Jump #76 – DUNE

  • Name: Sadira Janus
  • Location: Arrakis, 10,187
  • Age: 12
  • Total Runtime: 305.3 Years + 14,159.7 Years = 14,464.10 Years
  • Gender: Female Bene Gesserit Ghola
  • Log: A Dash of Preparation
  • World #: 69
  • Unfinished Business?: None
  • Document
  • Jump 76 - Dune (2)
  • Free Choice – Bene Gesserit [Free]: Do you like politics and conspiracies? Do you like religion? Are you an atheist? If you answered yes to all three of these questions, then you may have potential in the Sisterhood, and contrary to their name, men form a large part of their organization; it remains matriarchal due to the nature of Reverend Mothers, and only women thus far being able to access the memories of their ancestors. Their primary purpose is found in cultivating the bloodlines of all the Great Houses along with many other groups, and as a result, they have a hand in politics. The Emperor employs a truthsayer, and the vast majority of houses have a Bene Gesserit concubine due to their abilities and intellect. Please note that the Bene Gesserit are not in control, but are the guiding hand on those who are in control; it’s safer to be the woman behind the curtain.
  • Melange Addiction [+200/1200]: Spice is a wonderful thing, but it is also terribly addictive, and this addiction can be a very expensive one. You have started out needing a certain amount of it, and while you can ingest it with your food or anything else, you cannot decrease it beyond a certain amount or you will begin suffering withdrawal — and withdrawal from spice will result in insanity and eventual death as it destroys your brain. Even regeneration cannot save you from this, so be careful.
  • Kanly [+300/1500]: The rules of Kanly must be obeyed. Whether by accident or design, someone with a lot of power wants to see you utterly broken at their feet. If you’re really unlucky, you’re an Atreides or a Harkonnen — their feud has been lasted long beyond living memory, and will not end until one side or the other has been annihilated. They will be willing to conspire with others and bend the laws of warfare to wipe you out, so be on your guard.
  • Compulsion [+100/1600]: Someone has found a way to add a compulsion to you, and even odds that you don’t even know about it. This can take many forms — a literal kill switch, as in the case of the Harkonnens’ habit of giving out heart plugs, requires physical contact. Most likely, however, it is a verbal command of some sort that will only work once, and it may either make you go slack and nearly unconscious for a period of time, or uncontrollably lash out against a given target if you lack the will to stop yourself from acting. It will only work once, but once is all that is needed if you are in the right place at the right time.
  • Reverend Mother [250/1350/1600]: This is an extremely powerful ability that will permit you to browse the genetic memory of the past lives of individuals who you have descended from (commonly referred to as Other Memory), though the further back you probe these memories, the more dangerous it becomes, and there is danger of going into a coma and being quite literally lost in the past, reliving past lives. You will also be able to manage your internal body chemistry as you see fit, and can slow or stop the progression of aging in yourself. (Note: Stopping your own aging is a horrible social taboo in this setting and will result in the Bene Gesserit sisterhood hunting you down and seeing to your death, should you stay in this setting long term.) Such control also allows you to place your body in a state of near-suspended animation, to the point that to all but detailed observation, you appear dead.
    • Prana-Bindu Training & The Weirding Way of Combat [Part of being a Reverend Mother]: Fear is the mind-killer. Fear is the little death. At least, that’s what you keep telling yourself until the panic attack passes and they let you take your hand out of the box. Basic Bene Gesserit training is focused primarily on diplomacy, how to put on a public face, and certain aspects of the Bene Gesserit philosophy (i.e. the difference between humans and animals), though you do not necessarily need to believe the party line, you are expected to follow it. As well, you will be given prana-bindu training, which allows for extreme control of all nerves and muscles in the human body; should you feel the need, you could easily stop your heart and restart it again, though this is a bad idea for many reasons. More practically, you will be able to maintain any position indefinitely and without discomfort, and in unarmed combat you seem to flow like water; this is what is known as the “weirding way”. Such training is generally taught to Bene Gesserit students up to young adulthood.
    • Simulflow [Part of being a Reverend Mother]: This Bene Gesserit teaching permits you to have several separate streams of consciousness at once, as well as aiding in your analytical abilities, though not to the degree that a mentat might. This is not a skill which is generally active at all times, but this can temporarily amplify your mental skills if not doing stressful physical activity; maintaining multiple conversations simultaneously is one of the immediate skills gained with this ability. You will not see a linear increase in your abilities, but if you focus on a single problem you can come at it from several different angles at once, much as if you were collaborating with other versions of yourself; if you are a Reverend Mother you can hold real-time conversations with those from your Other Memory. It is, however, vastly inferior to the training a Mentat receives.
    • The Voice [Part of being a Reverend Mother]: Coupled with the use of your Bene Gesserit training to observe an individual, you can pitch your voice in such a way as to be able to speak a command that an individual would feel compelled to obey, usually only as a handful of words (for example, “remove her gag” or “fight over me”). It would take a strong will to resist, though multiple applications of the Voice would grow progressively weaker as an individual gets used to it being used. This can also be used to implant post-hypnotic suggestions or triggers in an individual, whether for good or ill.
    • Truthsayer [Part of being a Reverend Mother]: Studying the voice, body language and tiny facial muscle fluctuations to determine whether someone in a conversation is telling a truth, a lie, or a half-truth. Between two truthsayers, you can have whole conversations without anyone else in the room knowing, whether through whistling, humming, or faint muscular twitches of the face or fingers.
    • Sexual Imprinting, Missionaria Protectiva, Tactical Encoding Methods, Internal Organo-Chemical Control [Part of being a Reverend Mother]: http://dune.wikia.com/wiki/Bene_Gesserit_Training
  • Ghola [300/1050/1600]: A clone of a corpse, with potential access to the memories of whoever you might have been. Due to certain problems with the cloning process, your eyes will be replaced with metal eyes of identical functionality to that of a normal human; they will be restored to normal after the jump ends, but you will lack any preternatural abilities of visual perception here. As a ghola, you may be a clone of anyone, with up to 600 points of abilities (excepting face dancer and Bene Gesserit abilities) without any discounts applied – for example, were you a ghola of Piter de Vries, you could gain Mentat and Simulflow. A ghola of Duncan Idaho would have Ginaz Swordmaster but must purchase Military Training separately in order to use such ability. As a ghola, many will shun you if they know what you are, and triggering the knowledge of these former lives will be highly traumatic for you; you will gain an extreme phobia of whatever killed you previously. You are not required to increase your age for perks you buy with Ghola points.
  • Mentat [500/100/600 Ghola Points]: Master strategists, planners, and human computers, Mentats go through training that allows them to outperform any modern-day computer. History records Albert Einstein as the first recorded “natural mentat”, but they are as far beyond him as he was beyond the average schoolboy. They can take the smallest scraps of data and put together a picture, and the more data they can use, the more accurate their calculations. House Ordos is infamous for being led by a quartet of Mentats called the Executrix in recent years, and this has made them a formidable economic force.
