Origin Big Cheese You know this film needs to be made. You might have even gotten a few bit parts to sneak your friends in. Like oh, say a gangster or executive producer. You got the skills to keep this train wreck going… and no one’s gonna stop it as long as you’re around.
Race Pizza Person Since everyone seems about average at best, the racial selection options are disabled at this time. Wanna be a Mog? Sure go ahead! A Droid? Why Not? A Pizza Person? Not stopping you. Heck, be a Seven-gendered polymorphic miniature giant space hamster person! Not gonna stop you! Just remember that in lines of ability, everyone is roughly about human average.
Location Planet Druidia Yet another attempt at a royal wedding is being held within a few hours, as Princess Vespa is being married to Princess Va.. erm.. PRINCE Valium. (Sorry, it’s the hair.) Anyway, this peaceful place will get wrapped up in THE PLOT soon enough.
Age - 29
Perks
Pretty Sweet Soundtrack (0) It isn’t much, but you now have a custom orchestral soundtrack that fits whatever your doing. Even allows members of the orchestra to appear in the background and perform drum riffs or such to emphasise your actions even further. You even get the music from the movie.
Basic Starship Piloting (-100) It seems everyone knows how to fly a starship in this universe. Don’t be the exception! With this you have enough generalized knowledge to fly any make and model of starship you might come across.
Fourth Wall Aware (-200) A lot of the bigger players in this world seem to realize something. This universe is a movie in the process of being filmed. You too can stare at the direction of a mysterious ‘camera’ for effect and to drive home a punchline. You might even be able to learn information you normally cannot access! It is almost as if you have access to an unseen script or something… be careful, this rough draft is not always reliable, but very good for a laugh or two when you start reciting someone else’s lines. At least the gist of the plot stays the same even if the methods change.
The Schwartz (-300) It has an up side and a down side. There are two sides to every schwartz. Also, The Schwartz gives various powers like telekinesis, shooting bolts of plasma, and making energy blades. Make sure not to get your schwartz twisted when fighting. Fixing that might require cooperation and a brief time out. Comes with a free ring with a custom design on it that may or may not have come from a Cracker Jack box.
The Perfect Role (0) Got Friends? Need to have more people along with you? Now you can sneak in three of your companions to assist with whatever you need done. They won’t take up a slot this jump, but they also don’t get a stipend for perks. Companions you take along with this can’t be sneaked in again until after 3 more jumps. Mostly because Jump-chan will keep a better watch on you. Honestly, if you need this to get past the “rule of 8”, use it as a last resort. It only kicks in after you have 8 companions already tagging along.
Merchandising!!! (-100) Where the real money is made! You got enough business savvy to get cheap merch for your adventures and have it sell like hotcakes! Don’t ask where we got the manual labor for this. If you also buy Miscellaneous & Useless Junk, you can rebrand it as Jumper brand items and sell it for even more!
A Catchy Jingo (-200) Welcome to earworm marketing. You know how to get people to buy the junk you sell and keep coming back because they got some kind of memetic catch phrase stuck in their head to constantly think of your brand! This can also help with making various other ventures, like films and TV shows! More people hear the catchy jingo you have, the more they need your products.
The sacred and awesome presence of the Everlasting Know-It-All (-300) When everyone else is stumped… when ancient knowledge is lost… when trivia is so esoteric that none may know it… You know it. For you are now the next Everlasting Know-It-All. You can now think on any subject, and with enough meditation and reflecting, find an answer that will solve whatever problem you face. While you do not have the inherent power to solve that problem, you know how to solve it. This gives you a level of wisdom that few can fathom, let alone begin to understand. It also makes you unstoppable with brain buster games.
Planetary Ruler (-600) You have one planet that you rule over. Think constitutional monarchy and you have an overruling vote along with diplomatic immunity. For the most part, you get the benefits of ruling a planet and its populace without all the day to day hassle that follows it. You also get a thriving stable economy, loyal diverse populace, a large stipend for personal spending and transportation to, from, and on this planet provided. Diplomatic Immunity follows with you, but if you do something rather against the rules of where you are, expect to be deported back to your planet. You can always visit this planet and it follows with you, but don’t expect it to advance beyond what you do for it. Anything you introduce will stay, but it won’t make advancements on its own. So introduce magic, and magic will flourish. Introduce advanced technology, and that will flourish. The two won’t combine unless you introduce magi-tech. Etc. See more in the Notes Section.
Notes: None of the citizens are companions, nor can you take them with you. They got their own lives and their own dreams. Just think of them as background characters and extras that you don’t majorly interact with. Major disasters and such are more movie props and sets when danger arises. And don’t even think about trying to turn it into a private war machine. If you do, you’d get in trouble with the Actor’s Union and nothing will be able to save you from the legal and literal hell you’d suffer. It is a place for you to try to make a utopia. A little slice of the Spaceballs Universe to take with you, where everyone on the planet is, when push comes to shove, just an actor in the union. Visit, enjoy the space fantasy culture. Try savory space fantasy cuisine. This is just a place to relax. Also, enjoy some absurd random happenings on occasion… and expect to see Jump-Chan with a script that says Jumpchain: The Movie on it if you catch her off guard. She has a life outside of watching your antics, you know.
Items
Miscellaneous & Useless Junk (-50) Spaceballs: the Cereal! Spaceballs: the Toilet paper! Spaceballs: The Sheet! Spaceballs: The Monogram Plate! Spaceballs: The T-Shirt! Spaceballs: The Action Figures! And more! We can’t get rid of this stuff! Seriously, just take it already! Don’t worry about running out, we made way too much of this stuff.
One Million Spacebucks! (0) Moolah! Money! Time to make it rain!
A brand new, white Mercedes, 2001 SEL Limited Edition (-100) Moon roof, all leather interior. You (or Daddy got it for you) at a good price from Prince Murray. May not be the fastest thing in the universe, but it is a luxury ship with lots of storage space in the back seat.
Companions A Friendly Mog (-100) This half man-half dog is his own best friend. And with the purchase, he gets discounts in the Drop-In tree with 400cp to spend on perks. Fortunately for you, he is also housebroken and a handy sidekick One Companion.
Drawbacks
Universal Drawbacks
Random-Chan (+200)
Single-Shot (+100)
And 8 Shall be the Number of the Chosen (Special)
Start at the Beginning (+100)
First Rule (+100)
No Exit (+100)
Humiliation Conga (+200)
Nap Time for Jumper (+50)
Soundtrack by Jumpchan (+100)
I am your father’s brother’s nephew’s cousin’s former roommate! (+100) There is pithy dialog… and then there is this random need to make the most idiotic, incomprehensible comments ever. The universe has now blessed you with the latter.
Origin Way of the Dragon Warrior (-100) You were born into the world of Kung Fu, perhaps as an orphan raised by one of the many schools throughout China, or maybe you simply sought out direction when you were very young when your talent became apparent. Either way you have been a part of the world of Kung Fu for most of your life, training under your master to devote your life to Kung Fu and justice.
Race Pandas (-200) The first race to develop their chi and played a key role in the creation of kung-fu. Panda’s are considered extinct due to the actions of Shen, although they do live in number in a secret village. Pandas bodies are always big and bouncy, essentially giving them the effects of Rubber Body Style for free. Taking the perk itself would magnify this aspect.
Locations Panda Village Located on a rocky, snowy peak high in the mountains of China. This is a hidden village populated entirely by giant pandas, serving as a sanctuary to the survivors of the destruction of the other panda village. It is a community built on the grounds of a geothermal spring surrounded by a towering barrier of mountains amidst a glacier. The village itself consists of paddy fields, farmhouses, and various green plants and water features.
Perks
Iron Body Style (0) Hard training focusing on toughness and strength has made the warrior extremely hard, even hitting a warrior with Iron Body can hurt the attacker, just as a person punching a iron wall with all of their strength. You lose most tactile sensation and feeling pain however.
Iron Fists (0) By focusing training on punching hard objects your punches become hard like metal, making for incredibly hard hitting blows and can even block swords with your bare hands. Even traditional soft substances like feathers could be hardened into striking with the force of iron.
Tahlia Leap (-100) A technique that allows one to scale sheer surfaces and jump impossibly high. This ability increases a warrior’s agility ten fold.
Chao Wa Punch Kick
(-100) This oddly named attack is a powerful blow to the middle section of an opponent, paralyzing them and rendering them helpless like a stone statue. A great technique for subduing a foe harmlessly.
Wuxi Finger Hold (-200) Developed by Master Wuxi in the third dynasty, the Wuxi Finger Hold is a technique to apply pressure to an opponents finger and then if one so wishes completes the move and releases a powerful golden light, making the target disappear into the spirit realm. Which in most circumstances would be a one way trip.
Inner Peace (-200) Tragedy hurts all but you have risen past your pain to discover who you really are and seek the promise of the future. The technique is a question of 4 redirection of force, with it you can redirect incredible force and control its direction. You can catch cannonballs and send them hurtling back at your enemies with even greater force. Deflect the most crushing blows and subdue your enemy. Coupled with the ability to use Chi you could even affect energy attacks with this ability. This is also a great will power boost, able to overcome trauma and personal pain.
Hero’s Chi (-300) The Dragon Warrior is not just a man who strives to be a hero, but someone chosen by the universe to fight it worse threats. The universe grants the Hero’s Chi to one person in every generation, to be used against some great evil. The universe has provided you with access to this power as well. When in use the Hero’s Chi gives it user flight at the 70-100 mph range, superhuman strength of 25 tons and superhuman speed of a similar range to flight, and the ability to fire chi blasts. While not as versatile as the other powers, these abilities are even stronger than most others in this jump. The downside is that once you use the power Hero’s Chi needs some time to recharge before you can use it again. Thirty minutes of use would take about two weeks before you could use the power again, an hour would be a month, and so on. The maximum amount of time the Hero’s Chi could be activated is 24 hours. Then the power would be expended for an entire year.
Chi Warrior (-300) The Way of the Dragon Warrior is the history of Kung Fu, both its past and its future. In the past, the Panda’s were the first race to harness the power of Chi, being used for healing and defend themselves. Although the true Chi Warrior can become a receipt of the Chi around him, freely given these chi can make him truly the dragon warrior, if only for a short time. With this ability you have full access to your inner Chi and can be utilized to heal others, enhance your attributes and attack with it. Unlike other uses of Chi you can also mold Chi into objects or armor, taking on forms such as Dragons and other figures. Your greatest strength however is that others can freely give you their chi, not enough to harm themselves but together enough for extraordinary feats of power. With this power you could also return from the spirit world.
