Jump #56 – Star Wars: Clone Wars

  • Name: Shujak the Hutt
  • Location: Mandalore, in the Outer Rim
  • Age: 260 Years Old
  • Total Runtime: 13 Years + 13,319.11 Years = 13,332.11 Years
  • Gender: Hermaphrodite
  • Log: Two for the Price of One
  • World #: 51
  • Unfinished Business?: None
  • DocumentSupplement

Jump 56 - Sajo the Hutt

  • Force Sensitive [200/800/1000]: You were born with a strong connection to the force. Whether you were taken by the Jedi, a dark Jedi, or followed your own path is up to you.
  • Hutt [100/700/1000]: In appearance, a Hutt was an immense slug-like creature that had a thick body with a long muscular tail with small arms located on the upper body. The large body had a bulbous head at the top. Hutts’ appendages allowed them to manipulate their environment to a limited degree. The entire base of their body served as a creeping slow foot, enabling them to slither across their environment in a manner similar to that of a slug, though some Hutts grew so large that they became immobile. They had no skeleton but instead had an internal mantle which supported and shaped their head. Young Hutts tended to have a uniform light tan skin and lacked greenish pigmentation on their spine that went down their tail as they aged. A Hutt’s skin was perhaps its greatest defense as the epidermis was able to resist all but the most corrosive of chemical substances. Furthermore oil and mucus sweat made a Hutt difficult to grasp as its body was slippery to hold. Should anyone manage to grab hold of the body or manage to puncture the skin, heavy layers of blubber and muscle protected the vital organs from harm. In addition, the slimy coating of sweat and mucus protected them from either chemical burns or heat. Hutts were resistant to many poisons and diseases and seldom fell ill. It was also claimed that the species was indigestible with creatures such as the sarlacc facing indigestion from swallowing a Hutt. As a result, such creatures forcibly expelled their kind instead of eating them which was a trait that saved some Hutts from death. Their body odor was noted for being strong enough to upset a sensitive human stomach.
    • Their bulbous heads had two enormous reptilian eyes that were sometimes compared to those of a feline and protruded from the surface of their face. As members of their kind grew fatter, these eyes tend to be hidden beneath folds of leathery skin though younger Hutts lacked this feature and thus had slightly more protruding eyes compared to their older kin. Blinking their eyes and passing the nictitating membrane in slow deliberation was considered the equivalent of raising a sarcastic eyebrow. Beneath their wide nostrils and upturned nose was a broad lipless mouth that spread from one earhole to the other. Similar to serpents, to which they were compared. Accommodating their appetite, Hutts were able to open their jaws to miraculous widths that allowed them to devour almost anything and were even able to consume a grown humanoid. A specialized radula located deep within their throats allowed them to shred food in preparation for digestion. Although not common, Hutts were able to be Force-sensitive. They had the ability to see ultraviolet light that was invisible to Humans and most alien species. Often, wealthy Hutts lit their palaces in these spectra of light, giving intruders, or at least those without similar abilities or compensating equipment, a false sense of stealth.
    • Hutts were physiological anomalies as they possessed traits from many different species. Similar to sea mammals, their nostrils could close and their large lungs allowed them to stay submerged underwater for hours at a time. Like worms, they were hermaphroditic and thus possessed both male and female sex organs. And they had the marsupial trait of bearing their young one at a time and nourishing them in a brood pouch in the body. Despite these many characteristics, they were generally classified as gastropods by scientists due to their hermaphroditic nature and slithering, slug-like manner of their movement. The lack of any legs meant that the species slithered across their environments with their tails capable of being used as weapons to bludgeon their enemies to death. Whilst this was the case, Hutts were not known for their mobility, and required smooth surfaces to navigate their environment; things such as carpets or upholstery served as obstacles to the layer of slime generated by their bodies when moving.
  • Anomaly [600/100/1000]: You can use your true nature to your advantage. Force powers will no longer have any effect against you, Force lighting will simply tickle and Farsight will be unable to locate you. This ability will also protect you against psionic attacks if you decide to Move-On and you’ll even be able to cancel out nearby psionic powers if you focus on them.
  • Holocron Collection [250/-150/1000]: Small techno-organic devices that contain all the information you need to train someone into a Jedi or Sith apprentice. The holocrons hold basic information about the Jedi and Sith orders, along with instructions for how to build and use lightsabers, and how to harness and wield the Force.
  • Melee Training [Free for Force Sensitive]: Bladed and blunt weapons skills
  • Starting Powers [Free for Force Sensitive]: Basic Force powers that come naturally to every Force user. Telepathy, Telekinesis, Force Empathy, Force Speed, Farsight, Force Stealth, Force Sight, and Mind Trick.
  • Tutaminis [Free Pick]: You can defend yourself against laser and plasma bolts with your bare hands. At first you will only be able to deflect energy blasts, but with practice you will eventually be able to absorb them into your body. Mastery of this power will allow you to block lightsabers, and create a field around yourself that can absorb nearby heat and electricity.
  • Doppelganger [Free Pick]: The power to create a perfect illusion of yourself. You can move the illusion around remotely and perceive everything it experiences as if you yourself were there. The doppelganger is able to be perceived by both living beings and droids. If the doppelganger is attacked it will be dispelled.
  • Psychometry [Free Pick]: A mental technique that will allow you to pick up impressions and traces of information about an object touched and the events that have surrounded it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced.
  • Imports
    • Bart “The Agent” Argent / R2-M6
      • R2 Series Astromech Droid [150/-300/1000]: A small automated mechanic that can perform a variety of repair duties and serve as an additional navigational computer on a starfighter. Astromech droids can also connect to and operate the mainframes of large starships and space stations.
        • Droid Body. Astromech Chassis [Free]
        • Sensors [Free]
        • Magnetic Grips [Free]
        • Hologram Projector [Free]
        • Fusioncutter [Free]
        • Rocket Boosters [Free]
        • Computer Interface Arm [Free]
    • Zane
      • Apprentice Companion [200/-500/1000]: A young individual who’s decided to follow and learn from you. This person can either be a brand new companion, or one of your imported companions. They will receive an origin similar to your own and 500cp to buy perks and items.
        • Miraluka [Free]: Humans with no eyes. They can see using the Force.
        • Force Sensitive [Free]: You were born with a strong connection to the force. Whether you were taken by the Jedi, a dark Jedi, or followed your own path is up to you.
        • Melee Training [Free for Force Sensitive]: Bladed and Blunt Weapons Skills.
        • Starting Powers [Free]: Basic Force powers that come naturally to every Force user. (Telepathy, Telekinesis, Force empathy, Force speed, Farsight, Force stealth, Force sight and Mind trick.)
        • Ionize [Free Pick]: The ability to disable and possibly even destroy droids and other electronic devices. This power is used similarly to Force Lightning, in that the users fire bolts of electricity from their hands.
        • Force Stasis [Free Pick]: You gain the ability to temporarily paralyze people. Organic beings affected by this power will be unable to move for a few seconds. With practice you can increase the amount time people are stunned, and the number of people affected at once.
        • Force Bellow [Free Pick]: A power that will boost your voice to dangerous levels. You can turn your screams into sonic blasts and shriek high enough to shatter glass. This power can also be used to make yourself heard in loud room.
        • Sever Force [400/100/500]: The ultimate light side ability. This power will allow you to cut individuals of from the Force by creating a wall of light side energy around them. The effects of this power may only be temporary at first, but with practice you will be able to permanently remove an individual’s connection to the Force. Sith receive a weaker version of this power, and only true Jedi can unlock it’s full potential.
        • Stun Pistol [50/50/500]: An energy weapon that will immobilize any organic target it hits. Can fire 50 shots before needing to recharge. For some reason this weapon is able to ignore body armor.
        • Pack of Thermal Detonators [50/0/500]: A bag containing 24, highly dangerous, nuclear fusion grenades. 6 meter blast radius and adjustable timer. Capable of damaging or destroying nearly anything, even starships. Refreshes every month.