  • Kwisatz Haderach Candidate [500/-400/600 Ghola Points + 400/650/1600 CP]: The Kwisatz Haderach is the Bene Gesserit’s idea of a super-being, and you are half a step toward what they consider to be the pinnacle of human evolution… but half a step is just far enough to stumble. You’ll find yourself with preternatural luck, and if you happen to overdose on melange you’ll find yourself gaining a spontaneous awareness of the wider universe at once, but the information overload will be crippling to anyone lacking a mind that has been developed and trained properly to put the pieces together; only the strongest will can bring you back from that without aid. Even Paul Atreides needed his mother to fix his body’s chemistry after his overdose of the Water of Life; the abilities you can get here are simply not enough on their own. If you don’t end up a gibbering husk, you will at least be in the blind of anyone trying to use prescience or similar methods to find you and see your activities remotely, whether past, present, or future. If you do end up a gibbering husk… well, assuming you don’t starve to death or die of exposure, you’ll be back to normal next jump and still be invisible to such mystical senses.
  • Face Dancer [300/350/1600]: Face dancers are a rarely-seen presence in the Imperium, and are advertised as consorts for pleasure by the Tleilaxu; fortunately for you, you aren’t one of those. You may change your appearance and gender to that of any human of teen or adult age, completely at will and remain fully functional up to and including emulating the clothing of your choice, and without being a eunuch as in-universe face dancers are. It takes a few seconds and there is an unpleasant blurring effect over your form when it shifts.
  • Stillsuit [Free on Arrakis]: A stillsuit is, at its core, an outfit that covers all but the user’s eyes to minimize the loss of moisture by the user, redirecting it as well as processing certain aspects of the body’s waste.
  • Briefcase of Melange [250/100/1600]: It is said that a briefcase full of melange is wealth enough to buy a planet. Short of a purchase of that magnitude, or outfitting an army in full, you will have virtually limitless wealth during this jump. This wealth cannot be taken with you, because when you leave you will in fact have a briefcase of melange in your warehouse which refills itself on a weekly basis. It cannot be converted to currency, though it should also be noted that it is absolutely delicious when added to coffee, and imbibing it in excess will still cause an expansion of consciousness. Fortunately, outside of this universe, it is not addictive.
  • Sandtrout Bodysuit [Acquired]: Living, very spiffy
  • Entourage [100/0/1600] (100 FD): 600 CP to split among all companions. 500 to Maggie, 50 to Ziggy, 1 to everyone else besides Ahab and Joy who can import themselves.
    • Maggie [600]: BG (Free), Reverend Mother (250/350), Desert Rose (100/250), Authority (100/150), Appraising Potential (100/50), Simuflow (50/0)… Makes a deal with the Chamber to become Alia, to bypass my restriction on Abomination.
    • Ziggy [150]: Fremen (50/100), Eyes of Ibad (Free), Desert Rose (50/50), Stillsuit (Free), Fremkit (Free), Crysknife (50/0)… Ziggy is Desert Ferret.
    • Zane [101]: House Major – Count Fenring (Free), Appraising Potential (100)
    • Kendra [101]: BG – Margot Fenring (Free), Desert Rose (100)
    • AJ [101]: Fremen – Stilgar (Free Pick), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Authority (100)
    • Francine [101]: House Minor – Liet Kynes (Free), Authority (50/50), Sharp Dressed Man (50)
    • Petra [101]: Smuggler (Free), Military Training (Free), Weirding Way (100)
    • Dyna [101]: Smuggler (Free), Military Training (Free), Simulflow (100)
    • RayRay [100]: Smuggler (Free), Military Training (Free), Authority (100)
    • Bao-Feng [101]: Tleilaxu – Scytale (Free), Weirding Way (100)
    • Uriel [101]: House Major – Shaddam IV (Free Pick), Authority (50), Decadence (50)
    • Lizzy Comstock [101]: BG (Free), Weirding Way (50), Simulflow (50)
    • Beth Dewitt [101]: BG (Free), Weirding Way (50), Simulflow (50)
    • Kohina [101]: Fremen (Free), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Desert Rose (50), Survivalist (50)
    • Kagetane [101]: Drop-In (Free), Military Training (Free), Weirding Way (Free), Appraising Potential (100)
    • Tokimi-Chan [101]: BG (Free), Weirding Way (50), Simulflow (50)
    • Caine [101]: Tleilaxu (Free), The Box (100)
    • Amelia [101]: Fremen – Chani (Free), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Desert Rose (50), Survivalist (50)
    • The Dire Weasels [101]: BG (Free), Weirding Way (50), Simulflow (50)
    • The Bookers [101]: Smuggler (Free), Military Training (Free), Authority (100)
    • The Righteous Choir [101]: House Major (100) – Corrino
    • The Lost Choir [101]: House Major – The Harkonnens (Free), Decadence (50), Authority (50) Decima = Piter, Alicia = Feyd, Verona = Rabban, Sabine = Vladimir, Lilith = Nifud
    • The Luteces [101]: Fremen (Free), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Survivalist (50), Desert Rose (50)
    • Velma [101]: BG – Siona Atreides (Free), Weirding Way (50), Simulflow (50)
    • Cirno [101]: Fremen – Mapes (Free Pick), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Military Training (100)
    • Minerva [101]: House Major – Ghanima (Free), Sharp Dressed Man (50), Decadence (50)
    • Franchesca [101]: House Major – Ghanima (Free), Sharp Dressed Man (50), Decadence (50)
    • Carwyn [101]: House Major – Lady Jessica (Free), Desert Rose (100)
    • Brigid [101]: House Major – Wellington Yueh (Free), Sharp Dressed Man (50), Authority (50)
    • Raven [101]: BG – Darwi Odrade (Free), Survivalist (100)
    • Anne [101]: House Major – Princess Irulan (Free Pick), Decadence (50), Authority (50)
    • Bart [101]: House Major – Thufir Hawat (Free Pick), Military Training (100)
    • Toph [101]: Smuggler – Gurney Halleck (Free), Military Training (Free), Survivalist (100)
    • Gaius [101]: Tleilaxu – Duncan Idaho (Free), Ghola (150/450), Appraising Potential (50/400) Military Training (100/300), Ginaz Swordmaster (300)
    • Reggy [101]: BG (Free), Simulflow (50), Weirding Way (50)
    • Meetra [101]: House Major – Miles Teg (Free), Appraising Potential (100)
    • Invidius & Scipio [101]: House Major – Richese (Free), Decadence (50), Sharp Dressed Man (50)
    • Placida & Lucida [101]: House Major – Richese (Free), Decadence (50), Sharp Dressed Man (50)
    • Buji [101]: Fremen (Free), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Survivalist (50), Desert Rose (50)
    • Simon [101]: Fremen (Free), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Military Training (100)
    • Alex [101]: Fremen – Leto II the Elder & Younger (Free), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Survivalist (50), Desert Rose (50)
    • Amaryllis [101]: House Major – Hwi Noree (Free), Decadence (50), Sharp Dressed Man (50)
    • Light of Heaven [101]: Fremen (Free), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Military Training (100)
    • Black Jenny [101]: House Minor – Ix (Free), Sharp Dressed Man (50), Authority (50)
    • Ark Magna [101]: Smuggler (Free), Military Training (Free), Authority (100)
    • Faustian Bargain [101]: Drop-In (Free), Military Training (Free), Desert Rose (100)
    • Windjammer [101]: Tleilaxu (Free), Desert Rose (100)
    • Odwet PR [101]: Fremen (Free Pick), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Military Training (100)
    • Yuzuha [101]: Fremen (Free), Eyes of Ibad (Free), Stillsuit (Free), Fremkit (Free), Survivalist (50), Desert Rose (50)
    • Vita [101]: House Minor (Free), Sharp Dressed Man (50), Decadence (50)
    • Sophie [101]: Smuggler (Free), Military Training (Free), Appraising Potential (Free)
    • The Material Girls [101]: House Minor (Free), Sharp Dressed Man (50), Decadence (50)
  • Ahab’s Auto-Import [100]: House Major – Duke Leto (Free)
  • Joy’s Auto-Import [100]: House Major – Duke Paul (Free)
  • CHAIN DRAWBACK – Single Shot [100 FD]: Death is no longer a revolving door for your Companions. Companions that die in a Jump stay dead until the end of the Jump, rather than respawning after a day or three. If they have a Perk, Power, or Item that allows them to respawn (a 1-up), that works as normal. If you have Rez abilities, you can use them, though it is actively draining to do so. All your Companions gain 100 CP automatically every jump this is active for.  If a companion is not imported, they do not get freebies or origins. Baseline Import Rule does not count for this.
  • GLOBAL COMPANION IMPORT RULE [Not Invoked]: 400 CP buys 8 Imports with 600 CP and a free origin with cost not to exceed 200 CP, plus all applicable freebies and discounts.
  • BASELINE IMPORT RULE [Not Invoked]: All companions who desire it gain a free baseline import into all jumps. This means they gain an identity with basic or drop-in memories fit for the setting, a temporary form for the setting, and any perks or items required to survive in the setting. Use of the Baseline Import Rule locks out all non-defensive or utility abilities and limits utility to non-overt forms. Memory and LOS telepathic communication are not hampered by this.