Slithered Body Style (-100) The Fallen Warrior is sleek and fast, agile and can strike like the serpent. You are incredible agile and fast both in speed and reflexes. If you are a snake you can even slither around an opponent before they could move and control their body like a puppet.
Rubber Body Style (-100) Whether you possess a fat blubbery body or are tall and lanky your body is rubbery to a ridiculous extreme. Able to distort, bounce, and absorb tremendous force before rebounding back into your limbs to deliver intense blows. Training this gift can lead you to an inhuman level of durability and rebounding, and many techniques that focus on your body and chi will fail to take hold.
Companions The Furious Five (-400) All of your companions may pick animal species for free and join you on your journey. Of course, maybe your group is The Serious Seven? The Enraged Eight? Be sure to come up with a snazzy name for your group! Each companion receives 200cp for every 100cp are added to the cost of this perk to a maximum of 400cp (800cp for companions). Eight
Companions.
Drawbacks
Universal Drawbacks
Random-Chan (+200)
Single-Shot (+100)
And 8 Shall be the Number of the Chosen (Special)
Start at the Beginning (+100)
First Rule (+100)
Candyman (+50)
Dark & Stormy Past (+100)
Nap-Time for Jumper (+50)
HIM!? (+200cp) Well you are certainly an unexpected occurrence…And more than a little unwanted. Just about everyone is surprised and more than a little repulsed by your arrival. Although it will usually come with some great title that propels you into the spotlight. The Warrior might be deemed the next leader of a Kung Fu group, a Fallen may be chosen to be the next leader of a bandit army, and the Traveler will be considered a prophet or next big thing of the culinary world. Expect your peers to both disrespect and want you gone. Although with time this effect does diminish, especially if you help them.
I hate Prophecies (+200) You have somehow become the tool of fate. A prophecy has been foretold or will be involving you based on your background. Being a Warrior will make your fight with a big bad inevitable, being a Fallen will probably mean your defeat (but not your death) is foretold, and being a Traveler means you are the one who made the Prophecy, and something will occur because of it that you will greatly regret.
Origins Rat (0) You are an oddly industrious little guy with a worryingly amount of talent when it comes to cooking.
Location Gusteau’s Formerly a five-star restaurant in Paris, France, this restaurant has been going downhill since the death of its owner and acclaimed cook Auguste Gusteau. Why and how you are here is up[ to you, are you here to critique it, enjoy the food, cook, or are you sneaking around to steal food and fix dishes.
Perks
Cooking Talent (0) You have skills in cooking and the creation of new and interesting dishes.
Perfect Palate and Nose (-100) You can distinguish between the minutest flavours and smells and have the ability to come up with pairings, improvements, and component substitutions on the fly based on what you taste and smell.
Food Magic (-200) Your food can affect those that eat it, you can make food that can conjure memories of better times and literally improve the health of the eater completely changing their outlook on life, or you can do the opposite if you’re a monster.
Flesh Mechs (-300)
You have the ability to override any being’s motor skills at will as long as you maintain contact with the being you are controlling.
Items
Anyone Can Cook (0) You have a signed copy of Auguste Gusteau’s famous cookbook. THis cookbook will not only help the user learn any form of cooking quickly, but when used to learn it will allow the user to go through a montage to learn the recipe with nearly no time passing. This book will update in each jump you go to to provide any recipes found in that universe that are even tangentially related to cooking, this include alchemy, potion-making, and cooking.
Ever Full Walk-in (-100) You gain a walk-in cold room full of various meats, vegetables, and any fresh ingredient you might want at that moment. Whenever you open the door you will find it full of whatever ingredients you are seeking at that moment. This will be added to your warehouse once the jump is complete and you can summon the entryway at-will to appear out of thin air.
Pack (-200) This pack of 25 mice with human level intelligence owes allegiance to you and will follow any and all orders you give. They are oddly skilled in running a restaurant. These will be followers after this jump and can be imported into a single companion slot in the future.
Restaurant (-300) You have your own restaurant that is equipt to create and sell any form of food you wish to create. This is a small and intimate restaurant with a capacity to serve no more than a dozen tables inside and another half a dozen out on a patio area. This business will run fine by itself but can do better with focused attention given to it. This comes staffed with a half dozen human followers that will follow with the property from jump to jump unless imported individually as companions. This can be Le Ratatouille two ways. If you insert as Alfredo Linguini the human or Remy the rat, or if you gain ownership of the restaurant yourself during your stay either by financing / backing it or taking it over.
Companions
Companion Import (-200) Import a single companion into any origin and race for 50cp each or eight for 200cp. Each gains 600 CP to spend. Five Companions.
Canon Companion (-100) [Remy] So you want to take any other existing character from this world. Well then this option is for you. This will guarantee a good first meeting and a decent first impression. OneCompanion.
Cook (0) You can create a new companion with the Rat origin with 800 CP to spend. OneCompanion.
Tiny Ghost (0) You gain a tiny rat-sized ghost of any famous character or person you desire to follow you around and give surprisingly good advice and commentary. This companion can be imported into a later jump to gain a full fleshed body as desired. This is best to be used for people that are at the peak of their professions to provide guidance and skill.
OneCompanion.
Drawbacks
Universal Drawbacks
Random-Chan (+200)
Single-Shot (+100)
And 8 Shall be the Number of the Chosen (Special)
Start at the Beginning (+100)
First Rule (+100)
The Pixar Timeline (+0) This jump is now in continuity with every other PIxar movie that has been made, whether as a future, past, or alternate dimension they are all connected.
Origin Princess You aren’t necessarily a princess but you have the looks, bearing, and small animal of one. Can be a prince as well.
Location Corona Castle The original home of the missing princess, this is where the grieving parents reside and overstate the release of floating lanterns each year in memory of their missing daughter.
Age - 16
Perks
Singing (0) You have an excellent and pitch perfect singing voice, able to break into song at the drop of a hat. You will never have to worry about straining or damaging your voice in any way and any magic that is channeled through or utilizes your voice in any way will receive a boost in power. Even when vocalizing a spell or simply speaking, you will sound crystal clear and melodic.
Wild Growth (0) Your hair is now around 20 feet long and can shrink and extend at will with nothing but a bit of concentration. This is now your minimum length of hair no matter your form as long as your form has hair. If you do not have a head of hair then this will be a tangible and glowing spectral representation of long flowing locks of hair. If you have the Magical Hair perk or the powers of the Sundrop and / or Moonstone then they will still be channeled through and represented by this spectral hair.
The Arts (-100) You are quite skilled in various artistic pursuits including painting, pottery, papier-mâché, sewing, singing, guitar playing, and knitting. You also pick up other artistic skills five times as faster, and can extrapolate new and varied ways to apply your artistic skills to other pursuits such as painting and drawing to calligraphy or rune seals.
Rope Skills (-200) You have an innate affinity for rope work and can use it and any rope-like object to capture, bind, grab, or manipulate people, objects, and the world around you.
Magical Hair (-400) You are infused with magic, and this is expressed through your hair to the point that it glows with an inner light of a distinct. This magic can be called upon to provide two innate effects when channeled through song. You can choose a type or nature of magic to have your hair infused with but it can not be the domain and color of either the Sundrop Flower or Moonstone Opal. The first innate magical effect must be related to the domain like the Sundrops Light and Healing, or the Moonstones Earth and Decay, while the second must be a more offensive ability like the Sundrops levitation / flight and light / energy blasts, or the Moonstones black rock generation / manipulation and lightning / electricity generation. For an additional 100 CP you can gain the same effects that Rapunzel did when she touched the black rocks and absorbed a bit of the Moonstone Opals power. This will turn your hair completely unbreakable and prehensile, though since you are paying for this your hair is completely under your control, though it may still act on its own to occasionally help.
Powers
Sundrop Flower (-300) You gain a copy of the legendary Sundrop Flower. The Sundrop has two incantations, the Healing incantation and the Hope incantation. There may be other uses for the Sundrops power to be discovered. When you sing the Healing incantation you will be healed and can have the flow of time run backwards, de-aging the singer at a visible rate. The Hope Incantation is a second spell of pure light and hope of the Sundrop Flower. It allows for the wielding of the burning energy of the sun, this provides levitation and flight, offensive blasts, and its full capabilities remain unknown. Causes the wielders eye to glow with the energy of the sun while wielding its light. The Sundrops main abilities include Decelerated Aging, Longevity, Resurrection, and healing minor or even fatal wounds. The Sundrops’ power is the embodiment of Light and Life itself.
Moonstone Opal (-300) You gain a copy of the legendary Moonstone Opal. The moonstone has two incantations, the Decay incantation and the Black-Rocks incantation. There may be other uses for the Moonstones power to be discovered. The Decay incantation drains life and magic energy into the wielder and if uncontrolled will kill all living things in proximity from plant life to living beings. This will also change the wielder’s hair black and eyes black with green pupils. The Black-Rocks incantation allows the wielder to gain complete control over the electrified dark earth of the moon. This allowed for complete control over the generation and manipulation of the black rocks rather than the previous ability to simply generate basic spikes of black rocks at-wil. The Moonstones abilities lean towards a more destructive bent than the Sundrop as its powers relate to death, ruin, decay, disintegration, nothingness and destruction. It has enough power to render an entire kingdom uninhabitable and devastated. The Moonstones power is the embodiment of death-force itself.
Items
Rapunzel’s Tangled Adventure (0) You gain a copy of the movie Tangled and the entire series Rapunzel’s Tangled Adventure that will adapt to play in any format or media player desired.
Sturdy Frying Pan (0) This sturdy cast-iron frying pan is unbreakable and able to be used for non-lethal takedown if desired.
Unlimited Painting Pallet and Brush (-100) You have a small lidded travel paint pallet with an endless paintbrush. When opened the pallet will display up to twelve different colored paints that will never run out and whose makeup and color can be changed each time it is opened. The paintbrush will morph into any desired shape and size to be used with the pallet. Want to paint your silver color using adamantium or mothering? Well now you can, you can feed the pallet small samples of various materials to impregnate your paints for various effects, colors, and such. The pallet will remember these materials
Magic Comb (-100) This comb will help in removing and preventing tangles, and reverse damage to any hair it is run through. This will also help boost any magics or powers that are cast on, focused through, or involve hair.