        • Lightsaber [Free for Force Sensitive]: A single bladed lightsaber of your own custom color and design. In case you don’t know what a lightsaber is, it’s essentially just a metal cylinder that can project a blade of solid plasma capable of cutting through almost anything.
    • The Black Jenny
      • CR90 Skin for the Black Jenny [100/-600/1000]: The CR90’s are a series of light cruisers. Perhaps the most famous of them is the Tantive IV, Bail and Leia Organa’s ship. At 126 meters long, it is almost 1/3rd the actual length of the Black Jenny’s 380 meter hull.
  • Legacy Character [+0]: You may only pick this option if you have already played through the KotOR JumpChain. Where previously Clone Wars and KotOR where separate from each other, they now occur in the same time-line. Your actions and history from KotOR will carry over to this jump, and depending on exactly what you did, you may find yourself in a world completely unrecognizable from the original Clone Wars.
  • The Prequel Trilogy [+0]: Instead of remaining here for the duration of the Clone Wars you’ll now have to go through the entire series of events witnessed in the prequels. You arrive at your starting location on the 1st day of the invasion of Naboo and leave on the date that Luke & Leia Skywalker are supposed to be born. (Effectively May 19th of 32 BBY to May 22nd of 19 BBY.)
  • Movie Marathon [+0]: Precede directly to the Star Wars – Original Trilogy JumpChain.
  • Yousa Gonna Die! [+600/1050/1600]: Jar Jar Binks is now Darth Cerebris, the dark lord of mind control and deception. He is secretly manipulating Palpatine and the Jedi so that he can take over the galaxy and turn every living being into his brainwashed puppet. Jar Jar’s knowledge and strength in the Force surpasses that of Darth Sidious, and he is skilled enough in Lightsaber combat that he could easily defeat the entire Jedi council simultaneously. Defeating this opponent is very likely impossible, he’s easily capable of controlling giant monsters and manipulating the thoughts of the entire Galactic Senate, even if you offered to join or serve him he would still turn you into a mindless slave.
  • Force Conduit [Free with 2x Star Wars Jumps]
    • After completing any two Star Wars jumps you will gain the ability to grant living things in other universes a connection to the Force. You will have full control over who and what becomes Force sensitive and you can grant powers to either a few individuals or an entire universe if you so choose.
    • Force Sensitives
      • The Force Sensitives you create can start anywhere from beginner to padawan in terms of strength and skill, you’ll have full control over how well they’re initially able to use the Force and wield a lightsaber. With study and training these individuals will be able to improve themselves potentially becoming just as powerful as you are, or perhaps even more so.
      • You’re free to decide whether or not the people you grant Force Powers to gain Midi-chlorians as well.
    • Lightsabers & Lightsaber Crystals
      • Unless something in the jump overrides it these things will always behave the way they’re supposed to. I.E, lightsabers will cut through people, creatures and pretty much anything else in one swipe. The only things powerful enough to block or completely no-sell lightsabers are energy shields, particle shields, and certain unique materials know to resist incredible amounts and heat and energy. Lightsabers can still break through shields with damage absorption limits.
      • After becoming a conduit of the Force you’ll be able to create synthetic lightsaber crystals in other universes and allow them to grow in caves with strong magical or spiritual connections.
      • People you grant Force powers to will also be able to create lightsaber crystals.
    • The Darkside
      • You and anyone you grant Force sensitivity can always fall to/embrace the darkside of the Force. Willpower and anti-corruption perks will obviously mitigate this danger, and perhaps even eliminate it entirely, but purposefully acting evil or indulging in negative emotions will increase the allure of the darkside.
    • Force Sensitivity and maximum potential of Force Powers
      • The first time you gain Force Sensitivity you’ll be equal to Ahsoka from The Clone Wars in terms of strength and skill. This is before selecting any additional powers or skills. A second acquisition will double the raw strength of your Force powers and a third will increase them by one-half.
      • Regardless of whether or not you acquire Force Sensitivity multiple times you will be able to improve your abilities through study and training to become the equal of some of the greatest Force users ever. With just a few years of practice you could become the equal of Bastila or Asajj Ventress, spend decades improving your powers and you’ll be able to match the likes of Revan, Dooku or Mace Windu, and after dedicating an entire lifetime to learning the ways of the Force you could become a master equal to Yoda, Sidious or Kreia. You may also be able to reach the level of unique individuals like Starkiller, Nihilus or Luke but it could take centuries of concentrated study into the Force.
      • Neither you nor anyone you grant Force Powers to will be able to surpass the feats depicted in the cannon or EU.
      • The only way to become as powerful as The Ones or Abeloth is by using the same methods they did. This NOT recommended however since it WILL drive you insane and transform you into an abomination.
    • Force Magic
      • Sith Sorcery, Sith Alchemy and Dathomirian Sorcery can be learned and will function in other jumps.
    • Repurchasing Force Powers
      • Buying a Force Power more than once will increase you skill with that specific power. After every additional purchase you will learn new and innovative ways to use your rebought abilities, you will also find your control over them improved as well. Each skill increase is equal to five years worth of practice.
  • Ahab‘s Auto-Import [X]: Force Sensitive Gen’Dai
    • Gen’Dai [Free]: Nearly indestructible living nerve clusters. The insane bounty hunter Durge is a member of this species.
    • Force Sensitive [Free]: You were born with a strong connection to the force. Whether you were taken by the Jedi, a dark Jedi, or followed your own path is up to you.
    • Melee Training [Free for Force Sensitive]: Bladed and Blunt Weapons Skills.
    • Starting Powers [Free]: Basic Force powers that come naturally to every Force user. (Telepathy, Telekinesis, Force empathy, Force speed, Farsight, Force stealth, Force sight and Mind trick.)
    • Comprehend Speech [Free Pick]: The ability to understand any complex language you hear. This power will not allow you to understand primitive languages, such as anything spoken by by tribal or isolated peoples, and you will not automatically learn how to speak the language you hear.
    • Battlemind [Free Pick]: A Force power that will allow you to augment your morale and fighting spirit in order to overcome the stress and fatigue of battle. Whenever this power is activated, you will be able to fight with a completely renewed passion.
    • Doppelganger [Free Pick]: The power to create a perfect illusion of yourself. You can move the illusion around remotely perceive everything it experiences as if you yourself were there. The doppelganger is able to be perceived by both living beings and droids. If the doppelganger is attacked it will be dispelled.
    • Battle Armor [Free Gen’Dai]: Advanced heavy armor. People looking at you will clearly see that you’re wearing armor. Protects your entire body but difficult to see and move in.
  • Joy‘s Auto-Import [X]: Force Sensitive Clawdite
    • Clawdite [Free]: Shapeshifters. Zam Wesell is a member of this species.
    • Force Sensitive [Free]: You were born with a strong connection to the force. Whether you were taken by the Jedi, a dark Jedi, or followed your own path is up to you.
    • Melee Training [Free for Force Sensitive]: Bladed and Blunt Weapons Skills.
    • Starting Powers [Free]: Basic Force powers that come naturally to every Force user. (Telepathy, Telekinesis, Force empathy, Force speed, Farsight, Force stealth, Force sight and Mind trick.)
    • Comprehend Speech [Free Pick]: The ability to understand any complex language you hear. This power will not allow you to understand primitive languages, such as anything spoken by by tribal or isolated peoples, and you will not automatically learn how to speak the language you hear.
    • Psychometry [Free Pick]: A mental technique that will allow you to pick up impressions and traces of information about an object touched and the events that have surrounded it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced.
    • Plant Surge [Free Pick]: A light side Force power that can be used to accelerate a plants growth and improve its health. In battle, this ability can be used manipulate existing plants to incredible extremes, allowing you to do things like wrap opponents with vines, and control carnivorous plants. Attempting to use this power while connected to the dark side will cause the plants you’re manipulating to quickly wither and die.

