • Pet Owl [Free Wealthy]
      • Nimbus 2000 [Free Wealthy]
      • Dragon-Hide Jacket [Free Wealthy]
      • Veela Blood [200]: You have a Veela grandparent. You are exceptionally attractive and may occasionally charm members of the opposite gender who will find themselves desperate to impress you.
      • Legilimency [200]
    • Mini: Gryffindor, Middle-Class, Muggleborn
      • Gryffindor: You are sorted into the noble house of Gryffindor. Minerva McGonagall, a strict but fair teacher, is your head of house. Your common room is a large, comfortable one in one of the school towers. Gryffindors are known for their bravery, chivalry and strength of will. Rivalry with Slytherin will make it difficult to make friends in that house.
      • Muggle-Born [X]: Family unlikely to be effected by turbulent wizarding world. Get to reclaim the word ‘Mudblood’. You are likely to be discriminated against, particularly by members of Slytherin House. You were raised by your parents in the muggle world. You had a happy childhood that was generally very ordinary besides the odd inexplicable things that sometimes happened around you. Moments ago there was a knock at your door and a strange individual strode into your house with a letter in hand and are now looking at you with interest. Your parents look worried.
      • Brave at Heart [Free for Gryffindor]: Anything is possible when you’ve got the nerve and you have that in spades. You keep your cool in the heat of battle even when seriously outclassed and continue to think rationally in spite of any fear you feel.
      • Wand [Free for All]
      • Hogwarts Graduate
      • Middle-Class
      • Dedicated [Free for Muggle-Born]: You find it much easier to study for a long period of time without getting bored. You can do a few hours of reading of even the driest material a day without ever losing focus and retain more information.
      • Muggle Dueling [50]: You gain excellent fighting abilities as well as training with various weapons (both melee and firearms).
      • Wit Beyond Measure [100]: You are a preeminent puzzler, have a naturally quick wit and grasp theoretical principles with the best of them.
      • Nullification [250]: You can make someone’s spell fail while they are casting or temporarily remove enchantments from objects or places. You must actively and purposefully decide to do so and must be able to see the magical object or attempt at magic for it to work.

Jump #54 – Star Wars: Knights of the Old Republic (KOTOR)

  • Name: Sant Jara
  • Location: Dantooine
  • Age: 23-32
  • Total Runtime: 10.1 Years + 13,281.10 Years = 13,291.11 Years
  • Gender: Female Togruta
  • Log:  Into The Long Dark
  • World #: 51, Star Wars Universe
  • Unfinished Business?: The Force Still Sucks
  • Document
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  • Grey Jedi [100/900/1000]: You were taught the ways of the Force by your parents who had abandoned the Jedi Order years ago. You learned that things shouldn’t be categorized into black and white, and gained insight into both the light and dark sides of the Force. You’ve recently left home to find your place in the galaxy.
  • Togruta [50/850/1000]: A common species in the galaxy, Togruta are carnivorous humanoids with colorful skin, long stripped head tails, and horns. They can speak galactic basic bluse their native language. Togruta possess passive echolocation that grants them better perception and spatial awareness.
  • Intelligence Path [Free]: The path of the Jedi Consulars and Sith Inquisitors. Your mental abilities are stronger and you have an easier time learning skills and force powers.
  • Force Sensitivity [Free]: Increases your luck and natural abilities
  • Force Heal [Free]: A Force Power that rapidly accelerates the natural healing process. It can be used to mend injuries and cure diseases.
  • Persuasion [Free]: You gain a natural affinity to speech and psychology. You can easily make people do what you ask them to, and you get better deals from merchants.
  • Force Speed [Free]: ?
  • Force Sight [Free]:  Improves your visual and spiritual perception and allows you to see through obstacles like darkness and solid objects
  • Precognition / Farsight [Free]: A Force power that allows you to see events from the future, the past, and the present.
  • Force Empathy [Free]: You can sense the emotions of people and creatures.
  • Telepathy [Free]: You can communicate across long distances with your mind.
  • Telekinesis [Free]: You can manipulate matter and energy with your mind
  • Mind Trick [Free]: A force power that allows you to influence the thoughts of sentient creatures.
  • Force Stealth [Free]: A force power that allows you to hide your presence in the Force and make yourself less noticeable in crowds.
  • Lightsaber Training [Free]: Skill in using and fighting with a lightsaber.
  • Pistol Training [Free]: Skill in using a blaster pistol.
  • Single-Bladed Lightsaber [Free]: A basic mono-bladed Lightsaber of your chosen color.
  • Datapad [Free]: a personal computer tablet equipped with a journal, map, digital storage drive, holoprojector, calculator, and sketchpad. The datapad can wirelessly connect to any nearby computer network and runs on a rechargeable battery.
  • 50,000 Credits [Free]: Galactic Standard currency, tax free and legally owned by you.
  • Disable Droid [200/650/1000]: A force power that allows the user to temporarily deactivate machinery. Electronic devices and droids affected by this power will not only be shut down, but they will also sustain light damage. This power can be significantly strengthened with practice.
  • Hardware [150/500/1000]: Gives you training in how to operate, repair, and improve machines. You can easily rebuild broken droids from salvaged parts, and you’ll even be able to fix starships given enough time and equipment.
  • Tactical Info [200/300/1000]: You gain a HUD that shows your health and the amount of Force energy you have available. It will also display the amount of damage you do per hit, show you a list of the powers and abilities you have available, and automatically record all of your current and completed tasks in an electronic journal format.
  • Beast Control [200/100/1600]: A Force power that allows the user to control animals. Once calmed, animals can be used in various ways, such as mounts, guards, or servants.
  • Lightsaber Crystals [300/-200/1000]: The Solari Crystal enhances the blade of the saber and the user’s willpower (usable by Jedi Only). The Qixoni Crystal enhances the blade of the saber, as well as the user’s Force Powers (usable by Sith Only). The Mantle of the Force Crystal slightly enhances the Solari and Qixoni and overrides the lockouts.
  • Mandalorian Ripper [200/-400/1000]: an energy powered ballistic pistol that ignores personal shields and most armor.  It could be modified with attachments like scope or silence, was more durable than most blasters, and was highly illegal. It also could not be completely deflected by a lightsaber.
  • Chosen Ones [200/-600/1000]: import 8, receive all freebies (origin and Body)
    • All: Force Sensitivity, Force Heal, Persuasion, Force Speed, Force Sight, Precognition / Farsight, Force Empathy, Telepathy, Telekinesis, Mind Trick, Force Stealth, Lightsaber Training, Pistol Training, Single-Bladed Lightsaber
    • Velma: “Vex Bastar”, a female Twi’lek Jedi Counsular
      • Twi’lek [Free]: The second most common species in the galaxy, Twi’leks are omnivorous humanoids with colorful skin and long head tails. They can speak galactic basic plus their native language. Twi’leks are one of the many races in the galaxy that are often enslaved, females especially so.
      • Jedi [Free]: You’re currently a Padawan in the Jedi Order. You’ve spent nearly your entire life with the Jedi. You have friends, a caring master, and even a rival. You start off on your chosen planet with your master.
      • Enhanced Memory [Free for Jedi]: You Gain perfect Photographic Memory and instant Mental Recall.
      • Advanced Comlink [Free for Jedi]: A portable communicator about the same size and weight as a cell phone. 50 kilometer range by default, security system that prevents unauthorized use. Frequency scanner that detects other communication devices in range. Able to connect to satellites for planetwide range. Powered by a rechargeable battery.
      • Balance Path [Free]: The path of the Jedi Sentinels and the Sith Assassins. both your physical and mental abilities are strengthened by a small degree, and you have improved talents in all skills.