Jump #77 – Journey to the Western

  • Name: Shang Jang
  • Location: Yama, the Chinese Underworld.  Fortunately, it’s not your time to die yet, but you will have to deal with the red tape to get out. I may be difficult to fight the residents here, however.
  • Age: 24
  • Total Runtime: 10.1 Years + 14,464.10 Years = 14,474.11 Years
  • Gender: Female Demon
  • Log: Once Upon A Journey to the West
  • World #: 70
  • Unfinished Business?: None
  • Document
  • Jump 77 - Journey to the West
  • Drop-in [Free]: You awake in your starting location, unaware of the place you are currently in, but with no additional memories and any purchased items alongside you.
    • Vegetarian [+200/1200]: For the duration of your stay here you cannot eat any meat. You can only subsist on fruit, vegetables and grains.
    • Undisciplined [+200/1400]: You’re hot-headed and rach in your actions. You lose all knowledge of procedure and etiquette regarding the Chinese culture. This can be seriously bad when dealing with the local immortals, who demand a certain level of respect. While you can relearn the rules of proper etiquette, it will do little to curb your impatient attitude.
    • Ire of Heaven [+100/1500]: The people of Heaven don’t like you. Expect to be snubbed and looked down upon.
  • Gambler [100/900/1000 WP]: An itinerant barfly, you know the true heart of Western civilization isn’t out in the wastes but in the towns, more specifically the parts of the towns with booze. You’ve lived your life drifting from bar to saloon, making a fortune at the card table then losing it upstairs, but you might’ve picked up some skills along the way.
    • The Outlaw Jumper Wales [+200/1200 WP]: Son, you dun screwed up. As a legendary war criminal, the entirety of the U.S. government is after you, from the new Bureau of Investigation to the Army itself. They’ll keep sending men in their hundreds until you’re brought to justice. Don’t think you can get off easy, either; if you happen to be here while the War Between The States is still ongoing, the Confederacy hates you just as much. In fact, you’ll be the only thing North and South can agree on!
    • Jumper the Singing Cowboy [+100/1300 WP]: It’s home, home on the range… where you’re stuck singing everything. For your time here, you can’t quite seem to talk normally. Everything from a request for water to a challenge to a duel comes out in verse with harmony from your supporters (or even your horse). This can get very tiring very quick. If you wish, you can instead be forced to speak entirely in palindromes! If you can’t sing it or say it backwards, you can’t say it at all.
  • Forager [Free Drop-In]: You can always find just enough food and water to survive. It may not be very palatable in the desert however. In a very plentiful area you can have a feast on a whim of just the fruits and berries of the surrounding lands.
  • Somersault Cloud [100/1400/1500]: Go places by a giant leap to the skies. Noted speed is 33,554 miles in a single leap with full mastery of this skill. As a bonus I’ll let you summon a flying nimbus cloud for cinematic purposes.
  • Enlightenment [300/1100/1500]: You become more spiritually aware, gain greater wisdom, and also have a longer lifespan (in the thousands of years). Also some pretty fantastic magic such as charms to ward against fire and water, as well as creating clones of yourself with concentration. However these clones cannot access any of your supernatural powers as they are merely copies of your body essentially.
  • Iron Clasped Wishing Staff [300/800/1500]: The Riyu Jingu Bang. A staff weighing several tons, although you can wield it no problem. Can shrink and grow to amazing sizes and is pretty damn good in a fight. It’s a duplicate of the original so it may get some odd looks, and Ao Guang the Dragon King of the East Seas may seek to take it back.
  • Peaches of Immortality [100/700/1500] (100 FD): A tree that grows the peaches that bestow resistance to harm and a long life (Hundreds of years). The tree flourishes once a decade and produces several hundred head-sized peaches. The tree will mature into a 3,000 year tree in 10,000 years, a 6,000 year tree 200,000 years later, and a 9,000 year tree 4,000,000 years. Those who eat the 3,000 year fruit becomes an immortal and understands the Way and his body becomes both light and strong. Those who eat the 6,000 year fruit can fly and enjoy eternal youth. The 9,000 year fruits make those who eat them as eternal as heaven and earth, as long-lived as the sun and moon.
  • Golden Band [200/500/1500]: A gold band that, once put around someone’s head, can cause unbearable headaches if a mantra is chanted. It is unremovable and indestructible by the wearer.
  • Jiu Pot [100/400/1500]: A bottle of rice wine that never seems to run dry, no matter how much is poured. Heavenly Imperial Wine.
  • Dressed to Kill [100/1100/1300 WP]: The West had some silly outfits, but you can make even the weirdest get-up look good. No matter whether you’re in four layers of shirts, a poncho, or just long-johns, you’ll still look good and, if you wish, intimidating. Also, what clothing you wear never makes you get hot, even in black longcoats in the desert or 3-piece suit, and you may find your clothing does a lot less than you’d think to impede horsemanship, brawling, or gunplay.
  • Wrangler [100/1000/1300 WP]: After far too much time on the range and the trail, you’ve picked up some incredibly impressive skills at riding, wrangling, and pretty much anything else having to do with horses. Whether it’s the endurance to ride 18 straight hours or the dexterity needed to ride backwards in the saddle while giving cover fire, you’ve got it down. You’re also quite good at training horses, including odd tasks like coming with a whistle or refusing to balk even when even strange weaponry is fired off their backs. As an additional talent, you have some tricks with a lasso that might come in handy…
  • Cardsharp’s life [Free Gambler]: Well, at least you won’t lose your shirt! You’re really good at gambling. You know every card, dice, and other chance game in the West (even the ones invented five minutes ago to fleece a poor civilizee of his last dollar), and have uncanny luck at any such pastime. If that’s not enough, you can rook better than any chisler you’ve ever heard of, and are sure to catch anyone else who plans to cheat against you.
  • Hooker with a Heart of gold [100/900/1300 WP] (100 FD): Ultimately, everyone in the West’s looking for redemption. And that’s something you can provide. While there are certainly no sureties when it comes to this kind of thing, the soul of a hardened bandit or the true love of a Calico Queen might not be quite out of reach if you know where to look. After all, there’s a little spark of good in all people… somewhere beneath the stains.
  • Hands as Fast As Lightning [200/700/1300 WP]: The best way to win a gunfight, especially in the cramped environments you’re accustomed to, is to be the one who shoots first. And that’s always you. You’re so fast you can draw and fire six shots single action before another man’s hands touch leather, and without the inaccuracy most would expect. This has some nonviolent uses, as well; your card tricks must be seen to be believed, and you can make a draw or a simple cylinder check into a work of art.
  • Fire In His Eyes [100/600/1300 WP]: Your intimidating glare is the best in the Territories. You can stop a train with an angry look and a squint, and bandits and bears know to behave themselves when you’re nearby. Further, you know just how to hold and pace yourself to walk menacingly forward in such a manner that even the most hardened bandits will wish they could run.
  • Cheroot [50/550/1300 WP]: This small cigar is odd in a number of ways. First, no matter how much you smoke it, it never seems to run out (or even burn down), giving you as much tobacco as you need. It also burns in a manner that’s unnaturally imposing, helping your stare intimidate hardened men. No matter what you do, whether it’s riding, getting in a fight, or just talking, the cheroot will also never fall out of place unless you want it to. Just light it up and forget about it!
  • Great Hat [50/500/1300 WP]: This hat is pretty great. Whether it’s a bowler, a ten-gallon hat, or something else, it’s still indefinably ‘you,’ and looks very good. It’ll help keep your head dry, your hair down, and your face shaded from the sun. After some trouble with a show-off, you might’ve noticed something else odd about it; the hat itself is totally invulnerable. No matter how many times someone shoots it off your head, there won’t be a hole (in the hat. Your head, of course, is another matter.).
  • Texas Prayer Book [Free Gambler]: While they may suspect, when using this deck of cards (which oddly seems to change shape, artwork, and even size, to fit the game in question) you can never be PROVEN to have cheated. No matter how carefully they check, there are only four kings in the deck. Just how you drew all of them… must have been luck, huh? Also guaranteed you’ll never end up with the Dead Man’s Hand!
  • Longarm [100/400/1300 WP]: As a Winchester ’73 (Octagonal barrel optional) this longarm is perfectly suited to sharpshooting work out on the prairie. While it’s good for shooting people, this lever-action rifle is even better for shooting other things; in fact, the bullet seems to strike unerringly at targets other than humans. If you want to shoot a gun out of a man’s hand at a mile, or kill his horse at two, this is the gun for you, and there’s no chance of either causing any damage to the actual person involved. Somehow.  Combine with staff for shooty stick
  • Global Import Rule Invoked [400/0/1500 CP][400/0/1300 WP]
    • RayRay [700CP / 700 WP]: Drop-In (Free), Forager (Free), Somersault Cloud (100/600), 72 Transformations (200/400), Enlightenment (300/100), Celestial Bureaucracy (100), Cowboy (WP Free), Wrangler (Free), The Searcher (100/600 WP), The Truth is What’s Told (200/400 WP), Stagecoach (300/100 WP), Derringer (100/0 WP)
    • Petra [700CP / 700WP]: Warrior (Free), Martial Arts (Free), Omnidexterity (100/600), I’ll Take You Down Myself (200/400), Undefeated (300/100), Martial Arts (100), Drop-In (WP Free), Dressed to Kill (Free), Kung Fu (200 WP), Just Good At Killing Things (500 WP)
    • Caine [700 CP]: Monk (Free), Religious (Free), Humble (100/600), Righteousness (300/300), Wind and Fire Wheels (300)
    • Reggy [700 CP]: Monk (Free), Religious (Free), Divine Blessing (200/500), Righteousness (300/200), Somersault Cloud (200)
    • Dire Weasels [700 CP]: Warrior (Free), Martial Arts (Free), I’ll Take You Down Myself (200/500), Undefeated (300/200), Eternal Warrior (200)
    • Tokimi-Chan [700 CP]: Immortal (Free), Celestial Bureaucracy (Free), I-Ching (200/500), Trigram Knowledge and Manipulation (300/200), Eternal Warrior (100/100), Phoenix Feather Cap (100)
    • Righteous Choir [700 CP]: Immortal (Free), Celestial Bureaucracy (Free), Eternal Warrior (100/600), Undefeated (600)
    • Dyna [700 CP]: Immortal (Free), Celestial Bureaucracy (Free), Eternal Warrior (100/600), Righteousness (600)
    • Yuzuha [700 WP]: Cowboy (WP Free), Wrangler (Free), Magnificent Jumper (200/500 WP), Ivories (100/400), The Tennessee Stud (200/200), Spurs (free Cowboy), The Searcher (100/100), Time for a Jailbreak (100/0)
    • Lizzy [700 WP]: Cowboy (WP Free), Wrangler (Free), Hooker with A Heart of Gold (200/500), Hands As Fast As Lightning (400/100), The Searcher (100/0), Spurs (free Cowboy)
    • Soffie [700 WP]: Lawman (WP Free), Fire in His Eyes (Free), Hooker with A Heart of Gold (200/500), NO!!!! (200/300), Ready for Noon (100/200), Terse (100/100), Music of the Prairie (100/0), Star (Free Lawman)
    • Beth [700 WP]: Drifter (WP Free), Kung Fu (200/500 WP), The Drifter (100/400 WP), Cool Headed (200/200 WP), Heart Cold As Steel (200/0)
    • Lutece [700 WP]: Gambler (WP Free). Cardsharp’s Life (Free). Barfly (100/600), Ready for Noon (200/400), Hands As Fast As Lightning (200/200), Kung Fu (200/0), Texas Prayer Book (Free Gambler)
    • Vita [700 WP]: Bandito (WP Free), Time for a Jailbreak! (Free), Just Across the Border (200/500), Cavalry’s Coming (400/100), Wrangler (100/0), Mask (Free Bandito)
  • Ahab’s Auto-Import [X]: Immortal (Free), Celestial Bureaucracy (Free), Forager (100), Bandito (WP Free), Time for a Jailbreak! (Free), Heart Cold As Steel (100)
  • Joy’s Auto-Import [X]: Monk (Free), Religious (Free), Humble (100), Lawman (WP Free), Fire in His Eyes (Free), Barfly (100)
  • CHAIN DRAWBACK – Single Shot [100 FD]: Death is no longer a revolving door for your Companions. Companions that die in a Jump stay dead until the end of the Jump, rather than respawning after a day or three. If they have a Perk, Power, or Item that allows them to respawn (a 1-up), that works as normal. If you have Rez abilities, you can use them, though it is actively draining to do so. All your Companions gain 100 CP automatically every jump this is active for.  If a companion is not imported, they do not get freebies or origins. Baseline Import Rule does not count for this.
  • GLOBAL COMPANION IMPORT RULE [Invoked]: 400 CP buys 8 Imports with 600 CP and a free origin with cost not to exceed 200 CP, plus all applicable freebies and discounts.
  • BASELINE IMPORT RULE [Invoked]: All companions who desire it gain a free baseline import into all jumps. This means they gain an identity with basic or drop-in memories fit for the setting, a temporary form for the setting, and any perks or items required to survive in the setting. Use of the Baseline Import Rule locks out all non-defensive or utility abilities and limits utility to non-overt forms. Memory and LOS telepathic communication are not hampered by this.