Graphtic Scroll (-200) You gain a complete and undamaged copy of the Graphtic scroll also known as the Demanitus Scroll written by Lord Demanitus is an ancient parchment that depicts the legend and research of the Sundrop and the Moonstone. It also lists the instructions on how to wield the unknown “Ultimate Power”, and shows all four incantations, the healing incantation, the decay incantation, the black-rocks incantation, and the hope incantation.
Companions Mascot Animal (0) You now have a small mascot animal no bigger than a housecat with the Intelligent Animal origin and 600 CP. It has human level intelligence but can not speak by default, it is great at charades and conveying information wordlessly.
Scenarios
Scenario 1: Sun and Moon Goals You must somehow during your stay gain control of both the powers of the Sundrop and the Moonstone, how this is done is up to you but the copies bought with CP do not count towards this goal. There are many ways you can try to accomplish this as you could steal the Moonstone for yourself and attempt to drain the Sundrops power from Rapunzel, you could allow the battle against Zhan Tiri to happen and try to absorb the released powers after the fight is won, or you could simply find another way to transfer the powers from Cassandra and Rapunzel to yourself. How you accomplish this is up to you, the only thing that matters is that you do this before the end of the jump.
Reward Powers of Sun and Moon You gain a copy of the power of the Sundrop and Moonstone merge within you as Rapunzel originally had the Sundrop powers as her own with her being the earthly avatar of the Sundrop, rather than Cassandra’s simple merging and utilization of the external and vulnerable Moonstone. This means you will have access and control of the abilities of both items as well as whatever the merged ultimate power is. How this manifests in your own hair and eyes is up to you, whether you have the golden light of the Sundrop, the electric blue of the Moonstone, a combination of both, or something completely different is up to you.
Reward
Rapunzel and Cassandra You also gain the ability to grant both Rapunzel and Cassandra their own respective powers back and in Cassandra’s case having it be internalized as part of her like how Rapunzel is the living embodiment of the Sundrop.
Drawbacks
Universal Drawbacks
Random-Chan (+200)
Single-Shot (+100)
And 8 Shall be the Number of the Chosen (Special)
Start at the Beginning (+100)
First Rule (+100)
Unreasonably Long Hair (+200) Your hair is now 18 feet long and if cut will grow back immediately. It has no other magic. Have fun taking care of this, hope you have a good comb.
Species Kryptonian (-800) Were you miraculously alongside Kal-El as Krypton exploded? Were you part of the shrunken city of Kandor, restored to your full size through miraculous circumstance? Maybe you are an early, successful attempt at recreating Kryptonian DNA by PROJECT, matured into a fully functional clone or offspring of Superman? Either way, you are one of the surviving members of the race of Krypton. At first glance, you are identical to a human - outwardly, anyways. Your internal organs and biochemistry are obviously alien on closer examination. Your true power comes from exposure to radiation from yellow sunlight, which your body absorbs and gives you a host of vast superpowers. First, your base intelligence increases greatly - you are capable of learning new academic subjects within minutes of study, including highly advances sciences and trade skills alike. Secondly, your body strength and durability likewise increase dramatically, allowing you to lift cars, buildings, and more as easily as a normal human could lift a toothpick, potentially pushing several quintillion tons or even an entire planet in time. Your durability is strong enough that bullets and artillery are casually deflected off of your body, and you could withstand planet-cracking explosions and come out with only some burns and bruises. Your senses sharpen greatly, able to view the world on a microscopic scale as well as vast distances away, even witnessing events on distant planets with your eyes or ears, as well as giving you x-ray vision that can perceive as lightly as past clothes or armor, or as deeply as a skeleton, though unable to perceive past lead. Your eyes can also radiate heat vision, able to act as precise as a scalpel or send a city or more aflame. Your breath also has the ability freeze objects and people into ice almost instantly, quickly reducing them to sub-zero temperature in seconds. You are also gifted with flight and super speed, able to move faster than the speed of light, as well as sustain yourself within the depths of space. Finally, the sunlight provided by this radiation is enough to keep your body whole and healthy, giving you a long lifespan potentially measured in millennia so long as your powers are sustained, and acting as a substitute for food, water, and nutrients. All these powers will steadily grow with age and experience, making you a true example of an alien superman. While Superman in his overcharged state is much stronger than what you start with, maybe you can reach that point naturally over a long period of time…? That said, there are downsides. While this won’t be a problem in most day-to-day circumstances, constant use of your powers will exhaust you of the energy your body has absorbed, with the physical invulnerability always being the last to go - and you won’t regain them until you once again expose yourself to the light of a yellow sun once again. Exposure to red sun radiation will quickly drain your powers away in similar circumstances, making you a ‘mere’ human in terms of physical abilities. The force that fuels your physical durability is no help against magical attacks, sometimes even able to bypass it entirely. Finally, the dreaded green mineral Kryptonite will near-instantly depower you upon exposure while causing you great pain, and continued exposure could eventually kill you. That’s not even going into the effects of colored Kryptonite, which can play havoc on your brain. This weakness to Kryptonite only applies for this jump.
Perks
This Looks Like a Job For… (0) Trouble is never far behind, especially for the likes of you. Every day, someone is robbed, injured, hurt or worse. Many people are plagued by being helpless against these sorts of tragedy…but for you, it’s never out of reach or impossible to stop. You may not be able to be everywhere at once, but you’ll find that signs of impending doom or trouble - a gun cocked at an innocent bystander, a bank’s alarm going off, or a teenager about to leap to their death - will always find you and give you enough time to swoop in and tackle the problem yourself, giving you enough awareness of the situation to act on it. Should you wish some time to yourself, you can turn this on and off at will…but don’t forget those in need, alright?
Last Will And Testament (0) Our time on this Earth is short, and while your life may be longer as a result of your peculiar nature, it’s sometimes good to know how long your time really is…and how to best prepare. When your life is on a clock, whether due to lifespan, disease, or some other Sword of Damocles hanging over your head, you are aware of how much time you have left before death claims you, and a vague idea of what it will be. Whether you choose to try and extend or save your own life, or use this to settle any debts or regrets you have, your ability to manage your remaining time increases considerably - enough so that you could put most, if not all of your personal debts and demons to rest before the fated hour comes, so long as your promised time isn’t within a very short amount of time. Should your life be long or lacking in any danger to your mortality, this awareness is instead a feeling of calm and content. Either way, it can be toggled on and off.
The Greatest In The World (0) You’re not a member of the sneering masses, the ones who spend day in and day out laboring mindlessly and accomplishing nothing. You are great, know it, and have the pride to match. This sense of ego and confidence buffers against things like despair or even your own mortality, and unlike a certain supervillain, you have just enough awareness of your own shortcomings that you know how to use this pride wisely, along with how to better yourself.
“…It Never Occurs To Him.” (0) All these fantastic, unusual abilities…they say the character of a man can be judged by what he does once he is free of consequence or retribution. That absolute power corrupts absolutely. So what about you? The impulse to abuse your powers or use them to lord over others, or otherwise tempt you into abusing them in ways you would feel shame or regret for…it doesn’t exist. Certainly, you could still do so if you desired, but abusing your own skills and abilities in the name of self-gratification no longer corrupts or influences you, letting you always make decisions with a clear head. This also comes with humility and openness that will let you interact with ordinary, everyday people without difficulty - because you’re just one of them in the end, right?
“They Surrender.” (-100) Riddle me this, riddle me that. Sometimes you can’t solve a problem by punching it, and discretion becomes the better part of valor. When presented with a mental challenge or a riddle, you’ll find your ability to solve it increases considerably in competence - logic puzzles become simple, riddles have obvious answers, and you can better match someone in a battle of wits simply by having a new perspective on it. Someone can still be smarter than you or baffle you, but no matter whether you’re simple or smart, your mind will be your strongest ally in these challenges.
For My Best Pal (-100) It’s amazing, the lengths someone will go to for their friends, isn’t it? Even if you have to transform yourself into a terrifying monster to keep them from embarrassing themselves or getting themselves killed, you won’t forget what you set out to do. Even in a berserk state where you lose control, your blows will never meaninglessly slaughter allies or loved ones you want to protect - always falling short of a lethal or serious blow, and you have enough strength of will to overcome unnatural impulses in your mind with just a bit of conscious effort.
Kent Values (-100) Being raised by a kindly, loving couple…if only everyone had a childhood like that, you know? Whether or not it was the actual Kent family, you were raised by a loving family who taught you strong values that helped shape your character. Immediate family members, biological or adopted, can’t help but like you and your earnest character. More than that, you are an excellent parental figure and mentor, able to make heroes or just good-hearted individuals out of those you raise.
Always On The Straight And Narrow (-200) You won’t betray your principles or what you stand for. That’s simply the way things should be - those in power should use it for the good, those without power should do the right thing against overwhelming odds. Whatever those principles are, nothing can shake you from them - the honeyed words of villains, mind-altering substances or devices, or even a no-win situation engineered by a great enemy. The coercion fails, your willpower holds out long enough for you to break free, and the only thing that will make you ever stray is if your own values actively hurt yourself or when you give serious consideration to how you see this world. And even then? You’ll find it possible to adapt your worldview to your experiences as you move on, learning from them and growing as a person even as you fight for what you hold dear.
Hard Work Overcomes All (-200) You may not have superpowers. Indeed, you may be dwarfed in comparison to the Kryptonian or just the many heroes of planet Earth. That’s fine. Humans got where they did with hard work and dedication, not innate power. You will find efforts you make to improve your body through training, your skills and abilities through pushing them to their limits or experimentation, and more will yield results more quickly. Should you be a studious or a creating type, you will find science and studies will open the way to breakthroughs a bit more quickly than they normally would for you, as well.
It’s Never As Bad As It Seems (-200)You have a presence about you, Jumper. An inner light that soothes those who gaze upon you, and realize - everything is going to be alright. This is a natural charisma that doesn’t simply make others like you more, but inspires them to do better and to strive improve themselves. You can bring the suicidal the resolve they need to carry on with life, you can bring comfort to those laid low by awful tragedy, and convince a lone pariah of a race of idiots to believe in his kin and use his own abilities for good. So long as it moves others towards bettering themselves and those around them, you can inspire goodness and hard work in almost anyone…except those utterly consumed by hatred or an inability to understand you.