      • Force Cloak [Free w/ Balance]: A Force Power that allows the user to become invisible by bending the light and sound around them. This power works on both living beings and droids.
    • Mini: a female Cathar Jedi Councillor
      • Cathar [Free]: Currently a rare species in the galaxy were almost completely wiped out by the Mandalorians 13 years ago. They are carnivorous feline humanoids with fur and retractable claws. Cathar can appear more or less lion-like depending on their race and the amount of fur they have. Cathar possess rapid healing abilities. The Cathar are one of the many races in the galaxy that are often enslaved, females especially so.
      • Jedi [Free]: You’re currently a Padawan in the Jedi Order. You’ve spent nearly your entire life with the Jedi. You have friends, a caring master, and even a rival. You start off on your chosen planet with your master.
      • Enhanced Memory [Free for Jedi]: You Gain perfect Photographic Memory and instant Mental Recall.
      • Advanced Comlink [Free for Jedi]: A portable communicator about the same size and weight as a cell phone. 50 kilometer range by default, security system that prevents unauthorized use. Frequency scanner that detects other communication devices in range. Able to connect to satellites for planetwide range. Powered by a rechargeable battery.
      • Intelligence Path [Free]: The path of the Jedi Consulars and Sith Inquisitors. Your mental abilities are stronger and you have an easier time learning skills and force powers.
      • Force Heal [Free]: A Force Power that rapidly accelerates the natural healing process. It can be used to mend injuries and cure diseases.
    • Franky: a female Cathar Jedi Guardian
      • Cathar [Free]: Currently a rare species in the galaxy were almost completely wiped out by the Mandalorians 13 years ago. They are carnivorous feline humanoids with fur and retractable claws. Cathar can appear more or less lion-like depending on their race and the amount of fur they have. Cathar possess rapid healing abilities. The Cathar are one of the many races in the galaxy that are often enslaved, females especially so.
      • Jedi [Free]: You’re currently a Padawan in the Jedi Order. You’ve spent nearly your entire life with the Jedi. You have friends, a caring master, and even a rival. You start off on your chosen planet with your master.
      • Enhanced Memory [Free for Jedi]: You Gain perfect Photographic Memory and instant Mental Recall.
      • Advanced Comlink [Free for Jedi]: A portable communicator about the same size and weight as a cell phone. 50 kilometer range by default, security system that prevents unauthorized use. Frequency scanner that detects other communication devices in range. Able to connect to satellites for planetwide range. Powered by a rechargeable battery.
      • Strength Path [Free]: The path of the Jedi Guardians and the Sith Warriors. Your physical abilities are stronger and you have a natural talent for combat related skills.
      • Protection Bubble [Free w/ Strength]: A Force power that allows the user to create a defensive sphere around their body. The sphere appears as a shimmering blue globe of energy. It can protect the user from a wide range of attacks, deflect laser blasts, defend against lightsabers, vacuums, and even inflict certain amounts of damage upon contact with an enemy.
    • Kohina: a female Twi’lek Grey Jedi of the Balance Path
      • Twi’lek [Free]: The second most common species in the galaxy, Twi’leks are omnivorous humanoids with colorful skin and long head tails. They can speak galactic basic plus their native language. Twi’leks are one of the many races in the galaxy that are often enslaved, females especially so.
      • Grey Jedi [Free]: You were taught the ways of the Force by your parents who had abandoned the Jedi Order years ago. You learned that things shouldn’t be categorized into black and white, and gained insight into both the light and dark sides of the Force. You’ve recently left home to find your place in the galaxy.
      • Persuasion [Free for Grey Jedi]: You gain a natural affinity to speech and psychology. You can easily make people do what you ask them to, and you get better deals from merchants.
      • Datapad [Free for Grey Jedi]: a personal computer tablet equipped with a journal, map, digital storage drive, holoprojector, calculator, and sketchpad. The datapad can wirelessly connect to any nearby computer network and runs on a rechargeable battery.
      • 50,000 Credits [Free for Grey Jedi]: Galactic Standard currency, tax free and legally owned by you.
      • Balance Path [Free]: The path of the Jedi Sentinels and the Sith Assassins. both your physical and mental abilities are strengthened by a small degree, and you have improved talents in all skills.
      • Force Cloak [Free w/ Balance]: A Force Power that allows the user to become invisible by bending the light and sound around them. This power works on both living beings and droids.
    • Yuzuha: a female Togruta Sith Assassin
      • Togruta [Free]: A common species in the galaxy, Togruta are carnivorous humanoids with colorful skin, long stripped head tails, and horns. They can speak galactic basic bluse their native language. Togruta possess passive echolocation that grants them better perception and spatial awareness.
      • Sith [Free]: You left the Jedi at some point during your training, believing that they were weak and foolish and that you were destined for greater things. You embraced the dark side of the Force and became a dark Jedi. You also met another young Padawan who agreed to be your apprentice. You’re both currently hiding out on your starting planet in a luxurious home that you “acquired”.
      • Enhanced Physiology [Free for Sith]: Your body becomes incredibly strong, flexible, and durable
      • Sound Dampening Stealth Unit [Free for Sith]: Personal Invisibility Belt. Only works while you’re moving slowly and deactivates completely once you engage in combat. Quiets your movements to make you even more hidden.
      • Balance Path [Free]: The path of the Jedi Sentinels and the Sith Assassins. both your physical and mental abilities are strengthened by a small degree, and you have improved talents in all skills.
      • Force Cloak [Free w/ Balance]: A Force Power that allows the user to become invisible by bending the light and sound around them. This power works on both living beings and droids.
    • Tokimi: a female Togruta Grey Jedi of the Intelligence Path
      • Togruta [Free]: A common species in the galaxy, Togruta are carnivorous humanoids with colorful skin, long stripped head tails, and horns. They can speak galactic basic bluse their native language. Togruta possess passive echolocation that grants them better perception and spatial awareness.
      • Grey Jedi [Free]: You were taught the ways of the Force by your parents who had abandoned the Jedi Order years ago. You learned that things shouldn’t be categorized into black and white, and gained insight into both the light and dark sides of the Force. You’ve recently left home to find your place in the galaxy.
      • Persuasion [Free for Grey Jedi]: You gain a natural affinity to speech and psychology. You can easily make people do what you ask them to, and you get better deals from merchants.
      • Datapad [Free]: a personal computer tablet equipped with a journal, map, digital storage drive, holoprojector, calculator, and sketchpad. The datapad can wirelessly connect to any nearby computer network and runs on a rechargeable battery.
      • 50,000 Credits [Free]: Galactic Standard currency, tax free and legally owned by you.
      • Intelligence Path [Free]: The path of the Jedi Consulars and Sith Inquisitors. Your mental abilities are stronger and you have an easier time learning skills and force powers.
      • Force Heal [Free w/ Intelligence]: A Force Power that rapidly accelerates the natural healing process. It can be used to mend injuries and cure diseases.
    • Yoiko: a female Zabrak Jedi Guardian
      • Zabrak [Free]: A common species in the galaxy, Zabrak are carnivorous humanoids with colorful skin and short horns covering their head. Zabrak traditionally receive facial tattoos to mark their lineage place of birth, or personality. They can speak galactic basic plus their native language. Zabrak possess an extra heart and incredible resistance to physical pain.
      • Jedi [Free]: You’re currently a Padawan in the Jedi Order. You’ve spent nearly your entire life with the Jedi. You have friends, a caring master, and even a rival. You start off on your chosen planet with your master.
      • Enhanced Memory [Free for Jedi]: You Gain perfect Photographic Memory and instant Mental Recall.
