When The Facade Breaks (Generic First Jump Supplement Build)

Origin: The Tourist

Name: Carter Davenport

Location: The Jumper

Perks:

Basic Requirements​ (Free to All):

You will receive whatever special abilities, traits, backgrounds, and skills that are required for basic participation in the Level you are in. For example, if you are going to a Modern Occult setting focused on psychics tracking down ghosts, you would receive general knowledge of the supernatural in that world and enough psychic abilities to match the average in the setting. 

A Military setting based on the Vietnam War would give you a decent level of fitness and basic training for the military organization you were a part of. A superhero setting would provide powers or abilities to match the average ability of the featured characters of the world. This also provides in-universe backgrounds, histories, and memories that fit the identity you acquire in that Jump.

These abilities go away when you leave that Level and this perk goes away when you finish this jump. Nothing can be done to retain these abilities, but you do benefit from any practice, training, study, or actual use in the Level itself of any mundane skills.

Body Like A Jumper​ (Free for All):

You are cured of any physical ailments or disabilities you may have entered this Jump with. You become as physically fit as an average healthy athletic person would be. Your fitness will never deteriorate below this level, or any higher level that you have reached by actual training, unless you wish to do so, as long as you have sufficient food and water to survive.

You can also render yourself fertile or infertile at will and can stop or start any menstrual or breeding cycle at will.

Mind Like A Jumper​ (Free for All):

You are aware of any mental illness, disorders, disabilities, or other conditions you may be suffering from as you enter this jump and may choose to have any or all of them removed. This does not make you immune to these things, it just removes pre-existing conditions.

Sexy and I Know It​ (-50cp)

Jumpers tend to be rather vain. Almost all of them eventually take some sort of appearance boosting perk, so let's just deal with that now.

You are incredibly good-looking. On a scale of one to ten, you are a perfect ten. The exact details of your appearance, build, and "endowments" are up to you, but you look as good as it is possible for a human being to look and you stay that way no matter what your condition or the circumstances might be. Anything that happens to alter your appearance, such as scarring, amputation, cybernetic implants, or genetic mutation, will always leave you somehow still looking incredible. You may become a rotting zombie, but you will be the sexiest rotting zombie to ever crave brains.

You will retain your fit and attractive appearance, even without exercise or proper diet, as long as you consume enough calories to avoid starvation. You will either heal perfectly, without any form of scarring, or your scars will enhance your appearance in some way. Even if your current appearance is inhuman in part or completely, you still remain this attractive.

You never actually get dirty, always staying as pristine and perfect as you could be, unless you choose otherwise. In which case the sweat, dirt, blood, or whatever else will somehow compliment your looks perfectly. You also instinctively present yourself as well as you possibly can at all times. Your posture and movements never make you seem awkward or unattractive, always showing you in your best possible light and making anything you wear look amazing. Supermodels train for years to stand and move like you, and never quite make it. You never need to brush or floss, having perfect teeth and a great smile, your hair is always perfectly done up in whatever style you want it in, and if you don't want to shave you simply won't need to, facial or body hair simply not growing until and unless you want it to.

Furthermore, you have perfect control over your fertility, and menstrual cycle in the case of females. Any sexual partners will believe you when you tell them you are protected, as long as you are telling the truth. Your voice is equally incredible in some way, whether it be sexy, commanding, soothing, or just pleasant. Your body scent is either extremely pleasant or you have no scent at all, and you can switch this at will.

Good Fortune​ (-50cp):

You are luckier than most people. Not to the extent that people will be shocked by it or that you could rely solely on this to keep you alive, but random odds do tend to tilt in your favor. Also, you will not experience any fate that could end your chain solely because of bad luck.

Self-Motivation​ (-50cp):

You have no difficulty motivating yourself, easily putting your full effort into any task, training, or activity.

General Knowledge​ (-50cp)

When you enter a new Jump, you gain knowledge of the location and culture you start in that is equivalent to what the average citizen would know. You also gain fluency in the local language or languages. 

Boredom Immunity​ (-100cp)

You are completely immune to boredom. When engaged in a simple repetitive task, you can choose to fast-forward through it, remembering performing the task without having to experience it fully. This fast-forward ends instantly if something changes that requires your attention.

Be Not Afraid ​(-100cp):

You are immune to the mind-bending or destroying effects of eldritch abominations, are never impaired or disabled by fear, and are also immune to any form of spiritual corruption. (Not absolute mental protection. Just for eldritch beings.)