Brains Beat Brawn (-300) Every time. When you battle with the likes of the UltraSphinx or even the Man of Tomorrow himself, you don’t swing at them like an angry primate and hope to come out on top. No, you have a more…refined approach. You possess a keen tactical mind, able to predict actions minutes ahead of time using only what you know of your opponents, and can substitute combat prowess and destructive power with intellect. You will find ways to exploit the actions, habits, and ‘rules’ of your opponents to come out on top, whether stealing from them to gain their powers, resolving an issue diplomatically, or otherwise outwitting them. This does not guarantee you will defeat a vastly superior foe, particularly one not keen on the sort of games you play…but victory isn’t always simply being stronger than your opponent, and you will be able to find ways to escape or come out on top with enough work.
The Great Epiphany (-300) Everything is connected. Everything. Whether from a rush of new power and senses, or just the realization of how infinite the Multiverse truly is…you comprehend the clockwork of the universe on a philosophical level. And it does not care. These tiny points of light, these blue planets called Earth all scattered across infinity…this is all they’ve got. Instead of despair, this has filled you with hope and knowledge of how to use all of your powers, skills, and even influence over others to create better worlds or just put them on the path to progress. In addition, nihilistic despair and mind-shattering revelations simply hold no power over you…because you see with the eyes of both a Human and a God, and it has filled you with love and understanding, or even just enlightenment, few can dream of. Your mind is unburdened, your path and place is clear. What will you do with it?
Going Nova (-300) Thanks to the incident on the sun, Superman is now stronger and smarter than he’s ever been - and it is killing him as a result. Such ‘overcharging’, even if beneficial, can be incredibly dangerous. So naturally, you can do it, too. You’ve found out how to supercharge your mind, body, and superpowers to a level unheard of, threefold their normal potency and potential. Some more ‘fluid’ powers could even spontaneously generate new abilities and techniques that help with the situation you’re currently in, though only within reason. The downside? What comes up must come down. This state lasts for up to a day, and depending on the powers used, you may find yourself exhausted and depowered. A human but brilliant scientist who used this for an all-nighter may find themselves bedridden with a cold and a migraine the next day. A Kryptonian running around using all of their powers at once will find themselves depowered and likely comatose the entire next day. Unlike poor Clark, this won’t kill you, but you’ll likely be out of action and helpless once the heights of your power have burnt out, unconscious for a day or even two with your own abilities exhausted if you pushed yourself to your limits constantly. You will regain your lost or ‘burnt out’ powers gradually over the course of up to a full day, or no less than an hour if you used this very briefly. The backlash is measured by the amount used, not possessed.
Items
Costume (0) The world is no stranger to folks who dress up in colorful, garish costumes whether they are superhero, supervillain, or just eccentric trillionaires. This is an outfit tailored to your tastes, whatever they may be. In addition, they don’t receive damage or tears from the use of your own powers. How handy is that? You may import an existing outfit of yours into this, should you so desire.
Super Watch (0) Based off of Jimmy’s own watch he uses to call Superman, this nifty watch has a feature. Upon activation or the user being in serious danger, it will start to beep wildly with a high-frequency sound that only you, your companions, and any allies you’ve personally adjusted the watch for can hear. And the sound emitted has an inter-system range, able to hear it from planets away. Never again will you be too late to realize your best pal is in trouble!
Kryptonian Flower (0) A soft, golden flower from a Krypton that may be or a Krypton that never was. On its own, it doesn’t do much, but leaving it at a grave or a memorial will bring a feeling of serenity and peace to the site. Perhaps the soul it belongs to is better at ease, now…?
Green Kryptonite (0) Just in case, I suppose. This is a pound of Green Kryptonite hidden within a sealed box of lead, ensuring you don’t accidentally kill yourself with it if you happen to be Kryptonian. You might not see much use for it since Superman himself is currently immune to the green rock’s effects, but it has a funny quirk of being usable on other Kryptonians you may encounter in this world or others. Maybe it will come in handy?
Companions Import (-200) Do you want to bring in an old friend? Or meet some new and unknown person, never seen before? You certainly can. For 100 points each, you may create or import 2 companions with 600 points to spend and as many discounts as the Jumper receives, to spend freely. Four Companions.
Drawbacks
Universal Drawbacks
Random-Chan (+200)
Single-Shot (+100)
And 8 Shall be the Number of the Chosen (Special)
Start at the Beginning (+100)
First Rule (+100)
Hot Water (+50)
No Access (+200)
Trouble Magnet (+200)
Humiliation Conga (+200)
Nap-Time for Jumper (+50)
Silver Age Silliness (+100) Much of this world is a throwback to an earlier, stranger era of superheroes and supervillains. That now goes double for your experiences - things like apes on the moon, variations of Kryptonite that make you behave strangely, suddenly being in confusing (but brief) conflicts with your companions and other heroes…your head is going to spin a little bit at how weird this will get.
Archenemy (+200) An old foe, or a new one? Either way, they’re not dangerous because they can punch as hard as you…they’re dangerous because they know you and your companions, and know how to compensate for the gap in power between you and them, as though they had the benefits of ‘Brains Beat Brawn’. They hate you to their absolute core and will do everything in their power to make you miserable…and eventually, kill you.
The Twelve Labors of Jumper (+300) Before your arrival, it was prophesied you would fulfill twelve great labors to earn the right to continue along your chain. Twelve trials that test your abilities, your smarts, your character, and even your value as a person to their absolute limit, and leave behind a great legacy. You only receive vague hints as to what these Trials are. Each one is more grueling or challenging than the last, and should you fail to complete all Twelve, you will remain in this world forever.
Origin Farmboy Or maybe it’s farmgirl? You’re the local, salt-of-the-earth type. Or maybe you’re from farther away than anyone here could dream…
Location Smallville, Kansas Didn’t you read the title card?
Age - 16
Perks
Boy Scout (0) A scout is trustworthy, loyal, helpful, friendly, courteous, kind… You exemplify this simple code of good behavior. You’re also really good at camping and wilderness survival, and handy around the house.
Remember Smallville (0) Some people get a small taste of wealth or power and just forget where they came from. Crazy, right? Not you, no matter how powerful you become, you never lose that connection of common humanity, that ability to empathize with others.
I Am A Man, And Steel (-100) Your willpower is beyond imagining. You cannot be controlled by any outside force, or influenced or made to turn aside. You also have the very particular charisma that comes from living with conviction.
Red-Blue Blur (-100) You can’t be captured on camera if you don’t want to be, leaving just a mysterious blur.
The Man of Tomorrow (-200) You have the ability to inspire people. To make them believe they can be more. Normally a person saved by a blur and seeing a burning S on a wall would freak out, but people inevitably understand when your intentions are good.
These Were My Trials (-300) Life is about growth, change. Though as shown, you can change for the worse. Not you, though, you always improve, and you keep on getting better. Hardship teaches you empathy, not bitterness, everything becomes a new chance to grow as a person, forever.
Unrestrained (-100) Your powers cannot be transferred, stolen, taken, copied, inhibited or suppressed.
Powers
Reaper (-100) You can kill with a touch, instantly and painlessly. Unlike Tyler, you can control it so you don’t just kill everyone you touch.
Last Son (-500) Increasingly untrue as the show goes on, but you know the drill by now. Faster than a speeding bullet, more powerful than a locomotive, able to leap tall buildings in a single bound. Well, eventually that will be you. Like Clark, you’ve got some growing to do. Right now, you can lift a tractor no problem, run across town inside a minute, bullets will leave bruises and a speeding car could wind you. By the end of the decade, you’ll be up to the full Superman package, growing gradually physically and discovering powers along the way. You should get x-ray and heat vision the first year, flight somewhere in year 5-10, boy that got needlessly complicated in the show. Sometimes a breakthrough can help you get things earlier, Clark discovered super-hearing when blinded, for instance.
Items
Crystals Everywhere (0) If you wish, your Warehouse can take on the crystalline and otherworldly appearance of Krypton or the Fortress. A simple crystal console lets you change this and other Warehouse ‘desktop themes.’
John Williams Score (0) Criminally underutilized to hint at Clark’s destiny. You can get an original score composed for you by the legendary John Williams. You choose for it to play from the air, for only you to hear it, or for silence at any time.
Cellphone (0) A phone with limitless battery and perfect signal anywhere, cannot be lost or stolen or hacked. If you reach into your pocket, it will be there. Updates to match the capabilities of the latest model.
Seed Crystal (-300) A base crystal which, planted in the ground, will become a Fortress of Solitude, a little slice of Krypton with a complete archive of their history and science. There is great power here, for good and ill. But fortunately not an arbitrary and capricious AI.
Companions Old Friends from Out of Town (-100) Import up to ten companions with 800 cp of their own to spend. Companions cannot take drawbacks or Companions of their own. This can be taken multiple times. Eight
Companions.
Drawbacks
Universal Drawbacks
Random-Chan (+200)
Single-Shot (+100)
And 8 Shall be the Number of the Chosen (Special)
Start at the Beginning (+100)
First Rule (+100)
Glowing Green Rocks (0) Kryptonite affects you just as it does Kryptonians. The common green variety causes great pain and weakness, blue suppresses your powers, red removes any inhibitions. The ultra-rare silver and gold varieties make you paranoid delusional and removes all powers purchased here for the duration of the Jump, respectively.
Where It Began (0) When you leave this place, go directly to another DC or the Amalgam Jump, keeping your history and relationships from here.
Long-Running Series x2 (+200) Add 5 years for each purchase. Maximum of thirteen purchases.
Mild-Mannered (+100) You’re kind of really clumsy. Always tripping or dropping things.
Origin Drop In You are a completely random person who appeared at the dock in Fisherman’s Wharf one day. No one knows you except for Johnny, who has your name and some basic information. Don’t ask how. You have no memories, and no friends in this world except for Johnny. He’s actually a pretty cool guy though.
Location - San Francisco, California
Age - 31
Perks
Oh hai Jumpchan (-50) Just by greeting most people with this simple phrase, you are able to make them talk with you for a brief period of time. Most will at least be neutral bordering on pleased at this, but your mileage may vary depending on the situation. A black guy greeting a group of Klansmen in 1950s Alabama will not benefit from this perk.