      • Advanced Commlink [Free for Jedi]: A portable communicator about the same size and weight as a cell phone. 50 kilometer range by default, security system that prevents unauthorized use. Frequency scanner that detects other communication devices in range. Able to connect to satellites for planetwide range. Powered by a rechargeable battery.
      • Strength Path [Free]: The path of the Jedi Guardians and the Sith Warriors. Your physical abilities are stronger and you have a natural talent for combat related skills.
      • Protection Bubble [Free w/ Strength]: A Force power that allows the user to create a defensive sphere around their body. The sphere appears as a shimmering blue globe of energy. It can protect the user from a wide range of attacks, deflect laser blasts, defend against lightsabers, vacuums, and even inflict certain amounts of damage upon contact with an enemy.
    • Ryoga: a male Zabrak Sith Warrior
      • Zabrak [Free]: A common species in the galaxy, Zabrak are carnivorous humanoids with colorful skin and short horns covering their head. Zabrak traditionally receive facial tattoos to mark their lineage place of birth, or personality. They can speak galactic basic plus their native language. Zabrak possess an extra heart and incredible resistance to physical pain.
      • Sith [Free]: You left the Jedi at some point during your training, believing that they were weak and foolish and that you were destined for greater things. You embraced the dark side of the Force and became a dark Jedi. You also met another young Padawan who agreed to be your apprentice. You’re both currently hiding out on your starting planet in a luxurious home that you “acquired”.
      • Enhanced Physiology [Free]: Your body becomes incredibly strong, flexible, and durable
      • Sound Dampening Stealth Unit [Free]: Personal Invisibility Belt. Only works while you’re moving slowly and deactivates completely once you engage in combat. Quiets your movements to make you even more hidden.
      • Strength Path [Free]: The path of the Jedi Guardians and the Sith Warriors. Your physical abilities are stronger and you have a natural talent for combat related skills.
      • Protection Bubble [Free w/ Strength]: A Force power that allows the user to create a defensive sphere around their body. The sphere appears as a shimmering blue globe of energy. It can protect the user from a wide range of attacks, deflect laser blasts, defend against lightsabers, vacuums, and even inflict certain amounts of damage upon contact with an enemy.
  • Blind [+200/-400/1200]: Your eyes were damaged years ago, and couldn’t be replaced due to some genetic defect. You can still see by using the Force, but your vision is in black & white and you can’t make out fine details. Your vision may improve with time and training
  • Hunted [+200/-200/1400]: For some reason, a powerful bounty hunter is after your head. This person cannot be negotiated with, and they will continue to hunt you until one of you is dead.
  • Wild [+100/-100/1500]: You have difficulty controlling your Force powers. Telekinetic abilities will react to your emotions, and your other powers will randomly stop working for short periods of time. You may be able to overcome this complication through either strong willpower or long periods of training.
  • Broken [+100/0/1600]: Your left arm was cut off in a training accident years ago, and replaced with a cybernetic prosthetic. You have full control over the replacement and can use it for basic Force powers, but it is weak and advanced abilities like lighting or energy deflection will destroy it. You may be able to remove the arm’s limitations by upgrading it.
  • Ahab’s Auto-Import [X]: 
    • Zabrak [Free]: A common species in the galaxy, Zabrak are carnivorous humanoids with colorful skin and short horns covering their head. Zabrak traditionally receive facial tattoos to mark their lineage place of birth, or personality. They can speak galactic basic plus their native language. Zabrak possess an extra heart and incredible resistance to physical pain.
    • Mandalorian [Free]: You were captured by the Mandalorians years ago while you were still a young Padawan. They were initially going to kill you, but they decided to take you in instead. You received training and tutelage in the Mandalorian ways, and were eventually accepted into a clan. You managed to survive the war with a few other Mandalorians and you’re all now hiding out on your starting planet.
    • Demolitions [Free Mandalorian]: You gain a natural affinity for explosives. You know everything there is to know about mines, bombs, and grenades. You can easily make and disarm explosives.
    • Breath Mask [Free Mandalorian]: Air Recycling mask that protects against poisons and allows the wearer to breathe underwater and in a vacuum. Powered by a rechargeable battery.
    • Medkit [Free Mandalorian]: An advanced medical kit full of supplies. It has a built in computer that automatically scans for injuries and diseases and provides instructions for treatment. The kit is somewhat large, about the size of a briefcase.
    • Strength Path [Free]: The path of the Jedi Guardians and the Sith Warriors. Your physical abilities are stronger and you have a natural talent for combat related skills.
    • Protection Bubble [Free w/ Strength]: A Force power that allows the user to create a defensive sphere around their body. The sphere appears as a shimmering blue globe of energy. It can protect the user from a wide range of attacks, deflect laser blasts, defend against lightsabers, vacuums, and even inflict certain amounts of damage upon contact with an enemy.
  • Joy’s Auto-Import [X]: a female Nautolan Grey Jedi
    • Nautolan [Free]: A rare species in the galaxy, the Nautolans do not often leave their homeworld. They are carnivorous amphibian humanoids with colorful skin, solid black eyes, and multiple long head tails. They can speak galactic basic plus their native language. Nautolans possess low light vision, excellent swimming skills, and the ability to breathe underwater.
    • Grey Jedi [Free]: You were taught the ways of the Force by your parents who had abandoned the Jedi Order years ago. You learned that things shouldn’t be categorized into black and white, and gained insight into both the light and dark sides of the Force. You’ve recently left home to find your place in the galaxy.
    • Persuasion [Free]: You gain a natural affinity to speech and psychology. You can easily make people do what you ask them to, and you get better deals from merchants.
    • Datapad [Free]: a personal computer tablet equipped with a journal, map, digital storage drive, holoprojector, calculator, and sketchpad. The datapad can wirelessly connect to any nearby computer network and runs on a rechargeable battery.
    • 50,000 Credits [Free]: Galactic Standard currency, tax free and legally owned by you.
    • Intelligence Path [Free]: The path of the Jedi Consulars and Sith Inquisitors. Your mental abilities are stronger and you have an easier time learning skills and force powers.
    • Force Heal [Free w/ Intelligence]: A Force Power that rapidly accelerates the natural healing process. It can be used to mend injuries and cure diseases.
  • Companion Report
    • All Companions, Imported or not, get a Connection to the Force.
    • Meetra Surik: Recruited
    • Vitiate: Executed and soul placed inside a sealed and warded holocron.

Jump #55 – Firefly / Serenity (Quasi-Gauntlet Modification)

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  • Quasi-Gauntlet Drawbacks (Unofficial)
    • No Power in the Verse [+500/500/500]: Normally, No Power in the Verse could stop you… but that was then, and this is now. All your magic and super powers are removed and all your transhuman abilities are reduced to peak human levels.
    • Trade Barrier [+500/1000/1000]: All technology more advanced than that found in the Verse will be impossible to remove from the Warehouse for the duration of your stay in the Verse.
    • Alone in the Black [Not Taken]: Like your crew? Well, with this you can keep’em safe inside your Warehouse, because they ain’t coming out until you leave the Verse.
    • Locate the Key [Mandatory]: You must locate “The Key”, an object unlike anything in the Verse and return it to Mensarius in order to move on. Mensarius promises to release your normal benefactor once the Key has been turned over to him. Failure will result in chain end.
  • Drop-In Background [Free]: Well, here you are. Now, where is here? There’s a lot of people running around, and they seem to be speaking both poor Chinese and poor English. Oh well, that ship looks nice. Might as well head over there until you get your bearings.
