When The Facade Breaks ( Chronicle Jump Build)

Location: Seattle, Washington State (Year: 2012)

Origin: Drop-In

Age: 18

Perks:

Powers (free)​:

What would you do if you had the power to do whatever you want, Jumper? No matter what your answer to that question is, you'll be able to prove it to the world soon enough. Through strange means, you have gained the potential to do great things, though you might not notice it for the first few weeks. But after some time, you will come to realize the existence of what might be described as a new sort of muscle. One that allows you to use a power commonly called telekinesis in fiction. After you first begin to use it, even moving a baseball around for a few seconds will be too much overexertion, the strain making your nose bleed. But like any other muscle, this one can be trained as well. Throughout the course of a few weeks, if you trained regularly, your power would grow by leaps and bounds, allowing you to easily move around cars, fly, or create a protective forcefield around yourself. And just a mere month after that, you would be able to throw around buses like they weighted nothing, easily fly through skyscrapers without harm, and create telekinetic pulses and vibrations to push away dozens of cars or threaten the structural integrity of multiple high-rises. If you kept at it, who knows how much stronger you could become.

Lifting Yourself Up (-600 CP):

The powers you have gained here work just like an invisible muscle. Ignore them, and they will stagnate. But actively use and train them, and you will see just how far dedication can take you.

And now, all other abilities in your repertoire gain the same potential. Exercising your powers will increase their strength, no matter what nature they might be or how mighty they already are. Unlike normal exercise, where after a certain point further progress becomes simply impossible, you will always see the same gains if you keep on putting in the time and effort. Don't neglect your real muscles, though. Playing Superman is only fun if you also look the part.

A Lonely Fortress (-100 CP):

Sometimes, all is not well in life. But what should one do to remedy that? There is no universal answer. Different people have different ways to deal with problems, not all of them wholly beneficial. Some might rush at them head first without thinking, and others might perpetually run away from them. And you simply put up barriers. For all things that bother you, and for all that you cannot deal with, you can put up mental walls. This way, you lose all emotional investment in your ailments, so they will never be able to bother you again. It's almost like watching something as an outside observer instead of experiencing it yourself. Of course, this doesn't solve these problems or make them go away. Homelessness, abusive parents, bullying, and a thousand other possible miseries don't disappear that easily. Not feeling their weight on your shoulders might even make them more difficult to deal with in the long run. But that's a small price to pay for peace, right?

Magnetic Personality (-100 CP/ Free With Drop In):

What a coincidence it is that the only people in the world with superpowers are all in the same city and quickly become friends. But if you were involved in that, it wouldn't really be a coincidence, would it? Somehow, you attract like-minded people to yourself, and are able to build relationships with them in mere moments, should you choose to do so. But this isn't limited to such a nebulous quality as personality: should people with special powers exist in a world, you can be sure that you'll quickly meet them.

Secrecy Insurance (-200/-100 CP Discount Drop-In):

While having actual power for once is great, it can be a real pain in the ass never being able to use it. It's impossible to know if those people dissecting governments are fiction or not, after all. But thankfully, you've found somewhat of an outlet. As long as a use of your powers can be explained away in literally any way, whether it be CGI, parlor tricks, or some natural occurrence, people will always assume those things to be the cause instead of anything supernatural. And even if you ever went overboard and the world found out, you can rest assured that although some might react negatively, you will never be harmed as a result of your gifts being revealed.

Supernatural Savant (-600/-300 CP Discount Drop In):

People have all sorts of talents. Some are good at sports, some have amazing voices, some are great at computer games, and some are ridiculously good at using their superpowers. Wait, scratch that, the last one is just you. You have an inborn talent for using any extraordinary abilities you might have in your arsenal, and coming up with new uses for them. In just a few weeks, you could go from only being able to use rudimentary telekinesis for the movement of small objects creating barriers with it, easily shaping and moving gasses and liquids, affecting things you cannot perceive with your senses, diverting and controlling energies such as lightning, and feeling your surroundings through telekinetic feelers. One might even wonder if the original power was capable of such feats, or if you invented them yourself. But there's no need for wonderment: if you diligently train and experiment with your abilities, you will see yourself able to use them in ways impossible to grasp for any others, pushing both the power and yourself beyond their limits. So long as you are creative, the various tricks and specializations you invent this way will allow you to advance your power in ways beyond just raw strength, and perhaps topple even giants with the metaphorical sling.