Screw the Devil​ (-100cp):

You are completely immune to any form of possession. Outside control might still work on you, but you are the only actual occupant of your body, mind and soul, and you are going to stay that way. If you allow something else to possess you, you can resume control and kick them out at will. Nothing can stop you from doing so, if that is what you want to do.

Secondary Superpowers​ (-100cp):

Any power or ability that you acquire, no matter where or how you acquired it, you also receive the necessary secondary superpowers to make it function properly. You also have the ability to shut off any of your abilities or to weaken them to any level between off and full power at will.

The Road Goes Ever On And On​ (Free for ​The Tourist​)

Your mind is well-prepared for dealing with eternity. You can find joy and satisfaction in everyday life no matter how long you have been alive, you can adapt to new cultures with ease, and you will never find your emotions blunted by the passage of time and ennui.

Seeing The Sights, All The Sights​ (-200/100cp, Discount for ​The Tourist​):

When your primary focus is the experiences you acquire and the stories you can tell, forgetting them is a tragedy. You will never have to worry about that. You have a perfect memory with instant recall, unlimited storage, tamper-proofing, perfect indexing, and protection from any form of harmful memory. This perfect memory is fully retroactive. You can choose to erase memories, leaving a knowledge that something was erased and a basic description of what that memory was, and you can restore that erased memory later. Nothing can detect these erased memories or force you to restore them. Your memories can only be read by an outside force with your permission.

Ride The Rails To See The Sights​ (-400/200cp, Discount for ​The Tourist​):

Maybe you want to help blow up the Death Star, or fight on the walls of Gondor, or fight off the Agent Smith virus. For those events to happen, events before them kind of have to go a certain way. This is your guarantee of that.

Now, as long as you do not deliberately cause large scale changes, the canon plot of a Jump's setting will proceed as expected, adjusting for minor alterations you might have caused. This can be toggled on or off, but once turned off, the butterfly effect may make a return to canon events impossible.

Harmony​ (-400cp):

Sometimes, the things you are collecting will clash with each other or are difficult to use together. That is no longer the case. You could safely use both the Dark and Light sides of the Force, channel both divine and demonic energies, wield conflicting forms of magic or energy, mix radically different technologies or biologies, and even keep your entire harem in one place, and they will all get along with each other. They will get along with you as well. None of your abilities, possessions, Companions, or anything else that belongs to you in some way will be able to harm, corrupt, or alter you against your will.

Items: (+200 CP Stipend)

Bare Necessities​ (Free to All Origins):

You have a job that pays enough for you to live on, assuming you live simply. You also have a home of some sort, a cheap but decent vehicle of an appropriate type, and the various basic sundries needed to live. Basically, you have a life, set up and waiting for you. The job will be something you are capable of performing, and that works with your background, and the schedule will be flexible enough that it will not interfere in your normal jump activities.

Security Pass ​(Free for ​The Tourist​):

This name badge will alter itself to be the appropriate credentials to bypass any security.

It does not create any background records or add your name to exclusive lists, just provides a perfect fake credential. How else are you going to get to meet your favorite characters?

Jumper Total Fitness ​(-100cp):

You have access to special workout facilities. These facilities, besides being an absolutely amazing gym, will adjust to provide a good, safe workout for you, no matter how great your physical abilities become. It also includes facilities for safely and effectively training any special abilities you might possess, no matter how powerful or dangerous those abilities are. This attaches to your Warehouse after this Jump.

Workshop​ (-100cp​):

You have access to an excellent workshop, laboratory, office, art studio, or whatever other facility is required for your creations. After this Jump, these will be connected to your Warehouse. Tools and basic materials are supplied, but special or extremely valuable resources must be acquired for yourself.

Drawbacks: (Only Apply To First Jump World)

Amnesia​ (+200cp):

Until the end of this Jump, you can not remember the events of any Levels except the one you are in.

(Real Life Pre Jumpchain Are Not Erased So Free Points)

Secret Society ​(+100cp):

You are being opposed by a powerful and well-entrenched secret society of some sort. They may be religious, political, corporate, or any other type of group, but they do not like you at all, and they have a lot of resources to throw against you.

(The Jumper: Paladin Organization)

Masquerade ​(+100cp):

The public is not ready to discover the existence of the supernatural, and part of your job is ensuring that they don't. This could be limited to making sure you don't reveal anything to the public, or it could extend to having to put down other people attempting to reveal the supernatural world.

Total CP: 1,600 CP