  • Leaf on the Wind [Free]: Well, there’s one place you feel at home. In the cockpit or bridge of a ship, or behind the wheel of a hovercraft, you just fit. You have an intuitive understanding of orbital mechanics and have the reflexes to make them useful. You’re an excellent pilot when using your gut feeling and fast hands, though you may not quite be up to snuff with all the math. While you’re quite skilled, there are some limits you just can’t break; there are always hardware differences you can’t overcome, unless you happen to know a skilled mechanic…
  • Welcome On My Boat [200/800/1000] You seem to find yourself welcome anywhere. Not that people necessarily like you, but they’re likely to consider you part of the group or that you “belong”, even if you really don’t. Don’t expect to ever have to deal with bouncers again, and you end up with invitations to places all the time. Of course, if you make a fuss, you could still get kicked out, even out an airlock, but if you do your best to fit in, it’s not likely.
  • Calm and Steady [100/700/1000]: You’d think you’d be panicking, not knowing where you are. But you’re not. In fact, you’re very calm. You can easily achieve a zen-like state where external distractions don’t bother you, allowing to operate at your peak potential even when in a crisis.
  • Never Call Me That Again [400/300/1000]: You have been trained at one of the famous Companion Houses of the Core, or possibly by a wandering Companion. You are a master of the arts of pleasure, and are also skilled at massage and a number of related pursuits. Your people skills are legendary; you’re a master of body language and psychology, and can manipulate others with a well-timed glance. There are Companions of both genders, and you may have been trained but not become a “full” Companion, if you so wish; though in that case you’ll lack the contacts and credentials full certification can provide.
  • Gut Feelin’ [200/100/1000]: Some people just have a sixth sense. Well, you at least have five and a half. Your instincts are much better than average. You can usually tell if someone’s trustworthy, at least for a little while, and you often have a bad feeling when trouble’s coming. That may not help, of course; there’s plenty of trouble you can’t avoid, and sometimes an untrustworthy person’s the only one there, but you take what help you can get.
  • Machines, They Just Speak to Me [200/-100/1000]: You might have no formal schooling, but can fine-tune and repair engines with nothing but shoe polish. You might not know what the parts are SUPPOSED to do, but you know how to make them work the way you want. You could diagnose a faulty part in the power core  just by listening to the AC cycle, and can fix pretty much anything with naught but a wrench and some duct tape. It may not be pretty, and it may not last long, but it’ll work.
  • Take a Beating [200/-300/1000]: You’re pretty tough. Not superhuman, you’re just too pretty (or tough) to die. You can take a bullet and still have some fight left in you, and at the edge of your endurance you can just keep on going. Even when simultaneously dying of blood loss, hypoxia, and poison, you just might pull through if someone can get by in, oh, the next half hour. Further, you laugh even in the face of torture; there’s nothing they can do to you that you aren’t prepared to do right back, if you get the chance. As a side effect, expect to win most bar brawls you get in.
  • Body Armour [100/-400/1000]: Under your clothing, you have a nice set of body armor. Possibly a War relic, or a high-tech suit your parents bought you before you left for the Rim, it’ll stop bullets from most firearms. But it won’t stop them completely, expect to be tossed around and bruised. Of course, that’s far better than dead; armor like this is pretty rare, and nobody expects the guy they just shot to stand up and start shooting back.
  • Screwing With Mensarius [Challenge Reward]: For accepting this challenge, you may import up to 20 Companions, giving each a Free Origin and all associated Freebies, as well as 600 CP to spend. All are locked into baseline human form for the duration of the jump.
    • Meetra: Millicent Smith, Bodyguard
      • Browncoat [X]: Aw, hell. Things just aren’t going your way since you lost the War. At least you’ve got your skills with a gun to fall back on, even if the Alliance won’t let you work. Well, there’s a ship going the right direction. Might as well see if you’ve got enough coin.
      • Shoot’em Politely [Free]: You’re a good shot with pretty much any small arm. You know how to operate and maintain both ballistic and energy weaponry, and can generally keep your head under fire. Of course, you may not have much of a head for tactics; after all, you lost the War.
      • Brown Coat [Free]: You have a genuine Independence War Browncoat, issued by the militia of one of the Rim planets. It may be Shadow suede, Deerskin, or some exotic leather, but some characteristics are the same; it’s comfortable, it’s tough, it keeps you safe in any weather, and it marks you out as a malcontent to any Alliance Feds who might want to hassle a “rebel.” Of course, some on the other side (not sure it’s the wrong one) might count that as a positive. Also comes with free sheet music for “Rally Round the Banner, the Banner Yellow, Black, and Green.” (Singing ability not included).
      • Encyclopedia [600]: You have a very expensive trinket, known as an encyclopedia cube. A small cube roughly 3” a side, it contains the sum of human knowledge as of the year 2517 (And is constantly updated via the Cortex). Secrets of terraforming technology, history, and medicine are all yours, as are bits of trivia from the history of every moon and planet to the winners of every sporting event in the last 700 years. With a complex holographic display and all kinds of I/O ports, you’re sure it can be accessed anywhere.
    • Caine
      • Shepherd [X]: Your time away from the world is at an end. You, and some other brothers, have got to get back out there and see how things work away from the Abbey. Hopefully, your old skills won’t be needed. But there’s a nice girl, and she’s hawking for a nice ship. Might as well go this way?
      • Friends in, Well, Places [0]: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
      • Mysterious Box [0]: You have a small box, in which is some fresh fruit. Mysteriously, you keep having sources for fresh foods and spices; never enough to keep you from starving if stranded in the desert, but enough to make meals interesting and avoid the monotony of protein slop.
      • It’s Called Stealth [200]: The first rule of the battlefield is never let your enemy know where you are. You’ve learned that lesson well, even if you’ll never say where. You’re able to move without a sound even in rubble-strewn wreckage, and might even manage to surprise people in a crowded room if you’re given a distraction. This might help you avoid fights, or it might just let you start them (and finish them) quicker.
      • Can Stop the Signal [400]: You are a master hacker, a ghost in the Cortex. You can, given the appropriate equipment, edit security logs while on the way to the server, preventing people from knowing you were ever there, or implicate Members of Parliament in scandals involving underage hookers. Even with the cheap Cortex-access pads you can get on a street corner, rewriting transponder codes and forging landing permits are child’s play. The world of data is your world to rule.
    • Captain Zane
      • Browncoat [X]: Aw, hell. Things just aren’t going your way since you lost the War. At least you’ve got your skills with a gun to fall back on, even if the Alliance won’t let you work. Well, there’s a ship going the right direction. Might as well see if you’ve got enough coin.
      • Shoot’em Politely [Free]: You’re a good shot with pretty much any small arm. You know how to operate and maintain both ballistic and energy weaponry, and can generally keep your head under fire. Of course, you may not have much of a head for tactics; after all, you lost the War.
      • Brown Coat [Free]: You have a genuine Independence War Browncoat, issued by the militia of one of the Rim planets. It may be Shadow suede, Deerskin, or some exotic leather, but some characteristics are the same; it’s comfortable, it’s tough, it keeps you safe in any weather, and it marks you out as a malcontent to any Alliance Feds who might want to hassle a “rebel.” Of course, some on the other side (not sure it’s the wrong one) might count that as a positive. Also comes with free sheet music for “Rally Round the Banner, the Banner Yellow, Black, and Green.” (Singing ability not included).
      • Chain of Command [200]: You have a certain charisma about you. You just kinda become the leader in a crisis, without anyone electing you; you’re just the one who takes charge and does what needs to be done. You almost never have to prove your superiority; people just start taking your orders when the bullets start flying, even if they hate your guts. Further, if you lead a suicidal charge, expect every one of your allies to come with you (even if you’d rather they stayed safe).
