Chapter 3: Character Sheet
This isn't a chapter. This story is a Jumpchain story, and the following is Tyson's character sheet. If you don't care about such things, feel free to ignore this.
Documents
Smallville
Supplements
Generic Super Academy
Jumpchain Gift Shop
Universal Drawback
Universal Universal Supplement
Perks [2200] = 2000+200
[Free] Comic Book (Smallville):
The ability that all superheroes possess, this is basically the ability to operate under 'comic book physics' so you are able to run so fast without the air catching fire or lifting objects without it breaking apart around the area you pick up. You can turn it on or off.
[Free]18+ (Smallville)
For those of you who are not comfortable having or working alongside 15 year old companions, this is for you. What it does is change the setting slightly so that instead of starting freshman year at 15, people now start at 18 thus making all the characters 18 years old minimum, maybe because there are three more years of education before that or something; fanwank. And this won't be anything weird or anything and will be something normal and will apply for the whole world.
[Free] Hollywood Level Looks (Smallville)
Essentially, you are insanely good-looking in the fashion you desire (so things like body structure, fat, muscle proportion, how they look like it, how you look like hair, skin and eye color, body hair, height, etc is up to you). At a minimum you are 9.9 out of 10 for those who don't like you or who are of a different orientation (if I have used that correctly) and 10 for the rest. And for free, you get the add-on benefit of being a master flirt with your looks, able to get those of your preferred gender interested, and your skill with flirting keeping them there.
[100] You Could Never Deliberately Take Another Man's Life (Smallville)
When you are 'blessed' with superpowers; every day is a challenge, you have to fight to hold yourself back every second of every day unless you 'push' a little too hard or 'punch' with a little too much force. And then factor in a time of incredible turmoil AKA puberty where your emotions are in overdrive and then add dangerous confrontations with superpowered entities and psychotic geniuses and it becomes so much harder to not end up crossing the line and taking a life. Clark Kent only managed this because the very plot of this world and the lessons instilled onto him allowed him to do so; but Jumpers do not have such protection. Except you seem to, you seem to have the will to never cross a line and commit an act that goes against your very essence and being; even in the darkest of moments where you seem to question everything about yourself, you will still not cross whatever figurative line you make.
[100] Nope (Smallville)
From Clark's blood came the Lazarus serum and Connor Kent. From analyzing his blood; one was able to at least partially bestow and understand Kryptonian abilities. And that would suck even worse if someone was able to via accessing your genome gain your abilities. So for 100 CP, you can make sure that no one can access or even understand your genes and gain your powers or perks or whatever. And I mean no one who you don't personally permit.
[200] Wraith (Smallville)
If you are going to a world of total surveillance and you are planning on playing hero (or villain); then you are going to need some way to avoid the prying eyes of others. You are rendered immune to cameras and other such surveillance devices and for free, you now know the location of all surveillance devices that are able to view you. Comes with a toggle.
[200] Nice Try (Smallville)
You Jumpers spend hard-earned CP to acquire powers and then some little kid comes along and just takes it, or some witches appear and utilize magic to steal them OR an incredibly powerful A.I. strips you of them. Regardless, you would think paying CP would allow you to keep your powers safe but alas; it doesn't work like that. So I am offering you the chance for 200 CP to stop your powers being stolen or copied; letting you keep your powers where they belong, with you.
[400] Like A Fortress (Smallville)
Honestly, can anyone tell me how many times Clark's mind has been affected by powers, abilities, or materials? I have personally counted at least four; having his mind swapped with Lionel's, the silver K, Desiree Atkins, and Red K, and again those are just the ones I remember. And you can easily enter this jump without protection but honestly, why would you? Complete with protection from having your mind swapped or possessed, having it read and most importantly having it manipulated and this includes from powers or items or magic, etc. Whether it's from Darkseid, The Devil, or hell for you Kryptonians Red and Silver K. No matter, your mind and memories are now YOUR mind and memories; safe and sound, now and forever. Comes with a toggle, allowing you to shut off parts of this ability while keeping other parts active or toggling off the entire power.
[400] Deal You Made With (Smallville)
Kryptonite psychosis is a term used to describe the mental affliction brought about when humans are exposed to kryptonite, where they lose contact with reality and become obsessed with following their natural instincts; most often turning psychotic and homicidal. This has happened to almost every single meteor-infected individual and who wants that, who wants to get superpowers and turn insane. It is the same kind of thing with those gifted Kryptonian abilities; for example, Jonathon Kent was bestowed abilities by Jor-El. For a temporary time he was gifted immense power but the strain on his body was such that his heart was permanently weakened and partly caused his death. The main reason I am mentioning this is because, unlike the other dwellers in this world, you don't seem to be negatively affected by your abilities or the source of them. So for example, no kryptonite psychosis, no body strain, no possession etc from acquiring abilities. You have them, nothing bad happens to you because of them or the source.