So how’s Your Sex Life? (-150) You have the ability to just bluntly discuss people’s issues, getting to the heart of the matter regardless of the sensitivity of the topic. It won’t stop them from punching you out afterwards, but for the duration of a conversation you will be able to give them advice and receive mostly direct information. Cannot get them to confess to secrets.
I Like Watching You Guys (-300) Danny has decided to teach you some of his tricks for remote viewing. This allows you to select loose objects as “Camera”, giving them properties similar to average surveillance cameras. This in turn can be beamed into your head or attached to an electronic device with a screen to record (or both if you are paranoid), though quality will degrade over a distance of 500 miles. You can have up to 25 different cameras beaming, but be warned that too many at once in your noggin will make it hard to focus and need lots of processing power. Should someone destroy or significantly damage an item being used as a camera, it will cause a major migraine for you.
Cheep-Cheep-Cheep (-600) You have the innate ability to mock most people into engaging in an act they would normally not do by impersonating a chicken. Perhaps this action is playing tuxedo football, cheating on their best friend, or giving you a promotion. If you do not desire anything from them or they are hostile, you can mock them into a blind rage that may give you an advantage. Does not work on people with strong willpower.
Items Football (-200) A football that, when thrown back and forth with at least 2 people, makes people involved open to conversation about their problems and easier to persuade. Always in perfect condition, will reappear in warehouse if destroyed.
Companions Doggie (-400) You can befriend/kidnap one person (excluding Johnny) from this jump as a companion (except Johnny).The default is the doggie from the flower shop, a friendly pug. While he may not look like much from the outside he is actually the most intelligent member of the cast, well versed in all manner of philosophical and theological treaties from Thomas Aquinas to the Buddhavacana. If taken, hedevelops a psychic connection with you and speaks in Patrick Stewart’s voice. One Companion.
Origin Hidden Threat You’re a being far above the usual denizens of the Galaxy. Like Majin Buu, or Cell, you’re from an ancient age, or some hidden place, but somehow you entered a deep slumber and have just awoken. Depending on your race, you may have been doing so for millions of years (if they’ve existed that long). Unlike Buu however, your power has dropped from its past heights and you must retrain to once again reach those heights.
Race
Buu Race (-800) Like what would come to be in the future, you’re one of the spawns of Majin Buu. The explanation is up to you, but as a member of Buu’s race you have both incredible strength and incredible durability. Your regeneration is far greater than even the highest option of the Bio-Android, allowing you to bring yourself back together from a single atom; this regeneration takes no energy at all. In addition to this, your body is made of a rubbery substance which you can manipulate at will into any shape you can imagine. Possibly the greatest ability Majin’s have is that of absorption. Regardless of the strength of their enemies, as long as one of the pieces that make up their body is capable of enveloping an enemy, they can eventually be absorbed. This gives both a change in appearance, personality, and a massive boost in power As a Majin you also have an instinctual understanding of Magic Materialization which includes the creation of clothes, and turning opponents into various objects (though this is much stronger if the object is candy, eating this candy also works like an absorption). Your power level starts at 100,000.
Location Earth The blue planet, home for most of the stories heroes, yet this world isn’t the same as the one you remember, for one it’s also home to dinosaurs, aliens, and mad scientists. You can start anywhere you want on the planet
Perks
Mighty Fightin Z Fighters (0) Like the people in this world, you too have the mighty power of Ki! You start off with a basic understanding of Ki such as how to fire Ki blasts and fly. Your power level unless stated otherwise starts at 1,200. Like all the denizens of this world, you also have an insane pain tolerance, and are capable of fighting through grievous wounds. If you wish you may turn off your ability to feel pain and make your wounds more of a notification being sent to your brain more than anything.
Already Back(-400) What’s this? You already have power from this world? Well this is a surprise, but not an unwelcome one for you. Already, your power far outstrips that of Frieza and his father’s, rivaling that of the Demon King Dabura. If this is taken as a member of Buu’s “species” then your power matches that of the pink blob himself. Rest assured, you’ll have full control of your now massive strength, and it starts supressed so you don’t have to worry about scaring everyone on your starting planet.
Slumbering Beast (0) Spending all that time away from… Well everyone has made it very easy for you to keep a low profile. When you want to even people you’ve spoken to (though only for very little time) have a hard time even remembering your face let alone any actual details. You also find that people can’t find you through random chance when you wish to hide, it has to be deliberate effort alone that will reveal you.
Villainous Introduction (0) When it comes to the villainous introduction, none can match you. When you first introduce yourself to others, and in other situations, a combination of your immense power, appearance, and aura are enough to terrify those weaker than you to the point of paralysis. The stronger you are, the more severe this becomes, and at some point you could knock someone out cold from simply staring at them.
Hiding Your Energy (-100) When it comes to manipulating your energy , you’re probably the best in the universe. Just by default your energy is nebulous and hard to get a lock on, at times it feels like familiar people to your pursuers, or past enemies. When you actually Do choose to suppress your power, then no form of observation in the Universe can find or measure you. If you’re going to be found, its through the hard way.
Regaining Strength (-100) It’s a bit too late for this now isn’t it? Well either way, you’ll find that whenever your strength is drained, or even entirely removed, you’ll quickly find yourself recovering back to full strength by the end of the day.
Nontraditional Combat (-200) Really, spinning around like a beyblade, compressing yourself into a ball and smashing yourself into your enemies all sounds completely ridiculous. Yet your mind seems to be filled with such unorthodox ways of fighting, and you’ll quickly find that acting on this knowledge confuses your enemies just as much as it does you. The more ridiculous your tactics, the harder of a time your enemies have adapting to them. For someone on your level, this could almost guarantee a victory if used at the right time, and for tougher opponents, this could be the difference between escaping and death.
Human Extinction Attack! (-200) Your attacks seem to have a mind of their own. Whether it’s a magic fireball or a Ki Blast, these attacks once they leave your body act on their own will to aid you. A missed Ki blast would turn right back around and strike your foe in the back. One lone blast in a barrage of them would suddenly halt itself before exploding for a feint. Furthermore, your precision with your various energies is near perfect. In the case where you don’t choose to let control of your blasts go, you have full control over it’s actions no matter the distance. You could fire single Ki blasts that travel across the planet and kill specific people using only your Ki sense as a guide. Finally, there’s no longer a need to worry about friendly fire, you can throw around attacks that only damage their target. Throw your planet destroying deathball at a person? They take all the damage, and the environment will be completely unscathed, though not entirely. All your other powers and energies benefit from this.
Villain Sue (-300) There seems to be something about you that makes others very forgiving towards your actions. Even the most prideful and ruthless of your enemies will hesitate to kill you, and seriously consider attempting to recruit you. It’s almost a guarantee for your less willful enemies. Whether you choose to capitalize on this moment of weakness is up to you, but if you choose not to, you’ll find that you can easily pretend to be friends with these enemies. They and their allies will rarely cast suspicion on to you, in fact they don’t really seem to pay attention to your actions even if they may coincide with sabotage. Even strangers you meet will be strangely cavalier about your past deeds, even the morally upstanding ones.
This Is My Perfect Form! (-300) While I wouldn’t really call it “perfect” your form as it stands now is a hell of a lot better than it used to be. That’s why as it stands, you’ll never really “devolve” so to speak. Any improvement to your physical capabilities and other abilities finds itself maintained no matter how long you spend without practice. The same applies to your skills, whether mental, physical, or spiritual. Even your personality won’t change for the worse, you’ll find that you’ll never grow disenfranchised or bitter. In addition, none of these abilities can be suppressed, removed, or weakened in any way. The only way for your state to change is for the better, and only in the way you see it.
Majin Branding(-400) One of the greatest tools of Babidi and his father bibidi was the ability to bring strong fighters under their control while also granting them a great amount of power based off their inner darkness. Now you too share this power, allowing you to mark others with this brand as long as they’re in your line of sight. As long as they have some sort of inner darkness, you’ll be able to bring them under your control, assuming you also have more willpower than them. Once marked, your new minions gain at least fifty times their original power, and unending loyalty targeted towards only yourself.
Critical Intelligence Failure(-400) Is it just me or do your opponents seem kind of dumb when it comes to dealing with you? Dropping the ball doesn’t even begin to describe the mistakes your opponents make when dealing with you. They’ll choose to give you an extra week to train, let you transform, or any other number of dumb decisions. Using clear cut ways of eliminating you instantly becomes too boring, and Kai’s forbid they have any serious personality flaws. If they do, then even if they’ve already learned to suppress them, they’ll suddenly start showing up just in the nick of time to help you out greatly. You yourself also have a sort of sixth sense of just what to say to trigger their inner problems.
Items
Capsule Case (0) If you choose this item, then all the items you purchase in this Jump get put inside clearly labeled capsules, and stored in this case. No matter how many capsules you end up getting, you always manage to find space. It magically opens up to the items you’re looking for when you open it. If you wish, items from other Jumps both past and future can be put into the case upon purchase. Others can’t open this against your will, or use the items within. Comes with a similarly unending number of empty capsules.
Infinite Bag of Candy(0) This jumbo sized bag of candy is as big as a person’s torso, and is filled to the brim with gourmet candy that never seems to run out. All types of candy, from this universe and not appears in the bag, and you always find yourself liking it.
Energy Drainer/Container (-100) Is that a kettle? Well despite what it looks like, its actually an energy container. By pressing it up against a person, this container begins to drain large amounts of energy from the person, potentially enough to cause death. By pressing it up against yourself or a machine and willing it, this energy will begin to perfectly transfer at any rate you will. This can power anything from machines, or permanently increase your strength. The amount of power it can hold this way is limitless, but you’ll have to be careful to absorb it in increments.
Iconic Gi (-100) This light piece of combat wear seems to be iconic to any who see it. It’s instantly recognizable, and inspires either wariness or hope in those who see it depending on your intentions. You’ll find that you move incredibly easily when wearing these clothes.
Companions Import (-100) You may import or create up to 8 companions who will join you in your new world. If you have a background, these companions will be a part of your past. As a Drop In, they drop in the same location with you. They gain 1000CP and may pick an origin for discounts. Eight
Companions.