      • Fuzzy on the Subject of Kneecaps [200]: It takes a good shot to hit a man. It takes a better shot to hit him and knock him down. It takes atruly exceptional shot to hit him, knock him down, and let him get up in the morning. That’s you. You may not be as exceptional as a trained soldier at the more dirty parts of combat, but you’re good with a gun and can contrive to shoot people in nonlethal but disabling areas. Or make them knock themselves out by startling them. Also, you’re not bad at intimidating people, which is always good when it gets time for those “hellfire and damnation” sermons.
      • Intimidatin’ Manner [200]: You are rather intimidating. You know how to use your body language and voice to terrify people, especially if you’re already using a big knife; or you might have strongly intimidating hair, or just be so very cold and creepy you scare people. It doesn’t matter if your reputation is only rumor, to those you face it is fact. Expect lots of discounts when shopping!
    • Toph
      • Browncoat [X]: Aw, hell. Things just aren’t going your way since you lost the War. At least you’ve got your skills with a gun to fall back on, even if the Alliance won’t let you work. Well, there’s a ship going the right direction. Might as well see if you’ve got enough coin.
      • Shoot’em Politely [Free]: You’re a good shot with pretty much any small arm. You know how to operate and maintain both ballistic and energy weaponry, and can generally keep your head under fire. Of course, you may not have much of a head for tactics; after all, you lost the War.
      • Brown Coat [Free]: You have a genuine Independence War Browncoat, issued by the militia of one of the Rim planets. It may be Shadow suede, Deerskin, or some exotic leather, but some characteristics are the same; it’s comfortable, it’s tough, it keeps you safe in any weather, and it marks you out as a malcontent to any Alliance Feds who might want to hassle a “rebel.” Of course, some on the other side (not sure it’s the wrong one) might count that as a positive. Also comes with free sheet music for “Rally Round the Banner, the Banner Yellow, Black, and Green.” (Singing ability not included).
      • Machines, They Just Speak to Me [100]: You might have no formal schooling, but can fine-tune and repair engines with nothing but shoe polish. You might not know what the parts are SUPPOSED to do, but you know how to make them work the way you want. You could diagnose a faulty part in the power core  just by listening to the AC cycle, and can fix pretty much anything with naught but a wrench and some duct tape. It may not be pretty, and it may not last long, but it’ll work.
      • Can Stop the Signal [400]: You are a master hacker, a ghost in the Cortex. You can, given the appropriate equipment, edit security logs while on the way to the server, preventing people from knowing you were ever there, or implicate Members of Parliament in scandals involving underage hookers. Even with the cheap Cortex-access pads you can get on a street corner, rewriting transponder codes and forging landing permits are child’s play. The world of data is your world to rule.
      • Leaf on the Wind [100]: Well, there’s one place you feel at home. In the cockpit or bridge of a ship, or behind the wheel of a hovercraft, you just fit. You have an intuitive understanding of orbital mechanics and have the reflexes to make them useful. You’re an excellent pilot when using your gut feeling and fast hands, though you may not quite be up to snuff with all the math. While you’re quite skilled, there are some limits you just can’t break; there are always hardware differences you can’t overcome, unless you happen to know a skilled mechanic…
    • AJ
      • Drop-In [X]: Well, here you are. Now, where is here? There’s a lot of people running around, and they seem to be speaking both poor Chinese and poor English. Oh well, that ship looks nice. Might as well head over there until you get your bearings.
      • Leaf on the Wind [0]: Well, there’s one place you feel at home. In the cockpit or bridge of a ship, or behind the wheel of a hovercraft, you just fit. You have an intuitive understanding of orbital mechanics and have the reflexes to make them useful. You’re an excellent pilot when using your gut feeling and fast hands, though you may not quite be up to snuff with all the math. While you’re quite skilled, there are some limits you just can’t break; there are always hardware differences you can’t overcome, unless you happen to know a skilled mechanic…
      • Big Damn Heroes [600]: You have a truly miraculous combination of luck and timing. You always rely just in the nick of time to save the day, though you do have to genuinely be trying to do so; you can’t lollygag around and still expect to be the angels swooping in, you should be at full burn doing your best. You always make it just before the bad guy’s gonna shoot the hostages, right as the villain puts the final step of his plan in motion, or even in the nick of time to grab the last cookie on the tray. You may not be able to stop it, and you certainly can’t stop Phase 1, but you sure won’t miss the final showdown. You also can’t prioritize the use of the perk; If some crime lord is about to destroy a planet, and also has one of your crew in torture, you’ll arrive just in time to stop him killing the planet but not necessarily fast enough to save your crew.
    • Francy
      • Alliance Citizen [X]: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
      • Edumacated [0]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • Coin [0]: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
      • Gorram Creepifyin’ Psychic Government Assassin [600]: You have, unfortunately, come to the attention of the Academy or a similar program. You can now read emotions well enough to serve as living lie detector, and even have brief flashes of precognizance. Further, if the right triggers are hit, you can turn into a killing machine, a deadly dervish of blade and gun. However, this isn’t all to your benefit; you can’t necessarily filter out the emotions or precognitive flashes, which might make you a little nuts. Further, your triggers can be manipulated; if you see the wrong image at the wrong time, or someone knows your triggers, you could be forced into a rage, or to drop into a dead sleep. Also, you can threaten to kill people with your brain, and some might just believe it.
    • Kagetane
      • Browncoat [X]: Aw, hell. Things just aren’t going your way since you lost the War. At least you’ve got your skills with a gun to fall back on, even if the Alliance won’t let you work. Well, there’s a ship going the right direction. Might as well see if you’ve got enough coin.
      • Shoot’em Politely [Free]: You’re a good shot with pretty much any small arm. You know how to operate and maintain both ballistic and energy weaponry, and can generally keep your head under fire. Of course, you may not have much of a head for tactics; after all, you lost the War.
      • Brown Coat [Free]: You have a genuine Independence War Browncoat, issued by the militia of one of the Rim planets. It may be Shadow suede, Deerskin, or some exotic leather, but some characteristics are the same; it’s comfortable, it’s tough, it keeps you safe in any weather, and it marks you out as a malcontent to any Alliance Feds who might want to hassle a “rebel.” Of course, some on the other side (not sure it’s the wrong one) might count that as a positive. Also comes with free sheet music for “Rally Round the Banner, the Banner Yellow, Black, and Green.” (Singing ability not included).
      • Gorram Creepifyin’ Psychic Government Assassin [600]: You have, unfortunately, come to the attention of the Academy or a similar program. You can now read emotions well enough to serve as living lie detector, and even have brief flashes of precognizance. Further, if the right triggers are hit, you can turn into a killing machine, a deadly dervish of blade and gun. However, this isn’t all to your benefit; you can’t necessarily filter out the emotions or precognitive flashes, which might make you a little nuts. Further, your triggers can be manipulated; if you see the wrong image at the wrong time, or someone knows your triggers, you could be forced into a rage, or to drop into a dead sleep. Also, you can threaten to kill people with your brain, and some might just believe it.
    • Kendra
      • Browncoat [X]: Aw, hell. Things just aren’t going your way since you lost the War. At least you’ve got your skills with a gun to fall back on, even if the Alliance won’t let you work. Well, there’s a ship going the right direction. Might as well see if you’ve got enough coin.
      • Shoot’em Politely [Free]: You’re a good shot with pretty much any small arm. You know how to operate and maintain both ballistic and energy weaponry, and can generally keep your head under fire. Of course, you may not have much of a head for tactics; after all, you lost the War.