Jump #78 – Bartimaeus Sequence

  • Name: Gozer the Gozerian / Dashel Smallwood
  • Location: London, English Empire
  • Age: 3,922
  • Total Runtime: 10.1 Years + 14,474.11 Years = 14,485.00 Years
  • Gender: Female Djinni in a Male Human Body
  • Log: Abandonment Issues
  • World #: 71
  • Unfinished Business?: None
  • Document
  • Spirit [300/700]: Or you can be a spirit instead. Taking this origin will mean you become one of the beings of pure essence contemporary to the titular character, powerful but enslaved. You have immense strength, the power to change your shape and appearance to anything and everything your essence can sustain, to fly, and an array of myriad attacks and tricks. If you take this, your master will be randomly selected from the appropriate era. Or you can pay 100 CP to make an imported companion your master. Have fun slaving around for an unappreciative, arrogant, selfish paranoid old meanie! Barring other perks, you are Djinni roughly equal in power to Ptolemy-era Bartimaeus.
  • Rocks Fall, You May Die!​ [+200/900/1200]: Good news, someone knows of you! Bad news. Someone knows of you, and they’re not a fan. Worse news, they have a golem! A high ranking magician has decided that you have to die, and he has a golem at his command. The monstrosity will hunt you relentlessly, and it won’t hesitate in leveling entire blocks to get at you. Good luck.
  • Ring-bearer’s Wrath​ [+800/1700/2000]: Oh boy. Oh boy. Remember the ring? The one you can’t buy from me? Well… someone else has it now. And they are not a fan of you! From your first day, you will be hunted. The infinite legions of the ring are after you, and they will not stop. At first, you are faced with the least of the ring’s servants, ‘mere’ Djinn and Afrits, but as time passes and the anger of the ring’s owner grows, the forces sent after you will increase likewise. Until, in your tenth year, or sooner if you force the issue, you face the most powerful spirit ever seen. Uraziel himself, Great Spirit of the Ring, builder of Jerusalem, Bedrock of the Kingdom of Israel, Living Avatar of the Other Place. He doesn’t want to kill you, really, indeed, he likes you, even. But he is a slave to the ring. If only there was someone utterly alien, an Out of Context problem, as they say, who could break the ring or kill the owner despite his many, many protections, and thus save themselves from a fight almost certain to be lethal for them… but where can such a person be found? You may win this confrontation in two ways. You may Take the ring, or you may Break the ring.
    • Ring of Solomon Replica [Challenge Reward]: Or you broke the ring. In this case, you get a replica. This ring is not precisely the same, and is better and worse in its own ways. Firstly, you suffer no pain, and no drain on your energies to fuel it. But its power is also reduced. By touching the ring, you may now summon several spirits of each type at once, but quite obviously not in the same numbers. You may summon up to Three Marids, Six Afrits, Nine Djinn, twelve Foliots and Fifteen Imps at the same time. They will be perfectly loyal to you, and will follow your orders both to the letter and the intent. Beyond that, even though the Great Spirit is freed now, he’s pretty easy going and fully cognizant of the favor you have done him. Thrice a jump, he’ll show up at your call, ready to do everything he was capable of while bound.
  • What’s a True Name? [600/1100/2000 Drop in]: Names have power. A spirit knowing your name is utterly immune to any magic you may try to use upon it, and can also penetrate your defences by invoking it. Similarly, if you’re a spirit, your name can be used to enslave and torture you. So, like I said, names have power. Some more than others, but yours… doesn’t. Or rather the opposite. A sort of… antipower if you will. For whatever reason any hostile magic (this includes curses, mind control, body control, summoning etc.) used against you using your name as a basis will fizzle away to nothingness. Furthermore you immediately know who, when and where the person is trying to use their name against you. If you know magic, you may utilize a form of “mystic judo” to draw out the target’s own true name.
  • Honorius the Second [300/800/2000 Spirit]: Some idiot summoned you into his body, and you wasted no time in taking control. So let’s see what it means. You see, all spirits, when they are in the material realm, they suffer. Seriously, they have this terrible pain that builds up with time, as their essence yearns for the formless chaos of the Other Place. It distracts them and saps their powers, and reduces them, over time, to almost nothing. The body is your answer to that. It protects your essence perfectly, embracing it into a cocoon of flesh and blood that provides it with the same protections as the Other Place. You gain a complete immunity to all substances that are typically harmful to Spirits, and as you don’t have to spend your essence in maintaining a shape, you consequently become that much more powerful. On the minus side, you have no one to dismiss you back home, so you must stay the full time in the material world. And for the span of this jump, you do not have access to the power to shapeshift. Or, at least, not via the regular means a Spirit might use. In future jumps, this will allow you to channel all of your powers from all of your forms in one form, without having to switch to them, or going through any changes or distortions that it normally would. Breathe fire as a human. Fly with your bird form’s wings without even showing them.
  • Breaker of Chains [300/500/2000 Spirit]: Meh, all those spirits, getting caught in the chains of the summoning, running about doing errands for the lowly humans. So gauche. Not for you the limiting constraints of a binding. You are now immune to just about all foreign influence upon you. Any magic that would suppress your will, force you to obey someone else, or even restrict you physically, now just slides off like nothing. Pentacles are just pretty lines, and summoning horns are just noise. Beyond this jump, this makes binding you nearly impossible. Mind control will almost certainly fail, while physically locking you in a vault will carry an incredible chance of the vault doors malfunctioning. Ropes you’re tied up with will invariably be frayed and weak, and cages will have their bars rusted. Powerful magic and advanced science can still hold you, as can high level entities, but regardless of scale, any attempt at binding you is going to be a longshot at best.
  • Looks can be Deceiving [Free Spirit]: One of the many powers of the spirits is the power of shapeshifting. Spirits may take any shape they want, animate or inanimate, large or small. You have this power. But remember that essence can only stretch so far. The size and complexity of the forms you can take without overstressing your essence is directly proportional to your raw personal power. For the purpose of reference, a mid-upper tier Djinni was able to take the form of a giant (about twenty feet or so tall) without any particular strain. As for exotic forms with specific powers, you need to know all the intricate details about a power before you can replicate it. Becoming a Phoenix and using its speed is possible, but you need to be able to manage the drafts and the winds and so on. Similarly, you may become a lightning bolt and travel nearly instantaneously, but you need to know how to direct yourself, as this perk provides no help with that.
  • Titleholder [Free Spirit]: ​N’Gorso the Mighty, the Serpent of Silver Plumes, Great One of the Ring, Nouda the Terrible… this world sure loves its grand epithets and titles. You have a few of your own, now. Based on any achievements and adventures you have had and will be having in the future, this perk will always spawn several impressive sounding titles and names for you, always in context that the locals can understand. You may also choose which of your adventures this applies to, if you want.
  • Spirit Sight [Free Spirit]: There exists seven coterminous planes of existence and all real things project out onto at least one of them. Humans can see the first plane normally and cats can see both the first and second. Imps can see up to the third, Foliots up to the fifth and Djinn and higher can see all seven. Magicians have special contacts/glasses which let them see on higher planes of existence. In future jumps the ability to see on multiple planes will allow you to see magic, like the dresden files’ Sight or other similar powers that reveal spells and powers normally invisible. Also, you may perceive through varying levels of supernatural concealment. Seeing on the second plane will allow you to ignore a target who has a single spell of invisibility concealing them, while seeing on four planes would allow you to perceive them even if they had two invisibility spells and a light-scattering superscience device. It is unlikely that many things with a concealing nature will go through more than seven redundant stealth systems, so it is generally safe to say that with access to all seven planes you will be able to perceive just about anything no matter how it’s concealed.
  • Marid Upgrade [100/400/2000 Spirit]: (FD 100) You’re not just a Djinn, are you? No, you’re greater. One purchase of this perk makes you an Afrit, with all of the inherent power, and the second into a Marid. Outside this world, this perks makes you among the best specimen of whatever race or species you belong to, or go on to belong to in the future.
  • Spiritual Resilience [100/300/2000 Spirit]: You don’t know what it is about you that makes you so different from other spirits, but for whatever reason, silver has no effect on you. Where it would burn others painfully and cripple them in seconds, you might as well be human(eurgh) as far as it’s concerned. In the same way, anything that would burn you or hurt you is now a mild inconvenience at the absolute worst. This carries over in the future, covering any and all inherent weaknesses your forms may have. In human forms this means you’re utterly immune to any and all poisons and diseases, except the most powerful.
  • Full Parliament [300/0/2000]: You may import up to 8 party members at once, each gaining a background and 800 CP to spend.
    • Dire Weasels: Mage (Free), Summoning (Free), Rules Lawyering (Free), A Magician’s Basics (Free), A Spirit’s Power (100/800), Might Actually Does Make Right (200/600), Breaker of Chains (600/0), Silver-lined Box (Free)
    • Light of Heaven: Mage (Free), Summoning (Free), Rules Lawyering (Free), A Magician’s Basics (Free), Honorius the Second (600/300), So That’s What’s In a Name (300/300), Gladstone’s Staff (300/0), Silver-lined Box (Free)
    • Tokimi: Spirit (Free), Looks Can Be Deceiving (Free), Titler Holder (Free), Marid Upgrade (200/700), Spiritual Resilience (100/600), Breaker of Chains (300/300), Honorius the Second (300/0)
    • Carwyn: Spirit (Free), Looks Can Be Deceiving (Free), Titler Holder (Free), Marid Upgrade (200/700), Spiritual Resilience (100/600), Breaker of Chains (300/300), Honorius the Second (300/0)
    • Lost Choir: Spirit (Free), Looks Can Be Deceiving (Free), Titler Holder (Free), Spiritual Resilience (100/800), Gladly Donated Their Essence V2 (400/400), The Library (400/0)
    • The Luteces: Commoner (Free), Trade of Use (Free), Book-Binding Kit (Free), Resilient (300/600), Treasure Hunter (300/300), Amulet of Samarkand (300/0), Anti-Spirit Materials (Free)
    • Cirno (Zuul): Spirit (Free), Looks Can Be Deceiving (Free), Titler Holder (Free), Honorius the Second (300/600), What’s In a True Name? (600/0)
    • Righteous Choir: Drop-In (Free), Snide & Irreverent (Free), Lycanthropy (100/800), What’s in a True Name? (300/500), Ivory Summoning Horn (300/200), A Spirit’s Power (200/0)
  • Ahab’s Auto-Import [X]: Mage (Free), Summoning (Free), Rules Lawyering (Free), A Magician’s Basics (Free), Silver-lined Box (Free), A Spirit’s Power (100/0)
  • Joy’s Auto-Import [X]: Mage (Free), Summoning (Free), Rules Lawyering (Free), A Magician’s Basics (Free), Silver-lined Box (Free), A Spirit’s Power (100/0)
  • CHAIN DRAWBACK – Single Shot [100 FD]: Death is no longer a revolving door for your Companions. Companions that die in a Jump stay dead until the end of the Jump, rather than respawning after a day or three. If they have a Perk, Power, or Item that allows them to respawn (a 1-up), that works as normal. If you have Rez abilities, you can use them, though it is actively draining to do so. All your Companions gain 100 CP automatically every jump this is active for.  If a companion is not imported, they do not get freebies or origins. Baseline Import Rule does not count for this.
  • GLOBAL COMPANION IMPORT RULE [Not Invoked]: 400 CP buys 8 Imports with 600 CP and a free origin with cost not to exceed 200 CP, plus all applicable freebies and discounts.
  • BASELINE IMPORT RULE [Invoked]: All companions who desire it gain a free baseline import into all jumps. This means they gain an identity with basic or drop-in memories fit for the setting, a temporary form for the setting, and any perks or items required to survive in the setting. Use of the Baseline Import Rule locks out all non-defensive or utility abilities and limits utility to non-overt forms. Memory and LOS telepathic communication are not hampered by this.