[600] Freebie (Smallville)
Maybe it was the meteor shower, maybe it was magic or maybe it was the all-powerful benefactor; either way, you are not normal and instead possess what people will come to call a meta-power. This gives you 1200 PP for use in the power section.
Powers: Infected Vision (200 PP):
The ability to see other super-powered individuals. When someone who possesses some form of powers is within eyesight of you, to your eyes they will glow a green color and be outlined UV light. You can also somehow see whether the superpowered being has awakened their abilities or not. The canon user can only view those infected with green kryptonite but you can see ANY person that has powers regardless of source.
Powers: Ability Absorption (1000 PP):
The ability to permanently steal the powers of others (any supernatural power). By just laying your hands on a person, you can steal their powers and their skills with it and keep them. This is not limited to just meteor-infected with even aliens being vulnerable to your powers. However, you also absorb the weaknesses of others as well; for example, if you absorb a Kryptonians powers, you will be weak to kryptonite. You can also return the powers you give them either back to the original owner or to others. For free, as an add-on, you can choose to destroy abilities that you take instead of keeping them or giving them to others. You can absorb the same power more than once and they stack and multiply each other instead of just adding but the weaknesses don't stack. The aesthetics of this ability is up to you.
[-200] Items
1 free 100 CP item
[Free] Money (Smallville)
To put it plainly, this is 42.5 billion dollars equal to the net worth of Lionel Luthor before his death. For origins apart from Drop-In, fanwank how this works. Can be purchased multiple times.
[-50] Smartphone (Jumpchain Gift Shop)
You have a top-of-the-line smartphone that will upgrade to match the best equivalent device in each new jump, but will never downgrade. It never needs to be recharged or maintained, will
instantly repair itself, is immune to malware and hacking, and always has a signal, along with unlimited data and memory. This smartphone can never be tracked, except by its own GPS app.
Any apps acquired for this phone will work anywhere, even if the service should be unavailable.
[-50] Personal Identification (Jumpchain Gift Shop)
You have the appropriate identity documentation and paperwork for the Jump you are in. This can be your real identity, or your Origin identity. Before a Jump begins, you can make small changes to this ID, such as changing your age or gender or small appearance changes, and these changes will become part of your identity in-Jump.
[-100] Vehicle Registration Sticker (Jumpchain Gift Shop)
You may place this sticker on a vehicle of your choice. This vehicle never needs to be cleaned or maintained, will repair itself within 24 hours of being damaged, and never needs to be refueled. You have all needed documentation and never need to pay property taxes or any fees. This vehicle can be military in origin or otherwise have weapons installed on it.
[-0] Companions
[Free] Alexander Luthor (Smallville)
The archenemy of Superman himself, before he turned to the dark side. As he is now, Lex is setting out to be a great man; the opposite of his father. He is kind and honest and willing to use his wealth to help others; though he is also self-destructive and holds great hatred towards his father. Honestly, you two met during his time in Metropolis where you both basically lived in Metropolis's clubs and where you saved him from some incredibly overzealous paparazzi. That coupled with the fact that you didn't want anything from him was enough for you to get a foot in with Lex as a friend. Over time, probably because of the drinking and the fact that unlike the vast majority of his acquaintances you kept your mouth shut, he began opening up to you, telling you all of the shit that no one outside of the Luthor family should know. Anyways, you know what's coming; maybe because of the total honestly had with you or the amount of time you spent together but you and him are somehow in a relationship, who knows you may be able to stop him from falling into the dark side; though be warned of Lionel for he will do anything to break you two up. Comes with the With Some Power and Complete Baldness perk.
[Free] Lana Lang (Smallville)
The main girl so to speak, the one who everyone is in love with for some reason. When Lana was young, her parents were killed during the meteor shower and she was raised by her aunt. However, despite that fact Lana feels like an orphan and often feels isolated and out of place. Regardless, Lana is a kind, slightly gullible person who is caring and tries to help others but at the same time; she is driven and is highly intelligent and hard-working. With her relationships reflecting her personality, she places great trust in her partners and expects the same in return and values honesty highly in her relationships and will build one with someone she perceives will trust her but be warned, if you hide things from her and pull away from her, she will do the same to you. You two met after she had a fight with Whitney that culminated in a break-up, one of many they had in the past but unlike before; she met you, a person who didn't try to flirt with her or get into her pants and just talked and listened. You two became fast friends over time and sometime before you started freshman year began a relationship. Though be warned, Lana values honesty and much like above, you will be taking her with you anyway. so I would just tell her about your origins and don't worry, Lana tends to judge others based on their actions, not their background or origin.