      • Brown Coat [Free]: You have a genuine Independence War Browncoat, issued by the militia of one of the Rim planets. It may be Shadow suede, Deerskin, or some exotic leather, but some characteristics are the same; it’s comfortable, it’s tough, it keeps you safe in any weather, and it marks you out as a malcontent to any Alliance Feds who might want to hassle a “rebel.” Of course, some on the other side (not sure it’s the wrong one) might count that as a positive. Also comes with free sheet music for “Rally Round the Banner, the Banner Yellow, Black, and Green.” (Singing ability not included).
      • Friends in, Well, Places [100]: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
      • Chain of Command [200]: You have a certain charisma about you. You just kinda become the leader in a crisis, without anyone electing you; you’re just the one who takes charge and does what needs to be done. You almost never have to prove your superiority; people just start taking your orders when the bullets start flying, even if they hate your guts. Further, if you lead a suicidal charge, expect every one of your allies to come with you (even if you’d rather they stayed safe).
      • Take a Beating [200]: You’re pretty tough. Not superhuman, you’re just too pretty (or tough) to die. You can take a bullet and still have some fight left in you, and at the edge of your endurance you can just keep on going. Even when simultaneously dying of blood loss, hypoxia, and poison, you just might pull through if someone can get by in, oh, the next half hour. Further, you laugh even in the face of torture; there’s nothing they can do to you that you aren’t prepared to do right back, if you get the chance. As a side effect, expect to win most bar brawls you get in.
      • Some People Juggle Geese [100]: You can reach a state of zen calm, ignoring distractions. Not the scary or painful ones, though; you’ve still got to learn about scary. You can handle all the annoying or just plain weird little things. People juggling geese? A criminal as folk hero? An alien cow? What else is new? Your tolerance of annoyance and random hilarity is high; in a normal world, you’d have a career set as a comedy straight man.
    • Master Gaius
      • Alliance Citizen [X]: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
      • Edumacated [0]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • Coin [0]: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
      • Calm and Steady [200]: You’d think you’d be panicking, not knowing where you are. But you’re not. In fact, you’re very calm. You can easily achieve a zen-like state where external distractions don’t bother you, allowing to operate at your peak potential even when in a crisis.
      • Gut Feelin [200]: Some people just have a sixth sense. Well, you at least have five and a half. Your instincts are much better than average. You can usually tell if someone’s trustworthy, at least for a little while, and you often have a bad feeling when trouble’s coming. That may not help, of course; there’s plenty of trouble you can’t avoid, and sometimes an untrustworthy person’s the only one there, but you take what help you can get.
      • Friends in, Well, Places [100]: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
      • Mighty Fine Hat (Cape) [100]: You have a trademark item that is inextricably a part of you. When people think of you, they think of this item. Either a miscellaneous piece of clothing or accessory or another item purchased here with points, from an extremely cunning hat to a well-worn coat to a very shiny pistol, this item has some benefits; it keeps coming back like a bad penny, it’s never truly lost or broken, and your people skills while displaying it are enhanced in one of two ways; it may make you far more intimidating, despite your actual dress, or it may make you far more charismatic and fashionable, despite wearing a ridiculously tight pair of pants.
    • Purser Velma
      • Alliance Citizen [X]: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
      • Edumacated [0]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • Coin [0]: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
      • Things DO Go Smooth [600]: You have a truly impressive reserve of luck. Your Karma somehow always stays in the positive, no matter what you do. Expect to land on the one moon where you’re a folk hero, and you’ll probably lift off just a few seconds before ground control’d lock you in. If you sail with those who have perennial bad luck, you’ll be enough to balance them out. Your luck is not infallible, but people do tend to trip and have misfires when shooting at you; you’ll still be in the hospital, but in the ICU, not the morgue.
    • Petra
      • Alliance Citizen [X]: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
      • Edumacated [0]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • Coin [0]: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
      • Machines, They Just Speak to Me [200]: You might have no formal schooling, but can fine-tune and repair engines with nothing but shoe polish. You might not know what the parts are SUPPOSED to do, but you know how to make them work the way you want. You could diagnose a faulty part in the power core  just by listening to the AC cycle, and can fix pretty much anything with naught but a wrench and some duct tape. It may not be pretty, and it may not last long, but it’ll work.
      • Calm and Steady [200]: You’d think you’d be panicking, not knowing where you are. But you’re not. In fact, you’re very calm. You can easily achieve a zen-like state where external distractions don’t bother you, allowing to operate at your peak potential even when in a crisis.
      • Intimidatin’ Manner [200]: You are rather intimidating. You know how to use your body language and voice to terrify people, especially if you’re already using a big knife; or you might have strongly intimidating hair, or just be so very cold and creepy you scare people. It doesn’t matter if your reputation is only rumor, to those you face it is fact. Expect lots of discounts when shopping!
    • Kohina
      • Browncoat [X]: Aw, hell. Things just aren’t going your way since you lost the War. At least you’ve got your skills with a gun to fall back on, even if the Alliance won’t let you work. Well, there’s a ship going the right direction. Might as well see if you’ve got enough coin.
      • Shoot’em Politely [Free]: You’re a good shot with pretty much any small arm. You know how to operate and maintain both ballistic and energy weaponry, and can generally keep your head under fire. Of course, you may not have much of a head for tactics; after all, you lost the War.
      • Brown Coat [Free]: You have a genuine Independence War Browncoat, issued by the militia of one of the Rim planets. It may be Shadow suede, Deerskin, or some exotic leather, but some characteristics are the same; it’s comfortable, it’s tough, it keeps you safe in any weather, and it marks you out as a malcontent to any Alliance Feds who might want to hassle a “rebel.” Of course, some on the other side (not sure it’s the wrong one) might count that as a positive. Also comes with free sheet music for “Rally Round the Banner, the Banner Yellow, Black, and Green.” (Singing ability not included).
      • Leaf on the Wind [100]: Well, there’s one place you feel at home. In the cockpit or bridge of a ship, or behind the wheel of a hovercraft, you just fit. You have an intuitive understanding of orbital mechanics and have the reflexes to make them useful. You’re an excellent pilot when using your gut feeling and fast hands, though you may not quite be up to snuff with all the math. While you’re quite skilled, there are some limits you just can’t break; there are always hardware differences you can’t overcome, unless you happen to know a skilled mechanic…
      • Fuzzy on the Subject of Kneecaps [200]: It takes a good shot to hit a man. It takes a better shot to hit him and knock him down. It takes a truly exceptional shot to hit him, knock him down, and let him get up in the morning. That’s you. You may not be as exceptional as a trained soldier at the more dirty parts of combat, but you’re good with a gun and can contrive to shoot people in nonlethal but disabling areas. Or make them knock themselves out by startling them. Also, you’re not bad at intimidating people, which is always good when it gets time for those “hellfire and damnation” sermons.
      • Chain of Command [200]: You have a certain charisma about you. You just kinda become the leader in a crisis, without anyone electing you; you’re just the one who takes charge and does what needs to be done. You almost never have to prove your superiority; people just start taking your orders when the bullets start flying, even if they hate your guts. Further, if you lead a suicidal charge, expect every one of your allies to come with you (even if you’d rather they stayed safe).
      • Friends in Places [100]: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
    • Yoiko
      • Alliance Citizen [X]: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
      • Edumacated [0]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • Coin [0]: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
      • Calm and Steady [200]: You’d think you’d be panicking, not knowing where you are. But you’re not. In fact, you’re very calm. You can easily achieve a zen-like state where external distractions don’t bother you, allowing to operate at your peak potential even when in a crisis.