SIDE JUMP – Futurama

  • Zane (Primary): Delivery Boy (Free), Do the Hustle (Free), Would Move the Stars (100/600), No Delta Brainwave (300/300), ACTOR (200/100), Mathematics (100/0), Hhhuuuwha? (+100/100)
  • Kendra: Captain (Free), Genetically Engineered (Free), Pilot (Free), Will of the Warrior (100/600), Sweet, Sweet Candy (300/300)
  • Uriel: Professor (Free), Genetically Engineered (Free), Mathematics (Free), Good News, Everyone! (100/600), Rocket Science (200/400), Inventor (300/100), Do the Hustle (100/0), Bureaucrat (+100/200)
  • Bao: Professor (Free), Genetically Engineered (Free), Mathematics (Free), Good News, Everyone! (100/600), Inventor (300/300), ACTOR (200/100), Do The Hustle (100/0)
  • Gaius: Captain (Free), Genetically Engineered (Free), Pilot (Free), Wave after Wave (200/500), Sweet, Sweet Candy (300/200), Would Move the Stars (200/0), Head in a Jar (+200/400)
  • Reggy: Captain (Free), Genetically Engineered (Free), Pilot (Free), Sweet, Sweet Candy (300/400), Worms of the Cologne (400/0), Shut Up and Take My Money (+300/+700)
  • Meetra: Delivery Boy (Free), Do The Hustle (Free), No Delta Brainwave (300/300), Would Move the Stars (200/100), Mathematics (100/0), Brannigan’s Command (+300/+1000)
  • Kagetane: Robot (Free), Bending (Free), ACTOR (100/600), Upgrades (200/400), Backup (300/100), Mathematics (100/0), Why Not Zoidberg (+600/+1500)

SIDE JUMP – Muppet Treasure Island

  • Toph (Primary): Pirate (Free), Professional Pirate (Free), Musical Number (Free), Clothes (Free), Mutiny (300/400), How Does She Do That? (400/0). Treachery.
  • Caine: Pirate (Free), Professional Pirate (Free), Musical Number (Free), Clothes (Free), Just the Ship’s Cook (200/500), Compass (200/300), Black Spot (100/200), Treasure Map (200/0). Clueless
  • Bart: Officer (Free), Capital Fellow (Free), Musical Number (Free), Clothes (Free), Lifeboat Checker (200/500), Loyalty (300/200), Ship (100/100), Easter Island Head (100/0). Blind.
  • Invidius & Scipio: Officer (Free), Capital Fellow (Free), Musical Number (Free), Clothes (Free), Loyalty (300/400), Sailing For Adventure (400/0), Slippery Hands
  • Lizzy: Cabin Boy (Free), Smart As Paint (Free), Musical Number (Free), Clothes (Free), Sailing for Adventure (200/500), I’m Dead (200/300), Capital Fellow (100/200), Are You Kidding? I Love You Guys (100/100), Compass (100/0) Cabin Fever.
  • Placida & Lucida: Cabin Boy (Free), Smart As Paint (Free), Musical Number (Free), Clothes (Free), We’re Shipmates, Aren’t We Jim? (300/400), Untorturable (200/200), I’m Dead (200/0). Glutton.
  • Buji: Native (Free), Savage Strength (Free), Musical Number (Free), Clothes (Free), Native Charm (200/500), We See You Have Boom Boom Sticks (300/200), Tribal Headdress (100/100), Easter Island Head (100/0). Big Fat Ugly Bugface Baby Eating O’brien.
  • Simon: Native (Free), Savage Strength (Free), Musical Number (Free), Clothes (Free), We See You Have Boom Boom Sticks (300/400), Mr. Bimbo (100/300), Are You Kidding? I Love You Guys (100/200), Untorturable (200/0). The Love of Gold.