Jump #57 – Star Wars: Original Trilogy

  • Name: Princess Sarbucca Organa
  • Location: Mos Eisley, Tatooine. A wretched hive of scum and villainy. The desert planet of Tatooine is full of countless gangsters and criminals but Mos Eisley is home to the worst of them, you could easily get away with anything from prejudice to murder in broad daylight so long as you don’t piss off anyone to powerful. There’s a spaceport here if ever have the need or desire to leave and if you’re looking for a crew you can find plenty of talented individuals over at the bar. The rest of tatooine is dotted with farms and settlements of various sizes as well as a few criminal strongholds, the most notable of which is Jabba the Hutt’s palace. Criminals are not the only dangers that inhabit this world, Jawas will quickly steal any abandoned vehicle or unattended droid they find, Tusken Raiders will viciously attack anyone they see and environmental hazards such as sarlaccs can easily kill those foolish enough to wander near them.
  • Age: 14 Years old
  • Total Runtime: 10 Years + 13,332.11 Years = 13,342.11 Years
  • Gender: Female Wookie
  • Log: We Are Altogether
  • World #: 51
  • Unfinished Business?: Thrawn? First Order? Eh. Not my problem. Might have forgotten to break up with Ahsoka
  • Document

Jump 57 - ST TOT

  • Wookie: Tall, powerful, bear-like humanoids completely covered in hair. Wookiees can live for several hundred years and are some of the strongest and most loyal individuals in the entire galaxy. They’re know to pledge their eternal loyalty to those who save their lives and rip a human’s arms off when they’re angry. Their sharp retractable claws allow them to quickly climb trees and slice through flesh, and with their sharp fangs and powerful jaws they can easily bite through tough scales. Wookiees may understand most alien languages but they can only speak their own. Currently the majority of wookiees are slaves to the Empire, but a few have managed to escape their conquered homeworld and find a new place in the galaxy where they can be free.
    • Soldier: During the initial rise of the Galactic Empire your homeworld, in an effort to maintain some of its autonomy, decide to form its own militia. The small but impressive force became heroes to the local populace and you eventually joined them once you became old enough. For years you helped defend your home from countless threats such as pirates or wild animals, but once the Empire started exerting more control over your home planet they forced the militia to disband leaving you with no other option but to become a mercenary. Your skills have brought you a lot of success as a soldier for hire, but fighting without a cause has left you somewhat depressed. Recently you’ve heard rumors about a rebellion that intends to start a war with the Galactic Empire, maybe it’s finally time you re-enlist with a real army? Your experience as a soldier has taught you how to handle a wide variety of vehicles and given you enough first-aid knowledge to treat minor injuries.
    • Bonus History – Force Sensitive: In this universe there is a mystical power that binds and penetrates every living being. This power, known as the Force, can be harnessed and wielded by a small percentage of people in the galaxy to give them incredible abilities. Telepathy, telekinesis and precognition are just some of the powers Force users can wield, but despite their unique gifts these people can still be killed. As a Force sensitive there are many people in the galaxy who will want you either dead or under their control. The Galactic Empire is hunting down Force sensitives to either kill or conscript and there are countless criminals who would pay handsomely for one of these rare individuals. Your background will also influence how people react to your gifts, a spy may find himself being offered a position in the Imperial Inquisition while a soldier could catch the attention of a rogue Jedi helping the fledgling Rebel Alliance.
  • Near Human – Chiss {Additional Form Purchased, no Background Value}: The Chiss’ shape, features, and dimensions were greatly similar to those of humans. Their skin, however, was blue, their hair a shimmering blue-black, and their eyes a glowing red.  Besides their coloration, Chiss eyes were a bit better than those of humans, their visible spectrum edging a bit into the infrared range. Additionally, their hearing was also keener.
  • A Bit too Close: You’re very lucky at avoiding harm during combat. You’ll often dodge at just the right moment, see your enemies miss when they get the drop on you and narrowly escape the blast radius of massive explosions. Keep in mind though, this is just luck so it won’t work all the time and it will require actual effort on your part to even do anything.
  • I Think It’s Time I Finally Told You That Story…: Anytime you tell a story about one of the battles you’ve fought in you can choose to allow your listeners to fall asleep and enter a perfect recreation of the battle in their dreams. Your listeners will find themselves taking part in the battle as if they were soldiers for one of the factions that took part in the fight, fully trained and equipped in a role of their choice. The dream will end once the battle has been concluded or something interrupts your story. You may relive battles yourself but you’ll have to keep reciting your story in your mind or else the dream will collapse. Anyone who dies in the dream will respawn at a predetermined location after a few seconds. During your retelling the battle will try to follow what actually happened, even if you purposely mistell the story, however you and your listeners can change things with enough effort. After everyone has awoken from the dream they will remember everything that happened during the battle but they will not retain any new skills or experience any trauma from combat.
  • A Command Post Has Fallen!: You possess a supernatural awareness of the battlefield. You’ll know the exact number of troops each side has during a battle, who’s responsible for each kill, and the precise location of your current objective. You can also immediately identify places of strategic importance and know when those places are under attack.
  • You Will Join The Right Side: Sometimes the best way to defeat your enemy is to make them into your friend. You can discover information about individuals you’ve repeatedly fought against that will allow you to persuade or blackmail them over to your side. Initially these people won’t completely trust you and can even be converted back to their original side, but if you manage to befriend, seduce, or genuinely make them believe in your goals they will remain completely loyal to you.
  • Force Powers: The following are the basic force powers, all of which I have acquired three times, giving them triple strength and what amounts to an extra decade of experimentation and training, as well as vast insight into how they function and different tricks and variations that can be done with them.
    • Telepathy: You can communicate across long distances with your mind. Initially you’ll only be able to send short mental messages to nearby individuals but with training you can learn how to send longer messages over greater distances. Some Jedi and Sith have been able to send their thoughts across thousands of light years to people they’re familiar with.
    • Telekinesis: Manipulate objects and living beings with your mind! You can lift small objects at a distance and push people away with blasts of telekinetic force. Your psychic powers will grow with training and at their height you could lift & throw starships or telekinetically fight with several lightsabers at once. You can also use this ability on yourself to jump higher and fall at much slower speeds, you may even be able to levitate a few meters off the ground if you train long enough.
    • Force Empathy: You can sense the emotions of nearby people and creatures. If you train to improve this ability you’ll be able to sense emotions at a greater distance and with better accuracy. Jedi commonly used this power to determine if someone was lying to them.
    • Force Speed: You can use the Force to slow down your perception of time and move at supernatural speeds. Initially you’ll only be able move in short bursts of speed and give yourself a few extra seconds to process attacks but eventually you could move so fast that your movements would be blurred to both people and machines.
    • Farsight: A Force power that allows you to see events from the future, the past, and the present. Most often this ability will act as a danger sense, warning you of distant and nearby threats against both you and those you care about. On rare occasions you will also receive visions of the past or future that can provide you with important information. However, these visions are almost always clouded, incomplete or obscure so be careful if you decide to take advice from them. During combat this power will help you foresee where an attack will land, allowing you to either block, deflect or avoid it. With enough training you could make yourself virtually untouchable, but overwhelming numbers or a surprise attack can still surpass this ability.
    • Force Stealth: You can hide your presence in the Force and make yourself less noticeable in crowds. Even on a world with few people or animals other Force users would have a hard time locating someone using this ability and if you were to hid yourself on a planet on a planet like Coruscant it’d be impossible for anyone to detect you amongst the countless other inhabitants. If you decide to train this ability you’ll eventually learn how to mask your true strength and alert specific individuals to your presence.
    • Force Sight: Improves your visual and spiritual perception and allows you to see through obstacles. Initially you’ll only be able to see in the dark but with enough training this ability can allow you to look through walls and see past illusions. Master’s of this ability have used it to completely replace their sight after going blind.