Even Bad Guys Need Sleep (-200 CP):

Sleep is one of the best things in life. The ability to just turn off your mind for some time and escape the woes of life often goes awfully underappreciated, not in the least because it does have its drawbacks: one is left completely defenseless when asleep, and the mind is addled with more than a few problems if you lack it.

That's why your body decided it'll just do away with those negative aspects. Whether you're asleep, unconscious, or in a drug-fueled haze that renders you unable to act, it is guaranteed that no harm will fall unto you. Your enemies may still bind you to prevent your escape, but you won't get hurt, either due to you waking up in time before anything happens or nothing happening at all. And since you are able to rest without fear, you'll also do so restfully, with all sleep being entirely enjoyable. You won't even be groggy in the morning anymore!

With Great Power Comes Great Leisure (-400 CP):

The power you have at your disposal is enough to make you untouchable to most anything you might encounter, true. But even you have weaknesses. If you don't concentrate to keep up your defenses, or aren't quick enough to raise them, you are just another human, with all the vulnerabilities that entails. But no more. Pondering over this problem, and possible solutions to it, has caused you to gain quite an interesting skill. You no longer need to focus your concentration on abilities you wish to use. Wanna spend your whole life being surrounded by a forcefield without ever thinking about it?

Why the hell not, as long as you can take the strain. You don't even need to be conscious for your power to keep on working: if you wanted to, you could set your cruise speed to a comfortable tempo, fall asleep, and wake up having flown to the Bahamas for a quick vacation. You can also set up your powers to do some more complicated stuff, such as making a camera fly around and film you or automatically repelling everything within a set distance of yourself. Do keep in mind that all this is simply you unconsciously directing your abilities, so they will still cost whatever they usually do: take care not to die because you forgot to turn off an exhausting ability. But if you play it smart, you'll find that it'll at least decrease the chance of getting shot in the back.

Chad 101 (-100 CP):

Humans are social creatures by nature. Combining that with a lack of any predators due to being the dominant species on the planet means that survival of the fittest doesn't refer to the strongest anymore, but rather the most intelligent and charismatic. And you definitely are fit in the latter regard. With looks that make you a 10/10 in the eyes of any part of the populace, a seemingly inborn intuition for social situations and how to successfully navigate them, and a presence that endears you to most anyone you meet, you are thriving in the urban jungle. But you aren't just eye candy. You are able to enthrall people with a mere few words, whether that be through some well placed jokes or interesting conversation. A career in politics would definitely suit you.

Items:

Found Footage Film (free):

Records of all your adventures, past jumps included, as if everything around you had been filmed from all possible angles, in any resolution you want. Who knows, with that at hand, you might even be able to make a found footage film of your own adventures?

Drawbacks:

Weird Quirk (+100 CP):

You're pretty weird, aren't you? You've got a certain quirk that makes you stand out, but not in a good way. Choose anything like running around in cosplay all the time, filming literally everything you do or see, being unable to go a minute without being the center of attention, putting so many barriers between you and other people that normal social interaction becomes nigh-impossible, or refusing to engage in even basic hygiene. While some people might be able to see past this, it certainly won't make you any easier to talk to.

(Weird Quirk: Paces When Thinking Deeply)

Awkward (+100 CP):

Social activities definitely aren't your forte. You often stutter, can't hold eye contact when conversing with others, frequently are creepy around the other sex, and can't seem to understand why people won't care about your favorite niche hobby. While you might become friends with other outcasts, don't expect to become one of the popular kids around the block.

No Escape (+200 CP):

Looks like things aren't going well at your home. Expect a lot of awkward silences and everyone avoiding each other. Perhaps your mother is cheating on your father, but he's too afraid to do something about it, or maybe one of your parents has died, with your other one being perpetually depressed. Either way, it's likely that you won't want to spend all too much time at home.

Bullied (+200 CP):

Man, you're a total loser, aren't you? Most people in your school seem to think so as well, and they'll make sure you know it too. Getting called names, having your possessions stolen or destroyed, and having pretty much no friends are going to be a constant in your stay here. Not even the teachers like you particularly much, so don't expect any help from that side either.

Apex Predator (+200 CP):

Your mentality is a bit out of whack. As your powers grow, or if you already have some abilities from other jumps, you'll come to consider yourself the apex predator of this planet, above all others. Steal anything you want to have? Why not? Beat up or even kill people who have wronged you? Just another tuesday. If there's anything you could justify an apex predator doing, you'll do it without a bad conscience.

Total CP: 1,800 CP