SIDE JUMP – Call of Duty

  • Yuzuha (Primary): Infiltrator (Free), Specialist (Free), That’s Classified (Free), Nobody Ever Looks Up (100/600), Fuck That Guy (200/400), That Was Awesome (Free), Fucking Laser Sights (200/200), On My Authority! (200/0), Mute Charge (Free), Hoverbike (Free), A Debt to Settle (+300)
  • The Bookers: Insurgent (Free), Infiltrator (Free), What Pressure? (Free), Bigger than Any of Us (Free), Start Over From Zero (200/500), That’s Classified (Free), We’re Smarter Than This (300/200), Fuck That Guy (200/0), Nigerian Clothing Simulator (Free), Mute Charge (Free), You Could Have Had Everything (+300)
  • Odwet: Marine (Free), Atlas (Free), Press F to Pay Respects (Free), Down and Dirty (Free), Atlas Zero One (200/500), Your Worst Nightmare (Free), The Way Forward (200/300), Democracy (300/0), Variable Grenade (Free), Viewing Devices (Free), Made of Irons (+200)
  • Windjammer: Marine (Free), Operator (Free), Press F to Pay Respects (Free), Down and Dirty (Free), Old Sergeants (200/500), OORAH! (Free), Why’d They Leave the Keys In? (200/300), Regeneration (200/100), That Was Awesome (100/0), Variable Grenade (Free), Breaching Charge (Free), You Rely Too Much On Those Things (+300)
  • Black Jenny: Infiltrator (Free), Operator (Free), OORAH! (Free), E&E Mode (100/600), That’s Classified (Free), We’re Smarter Than This (300/300), Fuck That Guy (200/100), Nobody Ever Looks Up (100/0), Breaching Charge (Free), Mute Charge (Free), One Wing (+200)
  • Ark Magna: Marine (Free), Specialist (Free), Press F to Pay Respects (Free), Down and Dirty (Free), Old Sergeants (200/500), That Was Awesome (Free), Fucking Laser Sights? (200/300), Brace and Return! (300/0), Variable Grenade (Free), Hoverbike (Free), Limp Noodle (+200)
  • Faustian Bargain: Specialist (Free), Insurgent (Free), What Pressure? (Free), Bigger than Any of Us (Free), He Knows (200/500), That Was Awesome (Free), Fucking Laser Sights? (200/300), Brace and Return! (300/0), Nigerian Clothing Simulator (Free), Hoverbike (Free)

Jump #79 – Babylon 5 & Crusade

  • Name: Ambassador Princess Doctor Snowjaeger of the Magi Hegemony. Sjeria of the Mira Clan of the Religious Caste of Minbari, Sa’jhur of Dilgar.
  • Location: Babylon 5
  • Age: All over the place
  • Total Runtime: 10.1 Years + 14,485.00 Years = 14,495.01 Years
  • Gender: Female Magi Princess, Female Minbari, Female Dilgar
  • Log: The Fifth Question
  • World #: 72
  • Unfinished Business?: Buy Babylon 5 before it can be destroyed.
  •  Babylon 5 Document, Crusade Document
  • Jump 79 - Babylon 5
  • Drop-In [Free]: You come to just as the passenger shuttle you are on docks with the station. You have a passport that gets you through customs and a storage locker containing whatever you purchased as well as a receipt for a one week booking in a nearby hotel.
  • Herald of Order [+400/1400]: The shadows, an ancient race that was exploring the galaxy before humans had even mastered the art of hitting each other with a rock have noticed you, and they are not happy with what they see, to say the least. Having decided you represent an unacceptable point of order in a galaxy that should teem with chaos and have dispatched agents to deal with you. Mastery of stealth is one of their many skills, and they have discovered many interesting and deadly entities across the galaxy. Expect several increasingly deadly assassins to come after you, culminating in the shadows simply losing their temper and dispatching four of their ships, dubbed battle-crabs to destroy you and the entire station. Four may not sound like much, but one is enough to eradicate all but a dedicated combat fleet of dreadnoughts!
  • Earthforce Person of Interest [+300/1700]: Just after you arrive it becomes necessary to utilise a few of your abilities that most definitely aren’t native to this jump. It’s either that or let a very angry Narn beat your head into an interesting new shape. Suffice to say, Earthforce takes note and will spend increasing amounts of money and resources as well as deploying more and more personnel to take you down and escort you to a testing lab. Don’t forget, for the first few years your new home is an Earthforce station.
  • Iron Will [Free]: You have a will of iron. Being stubborn may or may not be useful elsewhere, but in a universe where telepaths and the technology to manipulate what you see and hear and think exists it is invaluable. Only the most powerful telepaths can read your thoughts, and only after hours of utterly exhausting effort.
  • Stone Cold [Free]: Nothing shocks you. Nobody can surprise you. A fleet of giant, unidentified alien worldships that looked like together they outmassed the solar system flashed past one day and people still talk about it just because it actually made you blink.
  • Asceticism [Free]: The farther you go, the harder it is to stay supplied. At first you miss those little luxuries, but eventually you find yourself not caring. Now, what other people consider terrible hardship you consider unnecessary luxury. You survive on far less than the average person without harm, both food and sleep.
  • A Conspiracy of Light [500/1200/1700]: Things in the galaxy aren’t as good as they could be. People are pulling apart when they should be pulling together. You do what you can to help smooth out the problems and settle arguments and slowly it gets you noticed. You put in the effort and people will always be happy to see you turn up. You’ll always have backup and when people have something to spare chances are it’ll be sent your way. Today maybe you can find a hungry family a meal, one day maybe someone needs two hundred tons of medical supplies to stop a plague wiping out an entire world and it’ll take you maybe fifteen minutes to arrange. Eventually the Nightwatch will make their move and you may find yourself heavily involved in dealing with them, and eventually the shadowy masterminds behind them. As the days pass and you struggle to hold everything together you will discover you are not alone. You will find yourself inducted into a grand conspiracy that seeks to bring an end to the masterminds behind the turmoil engulfing known space. The conspiracy has allies that while not as advanced as the shadows are not far from them and they are willing to share. Continue to prove yourself as someone who values all life regardless of species you may find yourself placed in command of one of the conspiracies newest and most powerful ships, the White star. Built by some of the oldest races still in the galaxy the ship is incredibly fast, capable of generating its own entry points into jumpspace without needing to use one of the massive, stationary jumpgates and possessed of armor capable of learning and adapting to attacks.
  • Telepath + Telekinetic [800/400/1700]: Born different you carry the telepath gene and for good or ill the minds of others are an open book to you. Telepaths are ranked from one to twelve, with lower levels being weaker and prone to dozens of mental disorders EACH while higher levels can force their wills on to crowds of up to a hundred with great effort, or rewriting a single person’s entire personality completely with terrifying speed. With a solid rating of six you don’t need to worry about going insane due to the never-ending background babble of the thoughts of everyone around you, and you can read someone’s surface thoughts with ease, or with several hours of strenuous effort stripmine their brain for information and even experiences. This does tend to cause strokes and heart attacks though, in both you and your victim. With time and practise you will be able to hone your abilities into a virtual danger sense, reacting to acts of hostility virtually the second someone decides to take a swing at you. For an extra two hundred points you can upgrade to telekinetic. To start with you’ll have trouble pushing a penny across a table, but with time and effort you can juggle people with your mind. Or mess about with things on the molecular or even atomic level. You may or may not turn into a transcendent being of pure thought though.
  • Global Import Thingy [400/0/1700]
    • Yuzuha: Spacer [Free], Asceticism [Free Spacer], Hyperspace Awareness (d) [175/525], Marksmanship [300/225], Miner [200/25], Slammer Cap [10/15], Jammer Cap [10/5], Power Cap [5/0], Cap Charger [Free], Import as White Star 12
    • Carwyn: Spacer [Free], Asceticism [Free Spacer], Hyperspace Awareness (d) [175/525], Medical Training [350/175], Shock Stick [150/25], Slammer Cap [10/15], Jammer Cap [10/5], Power Cap [5/0], Cap Charger [Free]
    • AJ: Martian [Free], Salvager[Free], Mechanic (d) [100/600], Criminal Tendencies [300/300], Stealth [300/0]
    • Petra: Martian [Free], Mechanic [Free], Miner (d) [100/600], Tough [300/300], Stealth [300/0]
    • Francine: Martian [Free], Surveyor [Free], Iron Will [300/400], Minbari Gravitation Ring [400/0]
    • Amelia: Earthforce Kid [Free], Marksmanship [Free EFK], Armor & PPG [Free EFK], Telepath [600/100], Slammer Cap x4 [40/60], Jammer Cap x4 [40/20], Power Cap x4 [20/0], Cap Charger [Free]
    • Mini: Earthforce Kid [Free], Marksmanship [Free EFK], Armor & PPG [Free EFK], Pilot [250/450], Iron Will [300/150], Encounter Suit [150/0]
    • Frankie: Earthforce Kid [Free], Marksmanship [Free EFK], Armor & PPG [Free EFK]. Pilot [250/450], Iron Will [300/150], Encounter Suit [150/0]
  • Ahab’s Auto-Import [X]: Earthforce Kid [Free], Marksmanship [Free], Armor & PPG [Free]
  • Joy’s Auto-Import [X]: Earthforce Kid [Free], Marksmanship [Free], Armor & PPG [Free]
  • CHAIN DRAWBACK – Single Shot [100 FD]: Death is no longer a revolving door for your Companions. Companions that die in a Jump stay dead until the end of the Jump, rather than respawning after a day or three. If they have a Perk, Power, or Item that allows them to respawn (a 1-up), that works as normal. If you have Rez abilities, you can use them, though it is actively draining to do so. All your Companions gain 100 CP automatically every jump this is active for.  If a companion is not imported, they do not get freebies or origins. Baseline Import Rule does not count for this.
  • GLOBAL COMPANION IMPORT RULE [Invoked]: 400 CP buys 8 Imports with 600 CP and a free origin with cost not to exceed 200 CP, plus all applicable freebies and discounts.
  • BASELINE IMPORT RULE [Invoked]: All companions who desire it gain a free baseline import into all jumps. This means they gain an identity with basic or drop-in memories fit for the setting, a temporary form for the setting, and any perks or items required to survive in the setting. Use of the Baseline Import Rule locks out all non-defensive or utility abilities and limits utility to non-overt forms. Memory and LOS telepathic communication are not hampered by this.