    • Mind Trick: A Force power that allows you to influence the thoughts of sentient creatures. With just a wave of your hand you can get weak-willed or simple-minded individuals to obey simple commands such as “let me pass,” or “I don’t have to pay.” However people with strong wills or the ability to resist mental influence can overcome this power. With training you could use this ability to create illusions or cripple others with fear.
  • Energy Slingshot: A small wrist-mounted weapon that fires energized projectiles. So long as this weapon has power It can fire an unlimited amount of bolts but the projectiles are only strong enough to temporarily stun unarmored individuals.
  • Signature Outfit: Just like Luke’s black robes or Han’s shirt and vest, this outfit will set you apart from every other inhabitant of the galaxy far far away. While these threads may look stylish don’t expect them to provide much protection.
  • Slave Outfit: Whether this is a relic from a time you’d rather forget or just something you had tailored to fulfill some secret desire you can be sure that no one will ever forget seeing you in this highly revealing getup.
  • Hangar Bay: Whether it looks like the dark sterile docks of the Death Star or the crumbling stone structure were Luke first saw the Millennium Falcon this will be the place where you can always safely store your ship. There isn’t much to look at here aside from a few cleaning and refueling hoses, and maybe some crates or decorations, but there’s plenty of space to walk around your ship and conduct repairs or modifications.
  • Meditation Chamber: Your own private space where you can focus your mind and calm your spirit. These rooms are mainly used by Force sensitives to improve their powers and better their connection to the Force but normal people can use them as well for spiritual exploration, or napping.
  • 74-Z Speeder Bike: Also know as the Imperial speeder bike, this repulsorlift speeder is commonly used for reconnaissance and rapid transportation in combat zones. It’s capable of traveling up to 500 kph and can carry two people. The blaster cannon mounted on the front also makes this a powerful military vehicle. Additional features include a built-in comlink, a comlink jammer and terrain sensor that makes it possible to navigate hazardous environments at high speeds.
  • Training Remote: A cute little droid designed for weapons practice. Depending on the difficulty setting this thing can either levitate in place or deftly avoid your attacks and it’s stun blaster can go from inflicting light stings to severe burns. These droids are primarily designed for target practice but Jedi and other Force sensitives have used them for lightsaber training. I shall name it Isaac!
  • Companion Import: You can make up to eight of your current companions inhabitants of this world, granting them a Drop-In, Bounty Hunter, Soldier or Spy background as well as a human, twi’lek, bothan, rodian or near-human body for free. If you spend any amount from 50–400 on this option you can grant each imported companion double the amount of cp you spent, so that they may purchase perks, items, weapons, gear, vehicles and bonus histories. Companions do not gain their own starship and cannot purchase any companion options or drawbacks. Companions will only gain the free items, perks and discounts given by their backgrounds if you spend cp on imports, otherwise they will only benefit from their new memories and a new form.
    • AJ: ‘Vekkin Nas’, an Umbaran Spy
      • Spy
      • Umbaran
      • What You Can’t See Can Hurt You [Free]
      • I’ve Altered the Deal [100/700]
      • You Will Join the Right Side [200/500]
      • We Have Ways of Making You Talk [300/200]
      • Voice Scrambler [Free]
      • Disguises [Free]
      • Bowcaster [200/0]
      • Signature Outfit [Free]
      • Slave Outfit [Free]
    • Francine: ‘Fon Du’, a Dathomiri Bounty Hunter
      • Bounty Hunter
      • Dathomiri
      • I don’t Come Cheap [Free]
      • Didn’t He Say No Disintegrations [200/600]
      • Nowhere to Hide [300/300]
      • Electrobinoculars [Free]
      • E-11 Sniper Rifle [Free]
      • TIE Interceptor [200/100]
      • Mandalorian Armor [100/0]
      • Signature Outfit [Free]
      • Slave Outfit [Free]
    • Petra: ‘RK-1’, A Spy-Droid
      • Spy
      • Droid [200]
        • Remote Chassis [Free]
        • Sensor Module [Free]
        • Vocabulator Basic [Free]
        • Personal Shield [Free]
        • Bubble Shield [100/300]
        • Blaster [Free]
        • Voice Modulator [100/200]
        • Enhanced Optics [200/0]
      • What You Can’t See Can Hurt You [Free]
      • I’ve Altered the Deal [100/700]
      • We Have Ways of Making You Talk [300/400]
      • Voice Scrambler [Free]
      • Disguises [Free]
      • Signature Outfit [Free]
      • Slave Outfit [Free]
    • RayRay: ‘Rodak Ro’, a Rodian Drop-In
      • Drop-In
      • Rodian
      • Less than 12 Parsecs [50/750]
      • Declaration of Rebellion [600/150]
      • Bantha Milk [50/100]
      • 74-Z Speeder Bike [100/0]
      • Signature Outfit [Free]
      • Slave Outfit [Free]
    • Dyna: ‘Sala Dyn’, a Zeltron Spy
      • Spy
      • Zeltron
      • What You Can’t See Can Hurt You [Free]
      • We Have Ways of Making You Talk [300/500]
      • For the Alliance [100/400]
      • Voice Scrambler [Free]
      • Disguises [Free]
      • A-Wing Starfighter [200/200]
      • Incinerator [100/100]
      • 74-Z Speeder Bike [100/0]
      • Signature Outfit [Free]
      • Slave Outfit [Free]
    • Kendra: ‘Thrimp’, a Chiss Drop-In
      • Drop-In
      • Chiss
      • Less than 12 Parsecs [50/750]
      • Who Made you a General [300/450]
      • I’ve got a Bad Feeling About This [200/250]
      • Can’t We Convince you to Stay? [100/150]
      • Cycler Rifle [50/100]
      • 74-Z Speeder Bike [100/0]
      • Signature Outfit [Free]
      • Slave Outfit [Free]
    • Toph: ‘Mesac’, An Icarii  Bounty Hunter
      • Bounty Hunter
      • Icarii
      • I don’t Come Cheap [Free]
      • He’s Dead Right? [100/700]
      • Nowhere to Hide [300/400]
      • Rebel Spies and Traitors [400/0]
      • Electrobinoculars [Free]
      • CR-1 Blaster Cannon [Free]
      • Signature Outfit [Free]
      • Slave Outfit [Free]
    • Cirno: ‘Martini’, A Jawa Spy
      • Spy [F]
      • Jawa [50]
      • What You Can’t See Can Hurt You [Free]
      • I’ve Altered the Deal [100/700]
      • You Will Join the Right Side [200/500]
      • We Have Ways of Making You Talk [300/200]
      • They Have to Rescue You [200/0]
      • Voice Scrambler [Free]
      • Disguises [Free]
      • Signature Outfit [Free]
      • Slave Outfit [Free]
  • Return of the Jumper [+0]: If you’ve already been to the Star Wars: Clone Wars jump you may choose this drawback to allow whatever changes you made in that timeline to carry over to this jump. Your age will be automatically set to 14 if you picked a background with memories but if you picked Drop-In you may either keep the age you rolled or start at the age you’re supposed to be after leaving the Clone Wars jump. (I.E, if you were 30 at the end of Clone Wars you’d be 44 at the beginning of Original Trilogy.)
  • Super HD Remaster [+200/-400/1200]: …Wait, why does Obi-Wan look like a slightly older Ewan McGregor? Why is everything exploding much more violently? And since when could R2 fly or take down Stormtroopers on his own? Oh no, it looks like everything has been updated to make “improvements” over the original content that everyone fell in love with. Audio and visual upgrades have made everything slightly more dangerous and you won’t be able to predict how certain key scenes will play out anymore because some idiot has edited the script. Not even new content is safe, every work of Star Wars media you experience in this jump will be different from its published form. These changes will annoy you and you’ll feel a strong urge to point out any you see regardless of what’s going on at the moment, people will think you’re insane when you do this.
  • Haunted [+200/-200/1400]: An ancient Sith spirit has mistaken you for his old mortal enemy. He will follow you around wherever you go attempting to drive you insane. He’ll use illusions to make you see and hear things that’ll mess with your emotions and whenever you’re in public he’ll try to distract you or interrupt your conversations. You’re the only one who can see or hear him and no matter what you do you can’t get rid of him.
  • Frozen Work of Art [+300/0/1600]: Well this is interesting, somehow you’ve been trapped in a block of carbonite and sold to a major hutt crimelord. Fortunately the block you’re stuck in has been programed to thaw after five years and it’s been specially designed to ensure that you won’t suffer from any of the typical effects of long-term carbonite freezing once you’re finally released. You will be fully aware of everything that’s going on while you’re frozen but any attempts to escape or use any powers you may possess will fail. Additionally if you have any companions they will remain frozen alongside you, however unlike you they will have the luxury of being unaware of their imprisonment. Once you’re unfrozen you’ll have to escape your captors palace, it shouldn’t be hard, he only has about a hundred combat droid guards and few rancors.
  • The Betrayal [+200/0/1600] {Unofficial}: One of your companions, unbeknownst to you, has been swayed to the darkside and is now secretly a Dark Lord of the Sith. Thanks to their all concealing outfit, you will not realize it is them until they choose to reveal it, which will happen at the most dramatic and psychologically agonizing moment possible. Their power in the force and Jedi / Sith arts is the equal of your own.
  • Ahab‘s Auto-Import [X]: ‘Phantom Pain’, A Bounty Hunter Droid
    • Droid
      • Humanoid Chassis [Free]
      • Vocabulator Upgrade [Free]
      • Translator [Free]
    • Bounty Hunter
    • I don’t Come Cheap [Free]
    • Electrobinoculars [Free]
    • DL-44 Blaster Pistol [Free]
    • Signature Outfit [Free]
    • Slave Outfit [Free]
  • Joy‘s Auto-Import [X]: ‘Slepa’, a Royal Vorzydiak Force Sensitive
    • Royalty
    • Force Sensitive
    • Vorzydiak
    • For The Alliance! [Free]
    • 100,000 Credits [Free]
    • Throne Room [Free]
    • Signature Outfit [Free]
    • Slave Outfit [Free]
    • Starting Powers [Free]