Drawbacks
Universal Drawbacks
Random-Chan (+200)
Single-Shot (+100)
And 8 Shall be the Number of the Chosen (Special)
Start at the Beginning (+100)
First Rule (+100)
No Access (+200)
Humiliation Conga (+200)
Plot Involvement (+200) No one likes turtles, least of all the people here. That’s why you’re gonna be participating in every major battle in the plot of Dragonball Z. Yup, from Raditz to Buu, you have to lend a hand in each of these battles, and survive. While you’re not required to kill the main villain, you are expected to play some minor role. If you don’t, the villain will win and your chain ends. If you do, you’ll find that the heroes win about the same as they did in canon. If you made the various movies canon, then take an extra 200CP, and yes you’re fighting them all too. You get a free and mandatory choice of Earth as a starting planet. If another drawback happens to put you away from the Universe, the you’ll instead be transported to help during the fights, then sent back.
Villain Gauntlet (+600) Yeah remember that thing about lending a helping hand? Forget that, you’re essentially Goku now. All of the other Z-Fighters only lend up token support during these battles, and nothing you do seems capable of ending the situations before they happen in Canon. In addition, you now need to do the majority of the work when dealing with these villains. The same consequences above apply.
Shen-Non (+800) Yeah remember those Dragonballs? Wish granting orb things? They don’t work for you, on you, or even really around you. As long as its to your benefit, the Dragons simply cannot grant that wish.
Origin Salesman Ohoho… Moguro has never had the good fortune of a peer before. You’re a brand new Salesman, out to provide to the lacking people of the world that which they want most. Keep a smile on your lips, and your pitches short and simple… and be prepared to handle your customers if they get out of line.
Location Tokyo No need to roll. Any large city in Japan will do, though Tokyo is certainly a common choice of grounds for Moguro to haunt.
Age
Perks
Knowing The Mark (0) Being a good salesman is about figure out someone’s need. Sometimes, even before they’ve entirely figured it out themselves. With this Perk, you’ll gain an eerie ability to cut through matters and parse out what someone wants most after even only a brief interaction with them. Or at least, what they want most right then and there…
Lie-Proof (-100) My my, people can be so dishonest, can’t they? They’ll lie to themselves and their loved ones all day, so why should you be any different? Perhaps because now, when someone lies to you, you’ll know. You might not know the truth instantly, but in many cases a smart person like yourself can discern it, especially if you tend to hit people with yes-no questions.
Living Monkey’s Paw (-200) That which another desires is rarely simple. Rarer still is it what they actually need. Yet, what kind of salesman would you be if you couldn’t give them what they’re after? This power lets you be able to meet out the desires of others… after a fashion. One desire met per target, nothing that can ever benefit you or yours personally… in fact, this power works best if asides from these business transactions you never interact with the target at all.
DON! (-300) This is the power of karma, after a sort. It simply requires that one’s target have done the wrong thing after being clearly cleanly given the chance to do otherwise. This can include telling them specific instructions, or just common sense… or something that shouldn’t need to be spelled out, like not taking your generous aid for granted. Simply point your finger at the guilty party, shout forth that powerful sound, and watch the world ripple… your target will find in very short order a karmic punishment on the way, appropriate for the violation in question. Bear in mind, you need to have had some kind of dealing with them before this can be used, in which they by some means are informed what they can do to avoid invoking your wrath.
Items
The Laughing Salesman (0) It would be rather unfair for you to end up here and have no idea what you’ve gotten yourself into. This large box contains the manga for The Laughing Salesman, the complete original television series (with specials), the live action series, and the 2017 series, all in the format(s) of your choice. It even comes with the pachinko machines and Sega CD games, along with a fully functional Sega CD, mouse, and compatible television. Last but not least, you’ll get a bottle of the Laughing Salesman branded whiskey with four glasses. Please, enjoy!
Dapper Attire (0) This timeless suit, fedora, and attache case make for a handy traveling salesman attire. When equipped with it, anyone who encounters you will believe very easily that you are a professional, accepting that you can perform whatever professional task you claim you can. You’ll still need to live up to that, however…
Business Cards (-100) Always with one on hand when you need it, this card lists your name, and a simple slogan. Moguro prefers the very honest ‘I will fill your empty soul’. Should a person be in need of your services and have this card on hand, you can know and appear before them (or behind them to appropriately scare them). You can do the same should you have rendered service to them and they’ve subsequently violated the terms of that service. It also is just nice to have a professional card to introduce yourself with, you know?
Demon’s Nest Bar (-200) The Demon’s Nest is a tucked away place, nestled somewhere in the world. The bartender, a silent man with bushy hair and a bushy beard, will observe your work but never comment. You’ll always find drinks and a little simple bar food on hand, no questions asked, for you and anyone you bring with you here. Oddly, anyone you bring here with you won’t question any of the more abnormal things you might say or do, making it a fine place to bring folks you wish to explain your true nature to. In future Jumps, Demon’s Nest… will just be there. Just down the right street. Did you intend to import this? You even have a door to it in your Warehouse. It’s just… there. And sometimes, you’ll even spy Moguro here, plying his trade…
The Fix (-400) This black card with a white emblem on it is the ultimate Get Out Of Trouble Free Item in existence. The other side will bear the words 'Please Forgive My Trespass’ in the native written language (if any) of the person it is being handed to. Should you offer it with both hands to anyone you have offended or angered, they must accept the card… and forgive you. Completely. Utterly. Even should you break the rules laid out by Moguro himself, this card will excuse such a violation… once. You only get one The Fix per Jump/ten years, whichever comes first. You may find it useful in the future, but in a world like this, it could be the difference between life and death…
Companions Import (-200) Want to bring some friends along? Moguro certainly won’t complain if there’s more customers in Japan. You can Import one Companion for 50 CP, and 8 for 200 CP. Each receives 600 CP and an Origin of their choice. Eight
Companions.
Origin Scientist If Doraemon’s 22nd century tools are any sign of the things to come, science is going to develop by massive leaps and bounds over the next century, but to get there, the world is going to need intelligent scientists like you to lay down the groundwork necessary for future generations. Scientists specialize in the process of invention, adaptation, reproduction – and while your field of expertise doesn’t have to be related to robotics, if you interact with Doraemon it should become very clearthat robotics and the 22nd century go hand in hand.
Location
North America, 100 million years ago. (Nobita’s Dinosaur)Nobita finds a dinosaur egg and through a very roundabout method manages to hatch it. However, he soon realizes the challenges of raising a dinosaur in 20th century and realizes he needs to bring it back to its own time. Problems arise when his attempt to bring his dinosaur home lands him in the wrong place. Him, Doraemon, and company have to find a way back to prehistoric Japan. Natives: Dinosaurs
Japan, 70000 years ago. (Nobita and the Birth of Japan) Still wanting to find a place where they can escape from their parents, the kids wind up escaping back to a time when humans didn’t exist. They were partly correct about this (humans didn’t exist near to their initial location), but it turns out that there were already humans seventy thousand years ago…and these humans have encountered a rather supernatural problem involving a “demonic shaman”. Nobita and friends get roped into the whole affair when a boy from seventy thousand years ago is flung forward through a man made temporal anomaly… Natives: Humans
Enriru, Subterranean Earth (Nobita and the Knight of Dinosaurs) Wanting a place to hide away from their parents, the kids (with Doraemon’s help) establish a playground for themselves underground. When the gadget that creates the space is destroyed, Nobita and Doraemon realize that Suneo (one of their friends) has been left behind. Mounting a rescue underground, Nobita, Doraemon, Shizuka and Gian find that there is a very peculiar race of “humans” that have lived underground for many many years, and they don’t tolerate intrusion from the surface worlders… Natives: “Human” (Raptor Humans) Nanja (Lizardmen)
Kingdom of Clouds, “Earth” (Nobita and the Kingdom of Clouds) While making their own private hideout up in the clouds with the help of Doraemon’s gadgets, Nobita and Doraemon stumble across an oddity – creatures and people from a completely different time and space. Investigating this, they stumble upon yet another hidden civilization, this one being a race of humans who have adapted to living in artificial settlements in the clouds. Being hyper-advanced they have kept themselves hidden without any issues up until now, as it turns out they have begun collecting “nature samples” from across the world which drew attention to them. Their plan involves “rejuvenating” the Earth through the use of a very extended flood, naturally with little regard for the surface dwellers who they consider part of the problem. Natives: Humans (Sky People)
Bermuda Triangle (Nobita and the Castle of the Undersea Devil) Nobita and friends wanted a seaside vacation, but in taking a trip to the famous Bermuda Triangle, they instead discover that an entire civilization has hidden themselves away from the humans on the surface. These inhabitants of the kingdom of Mu may have adapted to life in the sea, but their precarious ecosystem leaves them exceedingly wary of surface humans. So when Nobita and friends show up with their usual vacation attitude, perhaps it is inevitable for things to go south, and fast. Natives: Sea Humans
Subterranean Africa (Nobita and the Haunts of Evil) Nobita’s friends want to go on an adventure. “Coincidentally”, Nobita finds a dog, which ties him in a string of events that leads Nobita and friends to venture into the deep jungles of Africa. There’s something peculiar about the dog Nobita has found, and it seems to be leading Nobita and company deeper and deeper into Africa as if it knows the place….Naturally the adventure that Nobita and friends are looking for isn’t going to be simple (or safe). Natives: Anthropomorphic Dogs
Animal Planet, Deep Space (Nobita and the Animal Planet) While sleepwalking, Nobita finds himself venturing through a strange mist, coming out to another planet altogether. Though he quickly realizes it isn’t a dream, when he stumbles back to the safety of his own home, no one is willing to give him the time of day, especially not when he claims to have seen animal people. But odd as it may be, it’s still real, and it’s up to Nobita to figure out why there’s a magic mist connecting his house to somewhere far in space. Natives: Anthropomorphic Animals
Pirika, Deep Space (Nobita’s Little Star Wars) Nobita and friends, while exploring the wonders of miniaturization (through use of the Small Light) end up encountering a runaway president of a distant star system. A series of mishaps involving Shizuka (Nobita’s only female friend) leads to said president being captured and taken back to Pirika for execution. Compelled by friendship, Nobita and friends find themselves dragged into a war on a planet far far away (against enemies far smaller than them). Natives: Miniature Alien (Humanoid)
Galactic Migration Fleet, Deep Space (Nobita Drifts in the Universe)When Gian and Suneo are abducted by aliens “surveying” the Earth, it’s up to Nobita, Doraemon and Shizuka to go and bring them home. Unfortunate circumstances force them to band together with the abductors, who turn out to be scouts from a Galactic Migration Fleet looking for a new home. While their intentions are innocent enough, the same can’t be said of a group working parallel to them, who sees Earth as a planet ready to be taken over. Natives: Humans & Various Aliens