CRUSADE BUILD

  • Minbari [Free]: are the oldest of the younger races. Powerful, mysterious, isolated, it is only recently that the Minbari Federation has begun to loosen their aloof attitude to the outside universe, their world of Minbar now housing the capital of the Interstellar Alliance. Cities unchanged in millennia carved of solid crystal and institutions just as ancient and rigid give the appearance of a calm, united, spiritual, peaceful people; social advancement only outpaced by their impressive technologies. However, not even the Minbari are what they appear. Beneath the surface, the Minbari are a fractured people, recent strife between their Warrior and Religious castes resulted in Minbari killing Minbari for the first time in hundreds of years and not all are happy about the decision to spare Earth, especially since the reasons for that decision cannot be revealed to the Minbari public. The new government led by the Worker Caste has a lid on it for now, but close attention must be paid to preserve peace.
  • Explorer [Free]: Those who walk a path before there is a path to walk.  Searching for knowledge, searching for treasure, or just looking to see what is on the other side of that hill before anybody else gets there, you travel to the far places of the universe braving the unknown and you have the skills to return home safely.
  • Drakh [+200/1200]: The servant race of the Shadows know about you and think with your dimensional jumps and charisma powers, you can bring back their masters. True or not, they will hunt you all jump.
  • Blip [+300/1500]: The Earth Alliance has a capital warrant out for your arrest and detainment. While there is plenty of neutral territory, members of the ISA will extradite you without a second thought.
  • Death Blossom [+200/1700]: One year into your jump, you will receive a black flower, a from the Thenta Makur Assassin Guild that they will be arriving shortly to claim your life. You will fight them for your stay.
  • Deathwalker [+200/1900]: After choosing a race and perk selection, you are transformed into a Dilgar. Hated by everyone for being space Nazis, it will be hard for you to make friends and avoid assault here.
  • Minbari Alcohol Tolerance [+100/2000]: If even a drop of alcohol passes into their system, they fly into a berserker rage. If taken as a Minbari, the effect lasts four times as long.
  • Between the Darkness and Light [+1000/3000]: In 2261, with the help of the remaining First Ones and the combined might of the younger races, John Sheridan was able to convince the two old guardian races, the Shadows and the Vorlons, that their time in the galaxy was over, that their presence, their war without end, was obstructing the cause of the younger races growing up, standing on their own, and so they left so that the younger races could learn and grow without interference from hyperpowered, super-advanced, out of context problems that the First Ones posed to them. However, something else has recently emerged that to them falls under the same header they do in that regard, namely you. The Vorlons and Shadows are back, united to protect their flock from the dangerous and disruptive element that threatens the natural development of the races. These sufficiently advanced races will use their entire arsenal to end you, even blowing up the planet you and a billion more stand on if it means eliminating your influence. You must survive ten years.
  • Bonehead [Free]: The bony ridge on the back of your head isn’t for show, you are now more resistant to head trauma.
  • Minbari Do Not Lie [50/2950/3000]: Your people have a reputation for honesty. Barring compelling reason to believe otherwise, people will tend to assume you believe what you say. If it seems too outlandish, they may still think you crazy, gullible, or misinformed, however.
  • Their Cities Are Thousands of Years Old [150/2800/3000]: The Minbari build things to last and so do you. Items you create won’t deteriorate while undergoing normal use and attempts to break your wares intentionally will require much greater effort than normal.
  • In Valen’s Name [200/2600/3000]: Minbari do not lie, and now people do not lie to Minbari. When someone swears you an oath, they will not willingly break it. If they promise above their station, they will do all they can within the laws and customs of their people to keep their word.
  • Could I Please Get A Translation Team In Here? [100/2500/3000]: You can pick up languages with just a few weeks of study, even long dead languages without living speakers. Pick two free.
  • Large Empty Files [400/2100/3000]: Going into a negotiation blind is a sure way to lose. You have developed great skill in getting general but thorough backgrounds on people, groups, and races, even the most secretive ones, quickly. Over long periods of time you can ensure ongoing reports of greater and greater specifics. Within a couple years, you’ll have pretty much everything there is to know.
  • Sky Full of Stars [Free Explorer]: Your navigation skill is rivaled by few. You always know what path you came in on and it’s nearly impossible to get you lost.
  • Off Beacon [200/1900/3000]: Few survive going off the beacon in hyperspace, but you’ll manage. Where there is a way back, through, around, or in between, you’ll find it. Attempts to thwart your progress with dimensional displacement, magical mazes, uncharted shifting realms of chaotic unreality will inevitably fail.
  • So Many Dead Worlds [200/1700/3000]: The galaxy is littered with them and no small number are worth a closer look. You have a very strong intuition on how and where to find lost ruins with advanced civilizations, forgotten treasures, and forbidden knowledge and can trust your gut to get to the right planet (or right few square km in planet bound settings) though exact locations may require scouting.
  • Hold the Line [400/1300/3000]: As Long as you still fight, it is very difficult for any enemy to advance past you to further objectives, though you can still be flanked and surrounded. If they can’t kill you, you can hold back entire fleets or armies single-handed. Expect to draw a lot of fire.
  • You Are Not Exactly in A Position to Bargain [200/1100/3000]: Your work is worth what others pay for it. People who seek your services will perceive them to be of higher quality and value than competitors, or their own need for them greater, and pay accordingly, or give you the edge in consideration if your prices are the same.
  • In The Great Old Days of the Republic [400/700/3000]: Once the Centauri Republic held most of known space; perhaps, with the right leadership, it can again. Organizations you lead grow in size, strength, and influence more easily and rapidly than normal.
  • Next Time, My Way [100/600/3000]: Social interactions are complex within a species, let alone between alien cultures. You have a knack for picking up social cues and body language and can quickly adopt the etiquette and protocol in place for a group after only brief observation. After a few weeks of observation or immersion, your mannerisms will be indistinguishable from someone who grew up in the culture.
  • Quantium 40 [100/500/3000] (FD 100): 200 kilograms of the rock that enables hyperspace travel, this incredibly energy dense mineral will appear in your warehouse each month.
  • Triluminary [50/450/3000]: Minbari relic. It glows in the presence of those with DNA descended from a specific individual. This individual may be reprogrammed at will.
  • Resume [50/400/3000]: A list of abilities and references who will vouch for your past work experience and skill. Updates to appropriate details each new Jump.
  • Credit Chit [Free]: The debit card of the 23rd century, starts with fund on it for a month’s worth of modest living.
  • Comm Link [Free]: Long range communication device, attaches neatly to the back of your hand or in more conventional form. Genetically coded for your use only.
  • Indenticard [Free]: This is the preferred legal documentation of the galaxy. With this you will appear as a legal resident and citizen of your chosen race here.
  • Clothes [Free]: You receive a set of clothes appropriate to your race and calling in your size, such as a uniform for a soldier.
  • Star Map [Free Explorer]: Map of Known Space, including even most secret jump routes. In other jumps, changes to be a highly detailed map of that setting.
  • Healing Machine [400/0/400 CP Item Stipend]: Originally, a form of corporal punishment, this machine transfers life energy from one person to another, healing wounds of equal measure. Fatal wounds require a life to heal. Can accept donations from multiple individuals to heal greater wounds to distribute the damage it causes.
  • Never Alone [400/0/3000]: Free Race, Free Calling, 900 CP
    • Zane: Drazi [Free], Professional [Free], Carry Heavy Things [Free Drazi], We Live to Serve [Free Professional], Worker Caste [50/850], You Are Not Exactly in A Position to Bargain [100/750], You Get to Make Your Own Hours [150/600], This is Wrong Tool [200/400], More Money Than God, Edgars? [300/100], Resume [Free Professional], The Perfect Fitting Uniform [100/0], Barrel of Cloths [150/250 IS],
    • Kendra: Brakiri [Free], Officer [Free], Not Biologically Equipped to Interface [Free ISA], The Queens Thank You [200/700], But Well Hung [Free Officer], The Very Model of a Modern Major General [300/400], Jump Points Forming Right On Top of Us [200/200], Target Their Engines [200/0], EVA Suit [Free Officer]
    • Velma: Narn [Free], Explorer [Free], Days of G’Quan [Free Narn], Book of G’Kar [300/600], A Narn in the Centauri Royal Court [100/500], A Hundred Patents I could Exploit [300/200], The Fun of Being an Archaologist [100/100], Sky Full of Stars [Free Explorer], Star Map [Free Explorer], Gil implants [100/0]
    • Cirno: Minbari [Free], Diplomat [Free], Bonehead [Free Minbari], Minbari Do Not Kill Minbari [300/600], Now Everyone Wants to Be My Friend [100/500], Don’t Give Away the Homeworld [300/200], Blue Star [600/0] (Used +400 Item Stipend…)
    • Tokimi-Chan: Centauri [Free], Lurker [Free], Coming Up Again It’s Not So Terrific [Free Centauri], Great Maker [100/800], We Centauri Live Our Lives for Appearances, Position, Status, Title [150/650], But in Purple I’m Stunning! [50/600], No-one Here is Exactly What He Appears [Free Lurker], Who Do You Serve and Who Do You Trust? [300/300], Thieves Guild [100/200], The Resistance Didn’t Stay Alive this Long By Being Sloppy [200/0]. Emperor’s Crest [150/250 Item Stipend],
    • Brigid: Human [Free], Lurker [Free], Human Ways Are Often Unfathomable [Free Human], Humans Can Be A Very Depressing People [50/850], Everywhere Humans Go, They Create Communities [150/700], No-one Here is Exactly What He Appears [Free Lurker], If You Value Your Lives, Be Somewhere Else [150/550], I take Great Comfort in the General Hostility and Unfairness of the Universe [50/500]. Psi 6 [300/200], Mentalist [200/0]
    • The Luteces: Human [Free], Explorer [Free], Human Ways Are Often Unfathomable [Free Human], Sky Full of Stars [Free Explorer], That’s Why We Signed the Treaty in the First Place[50/850], No Lock I Can’t Get Through [150/700] Psi 10 [500/200], Empath [200/0]
    • Anne: Human [Free], Diplomat [Free], Human Ways Are Often Unfathomable [Free Human], Hokey Pokey Peekaboo [100/800], Could I Please Get A Translation Team in Here? [Free Diplomat], Don’t Give Away the Homeworld [300/500], You’ll Have to Negotiate With Them Yourself [200/300], I Need a Favor [150/150], Now Everyone Wants to Be My Friend [100/50], Next Time, My Way [50/0]
  • Ahab’s Auto-Import [Free]: Narn [Free], Officer [Free], but Well Hung [Free Officer], Days of G’Quan [Free Narn]
  • Joy’s Auto-Import [Free]: Centauri [Free], Professional [Free], We Live to Serve [Free Professional], Coming Up Again It’s Not So Terrific [Free Centauri]