Jump #58 – Dresden Files

  • Name: Shoftiel, The Judge of God
  • Location: Las Vegas – Everyone’s heard of Vegas, although it’s not all glitz, pyramids, and buffets. There’s a reason it’s called the Sin City, and it’s not because of the vice and hookers. Beneath the tourism and the shine, there’s something swimming through the city, something which has led to it becoming the transient, emotionally-empty place it’s wound up as. Something which keeps the supernatural factions a fractious mix of competing interests rather than letting any one rise to the top, and which has been silently encouraging and feeding on the corruption which has always festered here. Tread with a lot of caution if you wind up here.
  • Age: Meaningless 
  • Total Runtime: 75.1 Years + 13,342.11 Years = 13,417 Years
  • Gender: Female Outsider
  • Log: The Price of Betrayal
  • World #: 53
  • Unfinished Business?: Apocalypse When?
  • Document

9490a274566ae487b5e78471168f6961

  • Outsider Background [Free]: It’s kind of nice to just be yourself sometimes, and when you get right down to it, you technically do hail from beyond the Outer Gates. So that’s exactly how you’re coming here: One moment you were in some other world, the next some certifiably insane wizard calls you up, then dies on the spot due to underestimating the energies he was dealing with. You’re in the exact same body you left with, the exact same mind, and nothing of value except a burned-out laboratory, the former owner’s cooling corpse, and a sneaking suspicion that maybe you shouldn’t tell anyone this story any time soon.
  • Stars and Stones [200/800/1000]: The Outsiders don’t just refuse to play the rules, they break them, permanently. You’ve inherited this ability of theirs, and now you’re able to let those around you slip the bonds of otherwise-inviolate supernatural laws. I’m not just talking magical contracts or compulsions, either – you can allow a creature to go against its fundamental nature. A vampire could be free of its hunger, a fairy could lie, and a Foo Dog could betray its family with your help. Only two restrictions – you can’t remove a vulnerability, and you can’t use this ability on yourself. You especially can’t use it to eliminate said restrictions, so nice try.
  • Empty Night [400/400/1000]: There are a lot of creatures out there that resist magic. Try to hit them with a spell, and it feels like it’s being ground out. When someone uses magic against you, though, all they hit is a hungry void – a void that devours any spell cast on you, leaving nothing behind. Doesn’t matter if it’s thaumaturgy, evocation, or some other kind of magic entirely, the moment it hits you, it’s gone. One catch – it only protects you from direct magical effects, which means a smart wizard can get around it indirectly. Seems obvious enough, but you’d be surprised what counts as indirect – Lord Raith sure was.
  • The Jumper Files [Free Outsider]: It’s a box of empty file folders. Didn’t see that one coming, did you? Of course, that’s not how it’s going to stay forever. Any time you do something majorly noteworthy, one of these folders will start to fill itself in, generally with pages written in your own hand but sometimes scraps, photographs, and other interesting things. It’s nothing you couldn’t have filled in yourself, but when it’s done, it’ll be a complete record of your cases, start to finish. Can either be written as if it were your own autobiography, or from your perspective but ghostwritten by Jim B… er… Harry Dresden.
  • Best Ale in Chicago [100/300/1000]: For the connoisseur in all of us, this is a six-pack of McAnally’s Ale, a microbrewed miracle known to make even people who can’t stand beer stop, take note, and go “Ah” with perfect understanding. The day after you drink one, the empty bottle will be gone, and a new one will be in its place, unopened and waiting for you. You also get a single bottle from Mac’s private stash, but you might want to be careful with this one, since it’s the sort of thing that can ruin a man for other beers. Yeah, you’ll also get a replacement every day. Try not to brag too hard.
  • Blood, Mind, and Heart [400/-100/1000]: (Magic Source) If you want to understand the Warden’s zero tolerance policy on Warlocks, you don’t need to look any further for an justification than Heinrich Kemmler. So much bad news they had to kill him at least twice to make it stick, his books on necromancy are still considered the definitive primer for anyone who really wants to get their head chopped off by the Wardens. You’ve now come by his three-volume primer, which contains more than enough real necromancy to make you into a seriously scary customer. It doesn’t include his fourth book, which had a much more limited printing, but if you study real hard you might be able to join the race for it in a year or two.
  • Supporting Cast [300/-400/1000]: Got some people you’d like to bring along, but don’t want to waste the time bringing them up to speed? How about taking someone you’ve been friends with along for the ride? For 100 CP, you can import a single Companion, giving them a background up to 200 CP, as well as the free ability associated with that background, one but not both of their 300 CP ones, and one additional 100 CP ability if the background you chose was 100 CP or less. For those of you who’d prefer to buy in bulk, you can spend 200 CP to grab a trio instead, and for 300, you can have a full fellowship of eight.
    • Bart:
      • Practitioner – Wizard
      • Magic 101
      • The Sight
      • Wizard Tricks
      • Clued In
      • Power to Burn
    • Ziggy:
      • Mortal
      • Day Job (Police Dog… yes he’s still a ferret, it says even if it doesn’t make any sense)
      • Tiny but Fierce
      • Unwholesomely Good-Looking
    • Cirno:
      • Faerie – Serious Business
      • Creature Features (Svartalfar Technologist)
      • Glamorous Unseelie Magic
    • Kendra:
      • Mortal
      • Day Job (Police)
      • Suuuuuper Genius
      • Glamorous
    • Caine:
      • Faerie – Rank & File
      • Creature Features (Dullahan)
      • Glamorous
      • Day Job (Mayor of Chicago)
      • Consummate Rule’s Lawyer
    • Velma:
      • Practitioner – Wizard
      • Magic 101
      • The Sight
      • Wizard Tricks
      • Clued In
      • Refined Spellcasting
    • Franky:
      • Practitioner – Sorcerer
      • Magic 101
      • The Sight
      • Clued In
      • Power to Burn
      • Unwholesomely Good-Looking
    • Mini:
      • White Court Vampire Homeless (Triumph)
      • Emotional Vampire
      • Unwholesomely Good-Looking
      • Just One Sip
  • Dogasaurus Rex [200/-600/1000]: Also called a Temple Dog, this gray behemoth is bigger than some bears and much better company. One of the rare few who inherited the full power of their Foo Dog ancestry, your new pet has a bevy of impressive abilities ranging from an alarm-like bark which can wake the dead, a nose more trustworthy than a bloodhound when it comes to supernatural threats, and a holy aura empowered by their home’s Threshold which lets them chow down on hostile spirits. They’re also tough as nails, smarter than most humans, and the kind of personality truly deserving of the name “Man’s best friend.” Seriously, best dog ever.
    •  Soffi, Beast Puppy of Armageddon. Likes tacos.
  • Big Old Apocalyptic Trilogy [+600/0/1600]: Hope you’re having a good time here, because if you pick this drawback, you’re going to be here for the long haul. Instead of leaving after ten years, you can expect to be here for at least fifteen years, and possibly a whole lot more. Long haul means until the story ends and the epilogue begins, and since that’s not going to be written for at least a few years back on your Earth, you can expect the timeline and the events to be as big a surprise to you as it is for everyone else on this side of the Outer Gates. The only thing you can count on for sure is that it’s gonna be a doozy.
  • Ahab‘s Auto-Import [X]:
    • Practitioner-Wizard
    • Magic 101
    • The Sight
    • Wizard Tricks
    • Clued-In
    • Best Ale in Chicago (6pack)
  • Joy‘s Auto-Import [X]:
    • White Court Vampire – Raith (Lust)
    • Emotional Vampire
    • Unwholesomely Good-Looking
    • Raith Contingency Card