Mirror World, Earth (Nobita and the Steel Troops)Nobita really wants a giant robot, but Doraemon won’t budge. In a series of coincidences, Nobita stumbles upon a giant robot…but it happens to be the vanguard for a robot invasion force set to attack Earth (but he and Doraemon only find this out by chance). It isn’t like anyone is going to believe them, which means these kids are going to have to fight off a robot invasion on their own… Natives: Alien Robot
Age - 10
Perks
Spontaneous Ingenuity (0) Taking a look at the plethora of gadgets in the 22nd century marketplace, it should be evident that the scientists responsible for designing these gadgets definitely had rather vivid imaginations. A substantial portion of the gadgets exist for very niche purposes, and arguably some of them have no clear utility at all – yet they all work. It’s almost as if the designers acted on impulse, bringing to life every idea that popped into their head no matter how peculiar. It falls onto you to exercise prudence, whether you intend to make gadgets or indulge in other scientific pursuits, but your mind operates at a similar pace, jumping from one new idea to another based on whatever you can see around you. You’ll have no trouble coming up with new ideas and finding inspiration from your surroundings – because even the most mundane things that other people would overlook can provide you with new inspiration. // Your imagination is constantly running, allowing you to come up with new ideas based on what you observe, even if it isn’t something which would normally catch your eye. Improves your ability to take in information from your surroundings. //
Tunnel Vision (-100) When an individual is capable of dedicating all of their time and energy into a lone pursuit, they’re often capable of achieving astonishing feats. But most people aren’t capable of sustaining that level of focus for any extended period of time – distractions come up, their motivation wanes, life pulls them away, the reasons are endless. Some people might not consider this to be a talent, others might see it as something inherently detrimental, but you’re capable of shutting out the rest of the world to engage in whatever it is you set out to achieve. Until you’re satisfied or until the task is complete, the world literally fades into the background. The only things which could draw your attention away from your endeavour are matters of life and death – namely your life and death. Thankfully, with all of your energy put into a task, it’s likely you’ll finish most tasks far quicker than normal anyways, so the amount of time you would need to spend with no awareness of what’s happening around you may not be very long at all. // *Drastically improves your ability to dedicate all of your attention and energy towards a single task, improving the results and the rate at which you work, but significantly reduces your awareness of your surroundings. As long as the situation does not become life threatening, you won’t respond to changes happening around you. //
Paradigm Shift (-200) They say that people are generally resistant to change and that societies are slow to change, but for whatever reason, you’ll find that when it comes to introducing new technology and new scientific fields to various populations and worlds, they take to it exceedingly quickly. Not only can they quickly adapt to the knowledge you introduce to them, but they’ll do it without questioning how or why it works – as long as it works, they’ll find ways to make use of it. One important point to note is that while this allows technology and sciences unsupported by the world you’re in to retain their functionality, your presence is what keeps things running smoothly. Since you’re the “epicentre” of this phenomenon, the further away you are from the application, the more likely it becomes that the technology will experience decreased effectiveness or behave in an erratic manner. This can be mitigated to some degree, if the people you introduce the knowledge to can develop a strong level of understanding for what they’ve been given – it’s similar to how Nobita and friends tend to abuse Doraemon’s tools. // *When you introduce a new piece of technology or new field of science to the local community, they’ll quickly learn the skills necessary to utilize it and adopt it into their daily lives where suitable. This effect is strongest in your immediate vicinity and rapidly loses strength for people further and further away from you. (Similar to how Nobita and Doraemon can teach people to use gadgets very easily, but the general public has no clue how any of it works) //
Gadget Creator (-300) Gadgets have become a staple in 22nd century society, to the point where not only can gadgets be purchased from regular department stores, but they’ll perform deliveries across entirely different time periods as well. The substantial quality of life improvements brought about by the gadgets is undeniable, but at the end of the day, someone still has to be responsible for designing and manufacturing these tools so that others can make use of them. It takes a special kind of expertise and an uncommon level of intelligence, but no one can deny that you meet the criteria necessary to create gadgets of your own. As long as you have sufficient materials on hand and a function in mind, you can slap together a gadget which will serve your needs. Naturally, the effort and resources required to make something like a size changing flashlight is going to be far less than what it would take to create a complex caretaker cat robot with a four dimensional pocket, but the fundamental theory behind both is essentially the same. Regardless of what you intend to make, never overlook the importance of material choice, as your choice of materials makes a substantial difference in the effectiveness and quality of any gadget you create. Durability is generally the most obvious advantage, as you’ll find that tools made with 22nd century materials are often abnormally durable – to the point that they can sustain extensive damage and still remain functional. Unless you intend to make something cheap and disposable, don’t neglect the choice of materials. // Teaches you how to make the various tools and gadgets used by the 22nd century society. The general function of each tool remains about the same, but the quality and effectiveness of the tools you make are tied to the quality of materials used. //
Friend in Knowledgeable Places (-100) You might not be the smartest, fastest, or strongest among the people you know. In fact, you might be hopelessly outmatched even among your friends, but what’s important is that you have friends, friends who are willing to step up to bat for you when the situation calls for it. Standing above all your other talents is your ability to make friends who will stick with you through thick and thin. With time, you’ll notice that the friends who you hold dearest will develop in ways to balance out your shortcomings. If you aren’t all that smart or wise, your friends will quickly gain intelligence and wisdom – if you’re lacking in physical capability, your friends will steadily grow stronger and faster. // You can have your friends compensate for things that you’re weak at/incapable of. Your general ability at making friends improves significantly. //
The Pocket (-600) By the 22nd century, human understanding of dimensional science had reached the point where creating and maintaining wormholes to different dimensions was no longer in the realm of science fiction. A plethora of gadgets were developed off of this foundation, but among them the “Four Dimensional Pocket” continues to be the first example that people associate with the field of dimensional science. You just so happen to have one bound to you – it’s not all that different from the pocket that Doraemon has, aside from minor aesthetic differences if that’s what interests you. There’s very little to explain as far as your 4D Pocket is concerned. As observed with Doraemon, the dimension it is linked to is effectively infinite, and inanimate objects placed within are kept in stasis. Because Doraemon has secondary pockets – effectively secondary connections to the same dimension, he and others (mainly Nobita) have also demonstrated the ability to use the 4D Pocket to travel from one location to another. Of course, since you only have one 4D Pocket, you’ll have to figure out how to link dimensions on your own, but studying the pocket you have might help in that regard. That said, the pocket that you have is empty – if you intend to stockpile gadgets you’re going to need to procure them via other means. // Gives you access to a Four Dimensional Pocket space (Comparable to Doraemon’s). Given how a 4D Pocketworks this is already extremely versatile on its own. //
Items (+300)
Mark Test Papers (0) Technically free… A ridiculously large stack of test papers, all of them marked to clearly show that whoever took the test failed spectacularly. Somehow despite filling in an answer to every question, they still managed to get every single question wrong, no matter how basic the test was. It’s unclear why anyone would want to keep all these test papers around, but there is one very bizarre use for them – you can use them to distract people. Leave them lying around and whoever stumbles upon them will be too busy laughing at the test results (They don’t actually need to understand the test paper to know what a colossal mess it is) to notice their surroundings or even realize how odd it is that a random test paper is lying around. With enough of these test papers you could keep a lot of people occupied for quite a while, and hey, there’s seemingly no end to the number of test papers at your disposal – it’s almost like someone is trying to dispose of their horrible test scores and you happen to be the person they’ve “entrusted” the papers to.
A Massive Pile of Dorayaki (-50) Dorayaki is a type of confection, generally stuffed with red bean paste. While dorayaki can vary in size, typically they’re about as big as an adult’s hand, and being a confection they’re normally intended as a snack to go with tea. However…if you ever encounter Doraemon, don’t tell him that, because he has no problems eating dorayaki for breakfast, lunch and dinner, and maybe as a midnight snack as well. The pile that you have might as well be endless (Fortunately the pile comes with individual packaging, so you don’t need to worry about it becoming unsanitary or spoiling), but that’s also something you don’t want to tell Doraemon, because he will most definitely attempt to confirm whether it is indeed infinite in nature. Oddly enough, you can also use this as a form of currency if you want – at least here in this world (specifically, bribing gifting Doraemon with dorayaki), if you try this elsewhere…well, it might still work, but the amount of dorayaki required to exchange for anything substantial will most likely be far more than what your hands can hold.
Dokodemo Door (-200) Not unlike many of the other gadgets offered here the Dokodemo Door won’t seem like anything special if you were to judge it based on its appearance. It wouldn’t be out of place in any modern house, besides the distinctive pink colour scheme. But behind its unassuming appearance lies one of the most efficient means of travel the 22nd century has developed. In theory, provided that the destination is a known location, all one needs to do is announce the destination to the Dokodemo Door, and the Door will bridge the space between where it is standing to the intended destination. After that, all you need to do is open the door and walk on through. As with most of the gadgets made in the 22nd century, while it is extremely versatile it does have some shortcomings. As one might expect, it can’t bridge a pathway if there is some sort of substantial spatial disruption blocking the path. Also, because the doorway is a bridge between two locations, if you open the door to somewhere dangerous, the door will not protect you from the consequences (Hostile animals can charge on through, ocean water can surge in, lava can actually destroy the door, so on and so forth). As a last note stemming from the last example, don’t ever leave the door out in the open, as it is susceptible to damage, and a broken door means no way home until the replacement eventually arrives.
Mooncake of For tune (-200) A gadget which when eaten, makes someone abnormally lucky, with its effects being several times as potent when consumed by someone who is typically extremely unlucky (Nobita is an obvious choice). Its main shortcoming is that it has a fixed duration (three hours at most) which cannot be manipulated without the dramatic boost in luck dissipating, and it also does not give the individual which consumed it any warning as to well the luck boost will run out which means they have to keep track of the duration themselves. It is advised that if you’re going to make use of this, do everything important first and leave matters of lesser priority for later so nothing is left to chance. Once consumed, it takes time to replenish, but even if you did have multiple, the duration of the luck boost decreases dramatically if you try to gorge on them to extend the buff.