Jump #80 – Assassination Classroom

  • Name: Soricho Jokeshi Sensei
  • Location: Tokyo Japan
  • Age: ?
  • Total Runtime: 10.1 Years + 14,495.01 Years = 14,505.02 Years
  • Gender: Reverse Trap
  • Log: Education in Crisis
  • World #: 73
  • Unfinished Business?: None
  • Document
  • Sensei Background [Free]: You’re a professional. You know how to get a job done. The job? Assassination. Your government has hired you to personally take out Korosensei and become a teacher to the Class of 3-E. Sounds simple, right?
  • Admiral Ackbar says… [+100/1100]: IT’S A TRAP (or Reverse Trap)!!! You’re a bit more androgynous than you were before. People regularly confuse you for the opposite sex. Additionally you’re forced to wear the opposite clothing, including school uniform. Everyone in Class 3-E knows your secret. You can’t change this at all, and this disables any power attempting to change your form.
  • AssClass (Unofficial) [+200/1300]: Did you know that Class 3-E wasn’t actually the worst class at X school? Well, if it wasn’t true then, it’s true now. And they’re all yours. You are now the homeroom teacher of a class even more hopeless than Class 3-E… think Cromartie High School but worse… and you’ve got until Korosensei dies to bring them up to the standard he brings Class 3-E… and instill in them the same kind of lifelong devotion and sense of self-worth… and you’ve got to do it without mind control or emotion control or inhuman charisma or any form of criminal behaviour. Hardwork, dedication to teaching, and treating them like human beings is a good first step, but you’ll have to deal with repeated assassination attempts and you’re not allowed to harm any of your students. Failure to accomplish this goal means you’re a failure at Jumping. In your next jump you’ll be marked with an ‘F’ on your forehead that you’ll be unable to hide, and that everyone will understand to mean you’re a big ol’ loser. After that jump, it wears off.
  • Good Looks [Free Sensei]: You’re hot, sexy, and you know it! You’re a lot more attractive than the average person, even if you try to downplay it you can have both sexes eating out your hand if you choose to.
  • Actually Teaching [150/1150/1300]: You have an odd ability to actually teach really well. You can teach any ability you know to the likes of even Class 3-E. What’s so odd about it is the way you can go about it and still pass on the knowledge. For instance Korosensei is able to teach lessons to individual students through assassination attempts. Bitch-Sensei teaches English by teaching seduction and lying skills. You have a similar method, perhaps you can teach someone to throw a fireball by having the student catch it with their bare hands. The methods you use are unorthodox and up to you how you achieve it.
  • Anti-Sensei Formula [300/850/1300]: You know the formula of the Anti-Sensei material. This chemical is able to be applied to anything if you put your mind to it. Clothing made out of this substance are unable to be handled by Korosensei without his tentacles exploding. They’re completely harmless to normal people, and are a staple given to the students and teachers of 3-E. Outside of the jump they’re able to harm all but the toughest monsters.
  • What Measure is Inhuman? [600/250/1300]: You consume a little bit of Korosensei’s essence, and this has had beneficial properties to it. First of all you can move a lot faster than a normal person, about 60mph (96km/h). That’s not all, your head hair can act like six tentacles, or alternatively you can choose which body hair can act in similar manner. These tentacles are very dexterous, quick, and can manipulate fine objects with ease. The strength of these tentacles are equal to your own and can stretch to their maximum length at a class room’s length in a second. However they’re still susceptible to Anti-Sensei weapons, the same stuff that can injure Korosensei. When destroyed in this manner they don’t regrow like Korosensei unless you actively will it to do so. The process is slow and painful as well very taxing mentally as well physically to do so. Lastly you find your multitasking capabilities has increased to the point where you can manipulate your hands and up to six tentacles without much problem.
  • Cool Clothes [Free Sensei:] You have very nice clothing that you own, you have an entire closet full of different clothing that you can wear.
  • Class Import [100/150/1300] (FD 100) plus [150/0/1300]: 8 Companions at once, underachiever or transfer student plus 300CP+150CP for extra+100CP for Temp Debuff+100 CP from Single Shot=650
    • Sakura: Underachiever [Free], Note Taking [Free Underachiever], Student Uniform [Free Student], Just a Little Studying [150/500], Statistics [300/200], Perceptive [100/100], Good Looks [100/0]
    • Levi, Stern, Dearche: Underachiever [Free], Note Taking [Free Underachiever], Student Uniform [Free Student], Just a Little Studying [150/500], Statistics [300/200], Good Looks [100/100], Intimidation Aura [100/0]
    • Vita Zero: Transfer Student [Free], Intimidation Aura [Free Transfer], Student Uniform [Free Student], Fly on the Wall [150/500], Bloodlust [300/200], Perceptive [100/100], Good Looks [100/0]
    • Tokimi-Chan: Transfer Student [Free], Intimidation Aura [Free Transfer], Student Uniform [Free Student], Fly on the Wall [150/500], Bloodlust [300/200], Perceptive [100/100], Note Taking [100/0]
    • Alex: Transfer Student [Free], Intimidation Aura [Free Transfer], Student Uniform [Free Student], Fly on the Wall [150/500], Bloodlust [300/200], Perceptive [100/100], Note Taking [100/0]
    • Maggy: Underachiever [Free], Note Taking [Free Underachiever], Student Uniform [Free Student], What Measure is Inhuman [600/50], Cool Shades Bro [50/50]
    • Amaryllis: Underachiever [Free], Note Taking [Free Underachiever], Student Uniform [Free Student], Fly on the Wall [300/350], Actually Teaching [300/50], Anime Hair [50/0]
    • AJ: Transfer Student [Free], Intimidation Aura [Free Transfer], Student Uniform [Free Student], Fly on the Wall [150/500], Bloodlust [300/200], Perceptive [100/100], Note Taking [100/0]
  • Ahab’s Auto-Import [X]: Sensei [Free], Good Looks [Free Sensei], Cool Clothes [Free Sensei], Actually Teaching [150/50], Anime Hair [50/0]
  • Joy’s Auto-Import [X]: Sensei [Free], Good Looks [Free Sensei], Cool Clothes [Free Sensei], Actually Teaching [150/50], Anime Hair [50/0]
  • CHAIN DRAWBACK – Single Shot [100 FD]: Death is no longer a revolving door for your Companions. Companions that die in a Jump stay dead until the end of the Jump, rather than respawning after a day or three. If they have a Perk, Power, or Item that allows them to respawn (a 1-up), that works as normal. If you have Rez abilities, you can use them, though it is actively draining to do so. All your Companions gain 100 CP automatically every jump this is active for.  If a companion is not imported, they do not get freebies or origins. Baseline Import Rule does not count for this.
  • GLOBAL COMPANION IMPORT RULE [Not Invoked]: 400 CP buys 8 Imports with 600 CP and a free origin with cost not to exceed 200 CP, plus all applicable freebies and discounts.
  • BASELINE IMPORT RULE [Invoked]: All companions who desire it gain a free baseline import into all jumps. This means they gain an identity with basic or drop-in memories fit for the setting, a temporary form for the setting, and any perks or items required to survive in the setting. Use of the Baseline Import Rule locks out all non-defensive or utility abilities and limits utility to non-overt forms. Memory and LOS telepathic communication are not hampered by this.

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, #56-60, #61-65, #66-70, #71-75, #76-80, #81-85, #86-90, #91-95, #96-100, #101-105Developed

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