[Free] Lois Lane (Smallville)
Daughter of General Sam Lane and the oldest child of the Lane Family. She spent a large amount of her childhood in army base after army base and in a particular army base; you two met when you were kids, always getting into trouble and always getting out of it. When she had to leave (again) you two kept in touch over the years via the written word; remaining incredibly close friends. All of that changed, when your parents let you move to Metropolis and you two finally had time to spend together in person and you heard it before over the next few months you two got even closer and one thing led to another and well, you know the outcome (yes you two are together; congrats, their won't be a Superman and Lois here unless you insert as him of course).
[Free] Tess Mercer (Smallville)
Daughter of Lionel Luthor and sister to Lex. Tess is an individual who has not had a nice life; she has been abandoned, abused, and used by everyone in her life and as such she has trained herself to become strong, independent, and a fighter; on the outside, she seems cold but on the inside, she is anything but. This is why it was surprising that she accepted your invitation to dinner when you met when she started Luthorcorp and even more surprising that she had fun and accepted a second date, third, etc; eventually resulting in you two moving in together after a year of dating; being someone she could confide in, trust and would never abandon or betray her and vice versa, with you telling her of your true origins. It has been a few years now, and you two are still going strong; though I should tell you, she might be expecting a bit more soon (also, for free, if you want this can erase the neurotransmitter in her optic nerve; preventing Lex from hearing and seeing through her or preventing it from ever happening).
Drawbacks [+2200 CP] = 400+1800
[+400] Iron Age Morality (Generic Super Academy) [200*2]
This world is a lot more violent and gritty than most super worlds. People on both sides are quite likely to use deadly force, even for minor reasons. Be careful.
[+1800] Gauntlet = [(2*100)+(4*200)+(2*400)] Retail Rocker (Universal Drawback) [Special]
Discounts are for poor people. You're a Jumper of Quality. You always pay full price. Always. But in exchange, you now get double the CP from all the drawbacks you take. If something else would modify the CP you'd get from a Drawback, Retail Rocker's bonus is calculated only from the original raw value and cannot be modified by anything.
[+100 CP] It's The Little Things That Matter (Universal Drawback) [50*2]
Somehow, a few minor things about the setting you're jumping to have changed. What things? Hard to say, exactly. The MC might be gender-swapped, a different person might be the traitor, and someone important might have a different motivation. This won't be anything significant, but it will be just enough that your knowledge of canon events will be a little less helpful, and a little skewed.
[+100 CP] No Exit (Universal Drawback) [50*2]
Jump-Chan is sick of Jumpers entering a jump and just buggering off and hiding. That's no fun. While you don't have to participate in the plot, you can't just hide. You must remain in the jump zone the entire time. No finding an abandoned star system to hide from the Reapers, no flying away from Kyrat on your spaceship, no hiding in your Warehouse.
[+200 CP] No Body Mod (Custom) [100*2]
You have no access to your body mod.
[+200 AP] Single Shot (Universal Drawback) [100*2]
Death is no longer a revolving door for your Companions. Those that die in a Jump stay dead until the end of the Jump, rather than respawning after a day or three. If they have a Perk, Power, or Item that allows them to respawn (a 1-up), that works as normal. If you have Rez abilities, you can use them, though it is actively draining to do so. All your Companions gain 100 CP automatically for every jump this is active for. If a Companion is not imported, they cannot get freebies or origins.
[+200 AP] All By Yourself (Universal Drawback) [100*2]
No Companions will accompany you. If taken as a Jump Drawback, all your Companions are locked out of the current jump and cannot be reached by any form of communication device. No new companions will leave the jump with you.
[+200 AP] Accidental Enemies (Universal Universal Supplement) [100*2]
At some point during the Jump, you'll end up accidentally doing something to piss someone of great power off. This could be personal or political power, but they will be someone important or powerful in some sense. They'll hate your guts and will be entirely unreasonable for the duration of the Jump in regards to you. Without a doubt, regardless of what kind of person they are, they'll treat you like an enemy. This event will occur sometime during your first year, but there's no way to know for sure if it'll happen early or late. They won't be someone that you aren't at least theoretically capable of handling and you're free to deal with the problem as you please.
[+400 AP] Without Why (Universal Drawback) [200*2]
You never met any Jump-chan, you have no clue what happened, and you'll only learn about the limited duration of Jumps when you move from the first to the second Jump. While the build for the Jump is made as normal, the Jumper doesn't know what the build is (unless it's obvious from the background), so if you have a non-obvious or subtle Perk, Power, or Item (such as most luck perks) you won't know about it until it comes into effect, and then you might overcompensate and think you're luckier than you are (such as for limited use abilities). You'll have an instinctive gut feeling related to any specific win/loss conditions related to the individual jump you're in or from Drawbacks though it'll be a vague sense of impending doom.
[+400 AP] Amnesia [200*2]
You can not remember the events of any Jumps except the one you are in.