Jump #59 – Dishonored

  • Name: SJ-Chan, The Assassin of Dunwall (for reals)
  • Location: Dunwall, where else?
  • Age: 22
  • Total Runtime: 5 Months + 13,417 Years = 13,417.5 Years
  • Gender: Female Pawn of Fate
  • Log: It has been 10 Days Since the Last Fatal Stabbing
  • World #: 54
  • Unfinished Business?: Might have angered the Outsider by refusing to play his game
  • Document

Jump 54 - Dishonored

  • The Mark of the Outsider
    • Blink I [Free]: Instant (and silent) teleportation, lightly draining, but slowly recharges. Up to 10m forwards and 5m upwards in any direction.
    • Blink II [3/22/25]: Range is doubled, time stops for three seconds while you pick a destination. Personal temporal acceleration for 3 subjective seconds.
    • Dark Vision I [1/21/25]: See through walls, visible range is halved, lightly draining over time. Can see through objects and walls to spot living beings, highlighted in yellow. Shows sight cones.
    • Dark Vision II [2/19/25]: Machinery is highlighted in blue, weapons and items of interest are highlighted in green.
    • Bend Time I [2/17/25]: Slows time, very draining. Time is slowed by half for about 12 seconds.
    • Vitality I [1/16/25]: Your Health is improved, allowing you to take more damage.
    • Arcane Bond [10/6/25]: You can grant a lesser version of the Outsider’s Mark to other people. Those marked in this way cannot upgrade their lesser Marks with Runes. Extremely draining. Those granted the Mark received the equivalent of Blink I & II and Vitality I, plus immunity to Bend Time.
    • Summon Assassin II [6/6/25]: Requires Arcane Bond I, allows you to summon others you have Marked to your side. Moderately draining. Summon only works within the same Universe. Allows you to summon up to five people you have Marked to your side. They will be equipped with any weapons and armor they own. You may choose which people.
  • Watch Affinity [Free]: ​These are the bodies who have served to guard both the Empire of the Isles and its Emperor or Empress for generations. Every generation, the Emperor or Empress selects a Lord Protector, a personal bodyguard granted wide political power and authority. The most recent of these was Corvo Attano, that is, before he seemingly killed the one he was appointed to protect. With the situation being what it is, the Guard has descended into corruption and crime itself.
  • Respect the Badge [Free]: ​Something about you makes you more likeable and trustworthy to civilians. So long as you’ve done nothing to convince them otherwise, the average joe will trust you enough to do what you say when you’re acting from a position of authority. Need to evacuate a building? Stand on a desk and start shouting orders. With you in charge of the situation, they’ll feel safe.
  • Whirlwind [200/300/500]: ​Agility unmatched and skill with weapons unrivaled by anyone else in Dunwall with the exception of Corvo or Daud. You are now ambidextrous, capable of shooting with nigh­ perfect accuracy, swinging a sword flawlessly, or both at the same time. Shoot a crossbow bolt into the eye of a man ten feet away while holding off three swordsmen with naught but a steak knife? Why not?
  • Stronger Soul x26 (50 each) [1300/-1000/500]: ​The powers of the Outsider’s Mark draw from your mind and soul, and can be extremely taxing if used en masse without stopping for an extended rest. This perk can be purchased multiple times, each purchase granting your mind and soul more resistance against the debilitating effects of the Mark, and allowing you to use its powers more before you’re too drained to continue using them.
  • And Then There Were None [300/-1300/500]:​ When seeking to take down a group, you can sense whom amongst its ranks is the easiest target. The Watchman that’s stumbling around in a drunken stupor. The gang member that’s coming down with the Plague. You can seek out the weakest link and know the best way to remove him or her without alerting the rest. In this way you are extremely adept at picking off members of a group one by one until only one remains, the last man standing. This will not always work, the more savvy and well trained the targets are the more likely they are to realize what you’re doing and form ranks to avoid being picked off.
  • Shadow Walker [100/-1400/500]: ​You take to the shadows as if you were born from them. When attempting to sneak around someone, or avoid detection, you know almost instinctively where to hide and the best path to move such that they will never see you coming or going.
  • Basic Kit [Free]: ​You get a sword and whale oil powered pistol. They’re not very impressive but they work. Comes with ten bullets, a nice coat, and a face mask to keep away germs. No the face mask doesn’t actually prevent you from catching the plague.
  • Coinage [Free]: 1,000 coins, freshly made.
  • Bone Charm [50/-1450/500]: Charms are mystical objects carved from the bones of whales. For other people, they will only bring bad luck and misfortune, but for you they work as intended. You get to pick one of any of the charms for free, but must pay for more.
    • Spiritual Pool: Slightly faster mana regeneration.
    • Blood Ox Heart: 20% increase to maximum mana.
  • Potions Bag [50/-1500/500]: A bag that contains 3 of Sokolov’s elixir and Piero’s spiritual remedy each. The elixirs heal the body while the remedies heal the mind. Replenishes weekly.
  • The Heart [100/-1600/500]: ​A copy of the one given to Corvo by the outsider. Like the original, it will beat fast when pointed at supernatural objects. Squeezing it causes it to whispers secret of the area you’re in into your mind. If it’s pointed at someone while squeezed, it will reveal their secrets to you.
  • Overseer music box [100/-1700/500]:​ This musicbox when played will disrupt the magical abilities of those Marked by the Outsider. Since that includes you as a bonus it won’t affect you now. On future jumps, when played will disrupt the concentration of those who use magic, causing them to mess up. Effects end when the music box is no longer played.
  • Dreary [+100/-1600/600]: The Sun never shines in this empire. It’s always raining twenty four hours, seven days a week. Hope you have an umbrella.
  • Noisy [+100/-1500/700]: ​It seems that every shoe you wear are tap shoes, every door creaks, and your armor is noisy. Going to be a bit hard to sneak around.
  • Public Enemy [+200/-1300/900]: ​The Abbey has noticed your arrival, and has informed everyone about you. Expect the Watch to attack you on sight, and citizens will run to them to report you. If you do get reported, expect several guards to pop up out of nowhere to come down on you.
  • Bottle Street Woes [+200/-1100/1100]: ​The Gang just doesn’t like you, maybe Grimjaw has it out for you. Who knows? The gangers will attack you on sight and cause trouble in any areas you are seen frequenting. If you wipe them out, expect a new gang to pop up within a month that will have a grudge with you.
  • Assassination Target [+300/-800/1400]: Someone, somewhere really doesn’t like you. So they hired the Whalers to make sure you die. They will send the novice assassins to kill you. Then the master ones like Billie Lurk. Eventually Daud himself will attempt to kill you. Beware, there’s a lot more to assassination then running up to someone and stabbing them. If you do manage to kill Daud, expect the Whalers to keep going after you.
  • Delilah [+400/-400/1800]: ​You’ve gathered the attention of the witch Delilah Copperspoon, now she wants your body. At some point in the first year she’s going to attempt a ritual to extract your mind from it. If she succeeds she’s going to take your place in the Jumpchain while you get sent home. Best to find her and kill her quickly before that happens. No matter how you do it, she’ll be back within a year to try again. On the bright side you’ll know when she tries to do the ritual a couple of days beforehand.
  • Granny Rags [+400/0/2200]:​ Vera Moray, former aristocrat now blind and poor, is after you. Perhaps she thinks you would be tasty. It doesn’t matter, the woman is after you. Expects swarms of rats to appear out of nowhere and try to eat you. She also has the annoying habit of not staying dead, and able to escape any imprisonment.
  • Ahab‘s Auto-Import [X]:
    • Whaler Affinity
    • Shadow Walker
    • Basic Kit
    • Coinage
    • Bone Charm – Sustained Rage
  • Joy‘s Auto-Import [X]:
    • Philosopher Affinity
    • Resourceful
    • Basic Kit
    • Coinage
    • Bone Charm – Unnerving Target II