      • Fancy Medical Training [100]: You are a trained doctor, top of your class at the MedAcad. You’re trained in thousands of different miraculous medical technologies, and are a top surgeon who never loses a patient. At least, so long as you’re in a properly equipped OR. You can prescribe medicine, and even have a small “emergency stock” with you that would put most backwoods clinics to shame.
      • Take a Beating [200]: You’re pretty tough. Not superhuman, you’re just too pretty (or tough) to die. You can take a bullet and still have some fight left in you, and at the edge of your endurance you can just keep on going. Even when simultaneously dying of blood loss, hypoxia, and poison, you just might pull through if someone can get by in, oh, the next half hour. Further, you laugh even in the face of torture; there’s nothing they can do to you that you aren’t prepared to do right back, if you get the chance. As a side effect, expect to win most bar brawls you get in.
      • Shoot’em Politely [100]: You’re a good shot with pretty much any small arm. You know how to operate and maintain both ballistic and energy weaponry, and can generally keep your head under fire. Of course, you may not have much of a head for tactics; after all, you lost the War.
    • Ryoga
      • Alliance Citizen [X]: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
      • Edumacated [0]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • Coin [0]: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
      • Intimidatin’ Manner [200]: You are rather intimidating. You know how to use your body language and voice to terrify people, especially if you’re already using a big knife; or you might have strongly intimidating hair, or just be so very cold and creepy you scare people. It doesn’t matter if your reputation is only rumor, to those you face it is fact. Expect lots of discounts when shopping!
      • Take a Beating [200]: You’re pretty tough. Not superhuman, you’re just too pretty (or tough) to die. You can take a bullet and still have some fight left in you, and at the edge of your endurance you can just keep on going. Even when simultaneously dying of blood loss, hypoxia, and poison, you just might pull through if someone can get by in, oh, the next half hour. Further, you laugh even in the face of torture; there’s nothing they can do to you that you aren’t prepared to do right back, if you get the chance. As a side effect, expect to win most bar brawls you get in.
      • Fuzzy on the Subject of Kneecaps [200]: It takes a good shot to hit a man. It takes a better shot to hit him and knock him down. It takes a truly exceptional shot to hit him, knock him down, and let him get up in the morning. That’s you. You may not be as exceptional as a trained soldier at the more dirty parts of combat, but you’re good with a gun and can contrive to shoot people in nonlethal but disabling areas. Or make them knock themselves out by startling them. Also, you’re not bad at intimidating people, which is always good when it gets time for those “hellfire and damnation” sermons.
    • Scholar Bao
      • Alliance Citizen [X]: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
      • Edumacated [0]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • Coin [0]: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
      • Fancy Medical Training [100]: You are a trained doctor, top of your class at the MedAcad. You’re trained in thousands of different miraculous medical technologies, and are a top surgeon who never loses a patient. At least, so long as you’re in a properly equipped OR. You can prescribe medicine, and even have a small “emergency stock” with you that would put most backwoods clinics to shame.
      • Never Call Me That Again [200]:  You have been trained at one of the famous Companion Houses of the Core, or possibly by a wandering Companion. You are a master of the arts of pleasure, and are also skilled at massage and a number of related pursuits. Your people skills are legendary; you’re a master of body language and psychology, and can manipulate others with a well-timed glance. There are Companions of both genders, and you may have been trained but not become a “full” Companion, if you so wish; though in that case you’ll lack the contacts and credentials full certification can provide.
      • Fluent [100]: While most people here speak a kind of pidgin Chinese with terrible pronunciation, you’re fully fluent. If you didn’t understand the curses before, you do now; and you can always awe those who think the Anglo-Sino Alliance has too much Anglo and not enough Sino. Or just insult people while they think you’re complimenting them.
      • Gut Feelin’ [200]: Some people just have a sixth sense. Well, you at least have five and a half. Your instincts are much better than average. You can usually tell if someone’s trustworthy, at least for a little while, and you often have a bad feeling when trouble’s coming. That may not help, of course; there’s plenty of trouble you can’t avoid, and sometimes an untrustworthy person’s the only one there, but you take what help you can get.
    • Ensign Uriel
      • Shepherd [X]: Your time away from the world is at an end. You, and some other brothers, have got to get back out there and see how things work away from the Abbey. Hopefully, your old skills won’t be needed. But there’s a nice girl, and she’s hawking for a nice ship. Might as well go this way?
      • Friends in Places [0]: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
      • Mysterious Box [0]: You have a small box, in which is some fresh fruit. Mysteriously, you keep having sources for fresh foods and spices; never enough to keep you from starving if stranded in the desert, but enough to make meals interesting and avoid the monotony of protein slop.
      • Edumacated [100]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • It’s Called Stealth [200]: The first rule of the battlefield is never let your enemy know where you are. You’ve learned that lesson well, even if you’ll never say where. You’re able to move without a sound even in rubble-strewn wreckage, and might even manage to surprise people in a crowded room if you’re given a distraction. This might help you avoid fights, or it might just let you start them (and finish them) quicker.
      • Calm and Steady [200]: You’d think you’d be panicking, not knowing where you are. But you’re not. In fact, you’re very calm. You can easily achieve a zen-like state where external distractions don’t bother you, allowing to operate at your peak potential even when in a crisis.
      • Peacemaker [50]: Even 680 years after Sam Colt’s invention made all men equal, it’s still in use. You’ve got a gun. It may be a pistol, a shotgun, a rifle, or some combination of the above, but in any case it uses bullets to hurt people. It might be a little fancy, but fancy tech don’t usually work long out here on the Rim, so simple’s best; even at the worst, it might see use as a club.
      • Grenades [50]: Though they make a loud noise and a big mess, sometimes that’s exactly what you need. You’ve got your hands on a stash of high-quality explosives. A good mix of stun grenades for use in boarding actions and the far more fun explosive ones for when you don’t care about the collateral, you’re always ready to make things go smooth (after all, puree is smooth, right?)
    • Tokimi
      • Shepherd [X]: Your time away from the world is at an end. You, and some other brothers, have got to get back out there and see how things work away from the Abbey. Hopefully, your old skills won’t be needed. But there’s a nice girl, and she’s hawking for a nice ship. Might as well go this way?
      • Friends in, Well, Places [0]: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
      • Mysterious Box [0]: You have a small box, in which is some fresh fruit. Mysteriously, you keep having sources for fresh foods and spices; never enough to keep you from starving if stranded in the desert, but enough to make meals interesting and avoid the monotony of protein slop.
      • Machines, They Just Speak to Me [200]: You might have no formal schooling, but can fine-tune and repair engines with nothing but shoe polish. You might not know what the parts are SUPPOSED to do, but you know how to make them work the way you want. You could diagnose a faulty part in the power core  just by listening to the AC cycle, and can fix pretty much anything with naught but a wrench and some duct tape. It may not be pretty, and it may not last long, but it’ll work.
      • Some People Juggle Geese [100]: You can reach a state of zen calm, ignoring distractions. Not the scary or painful ones, though; you’ve still got to learn about scary. You can handle all the annoying or just plain weird little things. People juggling geese? A criminal as folk hero? An alien cow? What else is new? Your tolerance of annoyance and random hilarity is high; in a normal world, you’d have a career set as a comedy straight man.
      • Sonic Screw You [300]: You have a high-tech and complicated sonic weapon. It’s tiny, and easily concealable. When activated, this device can function in two modes; it can fire off a stunning pulse once every few seconds, knocking unprotected humans within 10 feet and 20 degrees unconscious, or it can emit a continuous and lethal infrasonic buzz. This droning sound damages the organs of unprotected listeners (a single pair of high- tech earplugs is included with the weapon) and will cause fatal hemorrhages in all major organs within a few minutes.