Assembly Line (-200) Using the basics of 22nd century technology, this building sized assembly line allows you to pump out goods en masse. Whether you’re creating copies from a known template or running test blueprints for the line to manufacture from scratch as long as the facility is powered it can produce goods indefinitely. No one really knows where the resource streams are supposed to come from, but the same can be said of many other things from the 22nd century. For all we know, it could be industrial grade replication mirrors set up everywhere. On that note, you should know that the entire assembly line is a black box (For security purposes). You can decide what you want it to make, but no one will know any of the details involved. Also, because it makes things exactly as instructed, you should take care to be as precise with the instructions as possible – a slight fault in the blueprint can lead to catastrophic results. Lastly, because it’s a facility, you’ll probably want to keep it somewhere hidden away or make sure that it is heavily guarded (Even the gadget museum in the 22nd century has layers upon layers of security, and they’re already rather “lax” when it comes to most things).
Companions
Summer Vacationers (-200) Import an existing companion at a cost of 50 points/person; companions are given the same privileges and options as you, but are only granted 700 points to spend with (other stipends remain the same). You should note that since your companions can decide their own history and identity, they may not start in the same circumstance as you – you are the only one who chooses which of Nobita’s adventures are pertinent during your stay here, but your companions could choose to become natives of the locations tied to those adventures. Importing in batches of 8/20 is possible, at a cost of 300/500 points, with the same benefits. Four Companions.
22nd Standard Utility Robot (0) Looking for help similar to Doraemon, but lack the connections or know how to arrange for an express delivery from the 22nd century? This option will provide you with a solution by offering you the opportunity to arrange for a 22nd century robot companion, who will be sent to your arrival destination (regardless of where that happens to be). You’ll be given a range of different robot models to choose from, each with their own specialties. This is a one time offer, so choose carefully.
One Companion.
Cat Helper A general household utility robot, the same model that Doraemon is classified under. While it tends to have “cat like traits”, because these robots are intended to be household helpers they behave much like humans to create a sense of familiarity. Their understanding of human behavior makes them effective as caretakers rather than as pets, especially for children. Its most distinctive feature is its four dimensional pocket, but like Doraemon if it ever becomes panicked the effectiveness of the four dimensional pocket drops dramatically. It also doesn’t have all too many tools to begin with, so expanding its inventory becomes your responsibility.
Drawbacks
Universal Drawbacks
Random-Chan (+200)
Single-Shot (+100)
And 8 Shall be the Number of the Chosen (Special)
Start at the Beginning (+100)
First Rule (+100)
Nap Time for Jumper (+50)
Convenient Target (+100) Nobita normally ends up becoming the scapegoat within his circle of friends and family, and typically he has no one to blame for this but himself, whether it is because of his poor decision making skills, laziness, or general lack of competence. But now that you’ve shown up, things will change for the better (for Nobita), because instead of him becoming the scapegoat, now you happen to be the one held responsible when something goes wrong, even when Nobita is still the cause of the problem. What this actually means for you tends to depend on the mess that Nobita causes – but don’t bother trying to convince anyone that it’s Nobita’s fault and not yours, because they won’t be listening. …Thinking about it, Doraemon has a gadget that does exactly this…
Abnormally Long Summer Vacation (+100) Nobita and Doraemon live in a rather peculiar world, even if they don’t experience much of it in their normal lives. For them, once the adventure comes to an end, they return back to their normal lives and the events just become a distant (and generally pleasant) memory. Not so for you, because the consequences of the adventures are going to reflect on the world around you. If they encountered alien races, those races will still maintain a presence on Earth. If they met with strange phenomena, traces of that will linger in the world even after the adventure should have long been over. With each adventure Nobita embarks on, this will accumulate and increase in intensity.
Time-Space Anomaly (+100) As you’ve probably noted from the records of Nobita’s adventures, the space-time fabric of this world is rather fragile. So well, don’t be too surprised when people from your past (read: other worlds) start appearing in your vicinity. The amount of points you receive from this is dependent to how frequent these people show up and how dangerous they are to you and everyone around you. As the frequency and the general risk increases, the amount of pointsyou receive will increase. Whether the people that show up actually remain in the world is entirely up to chance. Some of them may stick around permanently, some may end up vanishing back to their world. Since predicting when and how they’ll show up or leave is literally impossible, your safest bet is to assume that it’s never going to work to your advantage. At best, whoever shows up will be neutral towards you.
Origin Crystal Gems You have memories of working and possibly living with the crystal gems. Maybe you are a survivor of the war, a recent defector from Homeworld, or maybe you are a human that works with and aids the crystal gems on a day to day basis? Whatever the case you have allies and friends here.
Race Gem (-200) Will you look at the shiny gemstone. You are a sentient mineral deposit that can produce a body using hard light holograms to emulate a form. You are immortal as long as your central gem is intact. Select your Gem and caste from the below section.
Gem Selection Diamond Authority (-400) You are a diamond or the descendant of one, as such you are the peak of gem existence and probably one of the rulers of your kind. You are also MASSIVE, towering over all other singular gems. Maybe you are as old as the rest of the diamonds but have been in hibernation or away traveling the cosmos since before the rebellion and Pinks death, maybe you were grown to fill the void left from Pink Diamonds death, or maybe pink tried to secretly grow a companion and left you behind like Spinel as you were either not finished growing or she thought you needed to be hidden from the other diamonds sights? Whatever the case you potentially wield tremendous power over the homeworld gems. [You gain a single massively powerful ability in its range and versatility.] These gems are massive standing around a towering 90 feet in height. Thankfully they have the ability to alter their height down to a much smaller 6 or 7 feet in size easily. As a diamond you can choose your full height to be something comparable to the other diamonds and do the same for your smaller size. **THIS ENHANCES ALL GEM PERKS – ENHANCING THEIR POWER AND VERSATILITY**
Perks
Crystal-Clear Sound (0) Grants you a clear and beautiful singing voice, with the ability to break into song at a moment’s notice and carry a tune with the best.
Form Shifting (0) As a gem your physical form is not so much made of physical matter the way a humans is but is instead a projection formed from your gem using light and energy. As such it can be altered at will or when you go through a truly life or mind altering event. As such you can not only change your form but this allows you to alter your height slightly at will but cannot be maintained indefinitely unless you have a Gem Power related to shape-shifting like Amethyst.
[DIAMOND ENHANCEMENT] Form Resizing – You can resize your form between it’s full height, which for a diamond can be up to around 80 feet and the height range of a human at will.
Armament Creation (0) You have a weapon that you can store and recall from your gem that is influenced by your form and abilities. This will grow with you and adapt to any and all alt-form you possess.
[DIAMOND ENHANCEMENT] Digital Armory – You store a weapon within your gem the same way your true Gem Weapon can and summon an exact duplicate creation that can be used and dismissed at will, as long as the original is still within your gem, meaning that your summoned gun will create its own ammo, and your sword, if broken or thrown away, will simply be dismissed and recreated. Only one melee and ranged weapon can be stored at once besides your Gem Weapon.
Fusion (0) You can fuse with one or more compatible gems to form a more powerful whole that will stay fused until you decide to either separate or your desires and emotions run counter to each other for long enough.
Bubbling (-100) You can encase objects and beings smaller than yourself in a sphere of energy. This bubble can be teleported to your home base in your current world or to your warehouse at will, with any form of regeneration and reconstruction being suppressed while in the bubble meaning things like gems will not reform their bodies while encased. Living and conscious beings will find it easy to break the bubble from inside once it is out of your line of sight and conscious control.
[DIAMOND ENHANCEMENT] Bubble Teleportation You can teleport anything you have the power to contain to any location you are familiar with or own, this includes yourself. This ability is exceptionally taxing to use initially.
Gem Powers (-200) This provides you with a powerful and versatile ability or affinity based on your gem and personality similar to Sapphire’s precognition, or Lapis’ Hydrokinesis, or Amethyst’s shape-shifting.
[DIAMOND ENHANCEMENT] Power Amplification The gem powers designed here can be extended in scope and strength with nothing more than a flex of will and a bit of energy, turning a power to manipulate water into a world drowning tsunami or into a desert quenching rain with nothing more than a flex of your will.
Gem Creation (-300) You can create life from the lifeless. This works especially well with gems, though maybe you can figure out other substances that it will work to imbed the energy and life code into. You will be imbuing the base object with your own energies and the mental coding and concepts needed to promote the growth of sapience and life over a number of sessions or a period of time depending on your available energy source and mental strength. Once it hits a critical saturation point it will explode fully grown with its base object embedding somewhere on its form. Since you are doing this by hand with your own power and will, you are able to create a far more customized and unique existence than you would otherwise be able to do using the more industrial and automated gem technology like the kindergarten machines. While these allow for the creation of large groups at once in an automated way from templates, they rely on those templates to form their creations and drain the planet and surrounding land for their energy. As you are providing the instructions and power yourself this will be a draining and mentally taxing experience that will prevent you from mass creation initially, though what you can do with practice and time is up to you to find out.
[DIAMOND ENHANCEMENT] Life form Enhancement - You can imbue part of yourself into another, providing a fraction of your skill and perks onto them while enhancing their physicality and longevity. This alters the beings physical makeup to be partly gemlike which not only extends their biological life but restores them to peaks physically. Doing this allows you to provide them with one or two of your own perks or powers to form the basis of their new existence, these abilities will start out weak and grow with them through practice and utilization.
Items
Gem Destabilizer (0) You gain a weapon capable of destabilizing and disabling a gem’s projected forms. This does not work fully on Half-Gems only providing momentary pain and disability. This has no special effect on non-gems. You can import a melee weapon and grant it this effect.
Gem Resetting Weapon (-100) You gain a weapon capable of resetting a gem destroyed by it to factory settings wiping all of its accumulated memories back to when it was first created. This does not work fully on Half-Gems only setting back their abilities to their base level and eliminating their utilizing of higher learned gem powers though they can be re-learned and utilized with effort as they have the knowledge of them but need to re-teach their gem to perform them. This has no special effect on non-gems. You can import a melee weapon and grant it this effect.
Companions Import/Create Custom Companion (-200) You can import or create a single companion for 50 CP or a full eight for 200 CP. Each companion gains 800 CP to spend on perks and items. Eight
Companions.