Jump #60 – Teen Titans

  • Name: Jetfire / Salamand’r of Tamaran
  • Location: Tamaran, The homeworld of the tamaraneans. Recently this planet was devastated by a powerful alien species known as the Gordanians, leaving the formerly lush world a barren wasteland. The proud tamaraneans faced defeat at the hands of a more numerous and technologically advanced foe, but they were saved by the machinations of the villainous princess Blackfire. The princess sold her own sister, Starfire, to the invaders in exchange for a truce then abandoned her people to explore the galaxy. With the emperor and empress dead, Blackfire gone, and Starfire in slavery, Tamaran is currently in a state of turmoil. / Star City, A heavily populated city located on the east coast, home to the heroes Green Arrow and Black Canary. While this place may not get a lot of supercriminals or world ending threats, it’s no less dangerous than any other city with superheroes.
  • Age: 17
  • Total Runtime: 10 Years + 13,417.5 Years = 13,427 Years
  • Gender: Female Tamaranean
  • Log: I May Be Insane But That Doesn’t Mean I’m Crazy
  • World #: 55
  • Unfinished Business?: Need to discuss ‘Boundaries’ with the Banker
  • Document
  • Jump - Teen Titans
  • Tamaranean Species [800/200/1000]: You’ve become a member of a powerful alien species that’s well known for its brutal culture and superhuman abilities. Tamaraneans look similar to humans but they have orange skin, solid green eyes and red hair. (There are also some rare individuals with light colored skin, black hair, and eyes with white sclera.)
    • I have dark grey skin and black eyes, with white hair
  • Tamaranean Physiology [Inate]: Your alien body comes with a number of incredible powers and abilities.
    • Starbolts: You can create plasma shields, throw explosive energy bolts and fire laser beams from your eyes. You can also emit an explosion of energy from your body, but this will completely drain you and leave you weak for several hours.
    • Flight: You’re able to levitate and fly at incredible speeds. You can fly up to mach 1 while in the air and in space you can go faster than the speed of light.
    • Superhuman Condition: Your strength, speed, durability, agility, reflexes and endurance are beyond what any normal human could hope to achieve. You can break down stone walls, lift up to 25 tons, evade missiles and survive being crushed by metal debris without worry.
    • Omnilinguistic Assimilation: You can learn any human or alien language through lip-to-lip contact. Girls will likely have an easier time using this power than boys.
    • Self-sustenance: You can hold your breath for hours and survive in the vacuum of space without equipment.
    • Environmental Adaptation: Extreme heat, freezing cold and harmful radiation has no affect on you. This won’t save you from being flash frozen or cooked by a volcano.
  • Thief History [100/100/1000]: Your life hasn’t exactly been easy, you’ve had to steal and lie to survive but your struggles have made you a very skilled and dangerous individual. You know how to evade the law and survive on your own, but maybe you’re ready to start a new chapter in your life and turn to the side of good?
  • Rogue [Free for Thief]: You’re able to perform feats of great skill and agility. You can run over obstacles, dodge enemy attacks and skilfully navigate treacherous terrain. In addition to you acrobatic abilities, you also know how to charm and persuade people with your words. 
  • Elasticity [100/0/1000]: Your body can stretch and warp like rubber. You can extend your limbs across great distances or block damage by absorbing punches.
  • Shapeshifting [200/-200/1000]: You’re able to take on the voice and physical appearance of anyone you observe and you can change your physical features at will. You can only shapeshift into humanoids and you can’t emulate other people’s powers.
  • Costume [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked.
  • Theme Song [Free]: You get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.
  • Companion Import [400/-1600/1000]: You can make up to eight of your current companions inhabitants of this world, granting them a background as well as a human body for free. If you spend any amount from 50cp – 400cp on this option you can grant each imported companion double the amount of cp you spent, (Ex. Spend 200cp your companions will receive 400cp each.) so that they may purchase powers, skills, items or a Tamaranean body. Companions cannot purchase any companion options or drawbacks. Companions will only gain the free items, perks and discounts given by their backgrounds if you spend cp on imports, otherwise they will only benefit from their new memories and a new form.
    • Tokimi / Lightfoot
      • Athlete History [Free]: Over the years you’ve a become a pro at sports and other physical activities. Your skills alone could’ve made you a superstar athlete but after developing your powers you realized that you wanted to leave a real impact on the world, both literally and figuratively.
      • Martial-Arts [Free]: You have complete mastery over a single form of hand-to-hand combat.
      • Super Speed [200/600/800]: You can run up to mach 1 and react fast enough to keep up with your own movement speed. You also become immune to the harmful pressures and temperatures that build up while you’re running. Your enhanced reactions are only active while running.
      • The Library [300/300/800]: A collection of books and documents that provide information on magic and other supernatural subjects. Nearly all the tomes in this collection contain common knowledge, things you could find in the library of a magical school or in the study of an apprentice magician, but occasionally you may find a rare book containing forbidden knowledge, the location of a valuable artifact or notes from a true master. Because of it’s arcane nature the library will constantly adjust itself to fit inside of your bedroom, for example, it could appear as a single 10ft tall bookshelf while you’re living in a huge mansion then transform into a collection of cardboard boxes if you’re forced to move into a small apartment. Keep in mind that many rare books are extremely dangerous, some may even contain ancient malevolent entities. The Library will automatically update every time you travel to a new universe, adding more magical knowledge to your collection. It’s outward appearance will increase to match the amount of knowledge collected and eventually you may find yourself with a fully-fledged library building following you around.
      • Mental Gateway [300/0/800]: A magical object that will allow you to enter your own mind. You can change the environment, control and create objects, teleport, and even summon other aspects of your personality while you’re in your mind. Other people may use the gateway if you wish but they’ll be subject to your control while they’re in your mind. Individuals with great willpower or strong magical abilities can escape your control while they’re in your mind and leave back through the Mental Gateway without your help.
      • Costume & Themesong [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked. You also get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.
    • Zane / Myriad
      • Thief History [Free]: Your life hasn’t exactly been easy, you’ve had to steal and lie to survive but your struggles have made you a very skilled and dangerous individual. You know how to evade the law and survive on your own, but maybe you’re ready to start a new chapter in your life and turn to the side of good?
      • Rogue [Free]: You’re able to perform feats of great skill and agility. You can run over obstacles, dodge enemy attacks and skilfully navigate treacherous terrain. In addition to you acrobatic abilities, you also know how to charm and persuade people with your words.
      • Self Duplication [300/500/800]: You can replicate yourself a nearly infinite number of times, your clones think independently but they all possess your personality and memories. Your clones retain all of your supernatural powers but each clone is half as strong as the previous one. (I.E, If you only create 1 clone it would retain all of your powers, if you created a second one after that it would be half as strong as you, then the next would only be half as strong as that clone, and so on and so on. Clones created with the Self-Duplication power will only become as weak as your basic human/Body Mod self. Clones created with the Self-Duplication power will not rebel against you and can be recalled at any time.
      • Shapeshifting [200/300/800]: You’re able to take on the voice and physical appearance of anyone you observe and you can change your physical features at will. You can only shapeshift into humanoids and you can’t emulate other people’s powers.
      • Super Car [300/0/800]: A highly advanced vehicle made from the same components used to make cyborgs. This plasma turbine powered car can reach speeds of up to 300 mph and comes equipped with a nitrous booster, hover jets, roof mounted energy cannon, front kinetic blasters, rear oil and smoke emitters, plus a holographic computer, communicator, and self-diagnostic system.
      • Costume & Themesong [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked. You also get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.
    • Yoiko / Cardinal
      • Mystery History [Free]: You’re dropped into this world with no memories or history. You’re a stranger and that can be both helpful and detrimental.
      • Animal Morphing [150/650/800]: You have the ability to transform into any non-magical animal you see. You gain all the strengths of whatever animal you transform into but you also gain all of it’s weaknesses and you retain a familiar monochromatic color scheme or pattern across all your transformations. Allows you to transform into extinct or alien creatures. Everything she turns into is Cardinal Red.
      • Empathy [50/600/800]: You can read, interpret and follow the emotions of other people. Individuals do not have to be within visual range for you to be able to sense their emotions. You can read the emotions of multiple people at once and detect emotional echos that will allow you to track the person who left them.
      • Aerokinesis [100/500/800]: The ability to manipulate a form of matter with your mind. These powers will start weak but they can become stronger with time and training. Aerokinesis controls air. Start by tossing people around with strong winds and end with the ability to create tornadoes.
      • Telekinesis [100/400/800]: Lift objects and people with your mind. Initially you’ll only be able to lift something as heavy as a car but after mastering this ability you could tear apart buildings and manipulate objects you can’t even see.