    • Yuzuha
      • Drop-In [X]: Well, here you are. Now, where is here? There’s a lot of people running around, and they seem to be speaking both poor Chinese and poor English. Oh well, that ship looks nice. Might as well head over there until you get your bearings.
      • Leaf on the Wind [0]: Well, there’s one place you feel at home. In the cockpit or bridge of a ship, or behind the wheel of a hovercraft, you just fit. You have an intuitive understanding of orbital mechanics and have the reflexes to make them useful. You’re an excellent pilot when using your gut feeling and fast hands, though you may not quite be up to snuff with all the math. While you’re quite skilled, there are some limits you just can’t break; there are always hardware differences you can’t overcome, unless you happen to know a skilled mechanic…
      • Big Damn Heroes [600]: You have a truly miraculous combination of luck and timing. You always rely just in the nick of time to save the day, though you do have to genuinely be trying to do so; you can’t lollygag around and still expect to be the angels swooping in, you should be at full burn doing your best. You always make it just before the bad guy’s gonna shoot the hostages, right as the villain puts the final step of his plan in motion, or even in the nick of time to grab the last cookie on the tray. You may not be able to stop it, and you certainly can’t stop Phase 1, but you sure won’t miss the final showdown. You also can’t prioritize the use of the perk; If some crime lord is about to destroy a planet, and also has one of your crew in torture, you’ll arrive just in time to stop him killing the planet but not necessarily fast enough to save your crew.
    • Mini
      • Alliance Citizen [X]: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
      • Edumacated [0]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • Coin [0]: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
      • Fancy Medical Trainin [100]: You are a trained doctor, top of your class at the MedAcad. You’re trained in thousands of different miraculous medical technologies, and are a top surgeon who never loses a patient. At least, so long as you’re in a properly equipped OR. You can prescribe medicine, and even have a small “emergency stock” with you that would put most backwoods clinics to shame.
      • Never Call Me That Again [200]:  You have been trained at one of the famous Companion Houses of the Core, or possibly by a wandering Companion. You are a master of the arts of pleasure, and are also skilled at massage and a number of related pursuits. Your people skills are legendary; you’re a master of body language and psychology, and can manipulate others with a well-timed glance. There are Companions of both genders, and you may have been trained but not become a “full” Companion, if you so wish; though in that case you’ll lack the contacts and credentials full certification can provide.
      • Body Armour [100]: Under your clothing, you have a nice set of body armor. Possibly a War relic, or a high-tech suit your parents bought you before you left for the Rim, it’ll stop bullets from most firearms. But it won’t stop them completely, expect to be tossed around and bruised. Of course, that’s far better than dead; armor like this is pretty rare, and nobody expects the guy they just shot to stand up and start shooting back.
      • Calm and Steady [200]: You’d think you’d be panicking, not knowing where you are. But you’re not. In fact, you’re very calm. You can easily achieve a zen-like state where external distractions don’t bother you, allowing to operate at your peak potential even when in a crisis.
    • Franky
      • Alliance Citizen [X]: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
      • Edumacated [0]: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
      • Coin [0]: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
      • Fancy Medical Trainin [100]: You are a trained doctor, top of your class at the MedAcad. You’re trained in thousands of different miraculous medical technologies, and are a top surgeon who never loses a patient. At least, so long as you’re in a properly equipped OR. You can prescribe medicine, and even have a small “emergency stock” with you that would put most backwoods clinics to shame.
      • Never Call Me That Again [200]: You have been trained at one of the famous Companion Houses of the Core, or possibly by a wandering Companion. You are a master of the arts of pleasure, and are also skilled at massage and a number of related pursuits. Your people skills are legendary; you’re a master of body language and psychology, and can manipulate others with a well-timed glance. There are Companions of both genders, and you may have been trained but not become a “full” Companion, if you so wish; though in that case you’ll lack the contacts and credentials full certification can provide.
      • Body Armour [100]: Under your clothing, you have a nice set of body armor. Possibly a War relic, or a high-tech suit your parents bought you before you left for the Rim, it’ll stop bullets from most firearms. But it won’t stop them completely, expect to be tossed around and bruised. Of course, that’s far better than dead; armor like this is pretty rare, and nobody expects the guy they just shot to stand up and start shooting back.
      • Gut Feelin’ [200]: Some people just have a sixth sense. Well, you at least have five and a half. Your instincts are much better than average. You can usually tell if someone’s trustworthy, at least for a little while, and you often have a bad feeling when trouble’s coming. That may not help, of course; there’s plenty of trouble you can’t avoid, and sometimes an untrustworthy person’s the only one there, but you take what help you can get.
  • Mercy is the Mark of a Great Man [+200/-200/1200]: You are one of the rarest of creatures in this verse; a human with a true moral code. You may be a pessimist, or a realist, but you have at least some code that you hold to. It may be as simple as trying to never kill a man in an unfair fight, or a complicated system even you’re not sure of, but in the backwaters and hellholes, expect to end up in a lot of trouble just for being an honest man. You’re the guy people can trust to deliver cargo without looking inside (making you the perfect patsy), and the gal who will actually deliver on contracts just because people sign them (Making you a fool). Or, you might end up having to end a lot of your jobs under fire from both sides.
  • You Never Leave [+200/0/1400]: You have crippling fear and loneliness thanks to some horrible incident in your past. Don’t expect to sleep well and you may have dangerously vivid flashbacks when you least expect it.
  • Ahab’s Auto-Import [X]:
    • Shepherd [X]: Your time away from the world is at an end. You, and some other brothers, have got to get back out there and see how things work away from the Abbey. Hopefully, your old skills won’t be needed. But there’s a nice girl, and she’s hawking for a nice ship. Might as well go this way?
    • Friends in, Well, Places: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
    • Mysterious Box: You have a small box, in which is some fresh fruit. Mysteriously, you keep having sources for fresh foods and spices; never enough to keep you from starving if stranded in the desert, but enough to make meals interesting and avoid the monotony of protein slop.
  • Joy’s Auto-Import [X]: 
    • Shepherd [X]: Your time away from the world is at an end. You, and some other brothers, have got to get back out there and see how things work away from the Abbey. Hopefully, your old skills won’t be needed. But there’s a nice girl, and she’s hawking for a nice ship. Might as well go this way?
    • Friends in, Well, Places: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
    • Mysterious Box: You have a small box, in which is some fresh fruit. Mysteriously, you keep having sources for fresh foods and spices; never enough to keep you from starving if stranded in the desert, but enough to make meals interesting and avoid the monotony of protein slop.
  • Companion Report
    • The Jade Lotus
      • Captain Zane & Lt. Kendra commanding, Toph as Engineer, AJ at the Helm, and Francy & Kagetane providing Muscle. Francy FIA.
    • Feng Shui
      • Scholar Bao & Ensign Uriel commanding, Tokimi as Engineer, Yuzuha at the Helm, and Mini & Franky providing Muscle. Ship lost with all hands.
    • Invictus
      • Master Gaius & Purser Velma commanding, Petra as Engineer, Kohina at the Helm, and Ryoga & Yoiko providing Muscle
    • Others
      • Metra as Bodyguard (injured in action by Kapashin Gol)
      • Caine, Ahab, & Joy as the Spy Squad. Ahab killed a terror bombing. Joy captured and vanished by the Alliance.
      • Kidnapped “Bart” the Agent

Back to Powers & Abilities or Forward to Next Jump Stuff

Jump Stuff: #01-05, #06-10, #11-15, #16-20, #21-25, #26-30, #31-35, #36-40, #41-45, #46-50, #51-55, #56-60Developed

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