      • Flight [200/200/800]: You can fly up to mach 1 and levitate above the ground. You also become resistant to sudden changes in pressure and temperature.
      • Utility Belt [200/0/800]: This helpful accessory is loaded with handheld devices and tools that can help in dozens of different situations. It’s also great for holding ammo, electronics, and snacks.
      • Costume & Themesong [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked. You also get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.
    • Joy / Vortex
      • Thief History [Free]: Your life hasn’t exactly been easy, you’ve had to steal and lie to survive but your struggles have made you a very skilled and dangerous individual. You know how to evade the law and survive on your own, but maybe you’re ready to start a new chapter in your life and turn to the side of good?
      • Rogue [Free]: You’re able to perform feats of great skill and agility. You can run over obstacles, dodge enemy attacks and skilfully navigate treacherous terrain. In addition to you acrobatic abilities, you also know how to charm and persuade people with your words.
      • Teleportation [150/650/800]: You can create portals to any location you can picture in your mind. It takes a few seconds for your portals to form but they’re able to transport you across great distances in only a few moments. Other people are able to teleport with you. There are no limits to where you can teleport within a city-sized area, locations beyond that range can only be reached if you’ve visited them at least once before.
      • Shapeshifting [200/450/800]: You’re able to take on the voice and physical appearance of anyone you observe and you can change your physical features at will. You can only shapeshift into humanoids and you can’t emulate other people’s powers.
      • Not So Secret Base [400/50/800]: A high-tech five story building located on a small isolated piece of land. Both the land and the building are recognized to be under your ownership and for some odd reason no one ever seems to care about anything strange that happens on your property. You could launch a rocket with only a brief bit of forewarning to city officials or have big obvious battles out in the open and get no attention whatsoever. Aside from the anomalous effects surrounding your property, the base comes with 10 bedrooms, (Each with their own personal bathroom.) a main operations/living room, a kitchen, a gym, an infirmary, a garage, and a basement.
      • Admission Papers [50/0/800]: A set of documents that can help get you into any secret school designed to teach superpowered individuals. They won’t provide any funding though, you’ll have to find that yourself.
      • Costume & Themesong [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked. You also get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.
    • Gaius / Wiseguy
      • Nerd History [Free]: You developed an interest in science and technology at a young age and quickly became a young savant. Your technological skills are impressive and could be used to bring about many new scientific innovations. BUT that’s boring, so you’ve decided to spend a few years making robots and other crazy devices instead!
      • Engineering [Free]: You’re a master mechanic and an expert at building robots and other technological devices. You also have a fair bit of knowledge about hacking into computers.
      • Bioengineering [100/700/800]: You know how to create mutagens and modify biological creatures. You could use your knowledge to give people animal based super powers or enhance someone’s natural physical abilities.
      • Telepathy [150/550/800]: You’re able to mentally communicate with people over long distances, hear what someone is actively thinking and plant weak hypnotic suggestions into other people’s minds.
      • Genius [300/250/800]: You’re one of the brightest minds in the whole world, which is really impressive when the world is filled with super geniuses that can create nanites, cyborgs, energy weapons and FTL starships.
      • Super Bike [200/50/100]: Your very own custom motorcycle. This bike comes equipped with an anti-collision system, auto-pilot, automatic stabilizer, holographic computer, self-diagnostic system, wireless communicator, a small rear cargo space and two front weapon mounts. It’s Powered by a high capacity electric engine and can travel up to 200 mph.
      • Admission Papers [50/0/800]: A set of documents that can help get you into any secret school designed to teach superpowered individuals. They won’t provide any funding though, you’ll have to find that yourself.
      • Costume & Themesong [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked. You also get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.
    • Yuzuha / G Imma Tree
      • Mystery History [Free]: You’re dropped into this world with no memories or history. You’re a stranger and that can be both helpful and detrimental.
      • Probability Manipulation [300/500/800]: Control over good and bad luck. You can make things more or less likely to happen, for example, you could make a car hit your opponent if you’re on a busy street, cause a building to collapse if it’s old or damaged, make your shots more likely to hit or cause electronics to short-out and crash. This includes a passive effect that makes you slightly luckier all the time.
      • Super Speed [400/100/800]: You can run up to mach 1 and react fast enough to keep up with your own movement speed. You also become immune to the harmful pressures and temperatures that build up while you’re running. Your enhanced reactions are only active while running.
      • Xenothium [100/0/800]: A small container filled with a rare and highly unstable chemical compound that can serve as an extremely powerful energy source. It’s not radioactive but it will explode very violently if not properly handled.
      • Costume & Themesong [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked. You also get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.
    • Ahab / Knowhow
      • Nerd History [Free]: You developed an interest in science and technology at a young age and quickly became a young savant. Your technological skills are impressive and could be used to bring about many new scientific innovations. BUT that’s boring, so you’ve decided to spend a few years making robots and other crazy devices instead!
      • Engineering [Free]: You’re a master mechanic and an expert at building robots and other technological devices. You also have a fair bit of knowledge about hacking into computers.
      • Genius [300/500/800]: You’re one of the brightest minds in the whole world, which is really impressive when the world is filled with super geniuses that can create nanites, cyborgs, energy weapons and FTL starships.
      • Technopathy [200/300/800]: You can communicate with electronic technology and command it to do what you want. You can’t force a machine to do anything outside of it’s capabilities but you can can figure out how to improve a machine by talking to it.
      • Augmentation [300/0/800]: Whether or not you already have superpowers you’ve decided to improve yourself with cybernetics.
        • Self-Diagnostic System: A wrist mounted or augmented reality computer that will provide data on your current health and energy levels.
        • Armored Skin: Your vital body parts become covered in a light but protective metal, allowing you to ignore pain pain and shrug off most conventional assault weaponry.
        • Built-in Weapons: Either an energy based melee weapon or ranged direct-energy weapon. Regardless of exactly what you choose it’ll be strong enough to destroy both vehicles and robotic soldiers.
      • Costume & Themesong [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked. You also get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.
    • RayRay / Sparkler
      • Athlete [Free]: Over the years you’ve a become a pro at sports and other physical activities. Your skills alone could’ve made you a superstar athlete but after developing your powers you realized that you wanted to leave a real impact on the world, both literally and figuratively.
      • Martial-Arts [Free]: You have complete mastery over a single form of hand-to-hand combat.
      • Super Strength [150/650/800]: You’re able to lift up to 25 tons and you could easily punch down a wall or tear apart a mech with your bare hands.
      • Super Speed [200/450/800]: You can run up to mach 1 and react fast enough to keep up with your own movement speed. You also become immune to the harmful pressures and temperatures that build up while you’re running. Your enhanced reactions are only active while running.
      • Supernatural Durability [300/150/800]: In addition to being able to resist all forms of conventional physical damage you also become completely immune to extreme heat, freezing cold and harmful radiation, and gain the ability to suppress your sensitivity to physical pain. Excessive Physical damage, as well as things like molten lava or cryogenic temperatures, can still harm and eventually kill you.
      • Gadgets [100/50/800]: Various non-lethal weapons, traps and a large supply of heavy-duty devices that can be used to disable or hack into electronics, robots and vehicles.
      • Holographic Disguise Rings [50/0/800]: A set of two inconspicuous looking rings that can project a lifelike humanoid disguise over the wearer.
      • Costume & Themesong [Free]: Regardless of what you decide to do this unique piece of attire will be essential for your career. Your costume tells people who you are and although it doesn’t provide much protection it’s still better than going around naked. You also get a personal soundtrack that will play whenever you enter combat or do anything else worthy of music.
  • Empathic Empowerment [+100/-500/1100]: Your powers are tied directly to your emotions. You’ll lose control over your abilities whenever you’re terrified, damage everyone and everything around you when you’re angry and find yourself unable to access your powers at all whenever you get too depressed.
  • Overheating [+300/-200/1400]: Using your powers causes harmful energy to build up within your body and after a certain amount of time you’ll have to drain it or else you’ll explode and destroy everything around you for miles. Fortunately the blast won’t harm you, but everyone else might be really pissed off about you going nuclear.
  • Coveted [+200/0/1600]: S-T-A-L-K-E-R. What’s that spell, stalker. Yep, you’ve attracted a genuine grade-A creep with an unhealthy interest in you, a mountain of cash and too much free time. This individual will do whatever it takes to capture you and he, or she, is hidden somewhere very hard to find. Don’t get caught unless you like the idea of becoming a brainless doll.

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