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Generic JumpChain Welcome to a world unlike your own in one aspect, steam-powered machinery is the norm. Well that isn't entirely true, the Victorian Era hasn't really stopped with both social progress and cultural progress. Welcome to what some consider the Golden Age, the Dark Age or a Fantastical Age where innovation is prevalent throughout the Great British Empire.

Now let me just give you a couple of choice points to make sure you have an interesting time here.

+1000 Choice Points Your gender is the same as before unless you pay 50 CP. Roll 1d20+17

Roll 1d8 for your Age or pay 50 CP to choose! The Age you get is what determines what background you can choose. If you chose Combined Age, choose two Ages except Combined Age or Free Pick.(You already have free pick if you pay 50 CP.)

Age

1 – Golden Age. What a wonderful Age, full of modern inventions, good social progress and didn't you here? In fact they have a sort of EU here except it's called BU. Almost every country in the world has joined it and in doing so has created the basics of human rights. Life is wonderful here. Albeit it is a bit boring with most inventions not going beyond modern conveniences, people still get sick easily and of course good old conspiracies to tear the BU apart. Wait what?

You see the New World Order believes that this sickening amount of cooperation is weak and that the world needs a strong hand to make decisions. They intend to install a dictatorship and guess what? Depending on the background you choose, the loss condition isn't just dying, it's letting that happen or it not happening.

2 – Dark Age. This Age is horrible. You see the world has been conquered by the "Great" British Empire and forced to serve them. The technology of this world is however beyond the modern age barely reaching into , unfortunately it is in the hands of the few when it could so easily be in the hands of the many making Britain easily able to rule over those "peasant" countries.

The British Empire is ruled by King Alexander and is full of pompous nobles that believe the common folk is too stupid to rebel. They are wrong. There is an underground revolution that intends to overthrow Alexander and nobility, replacing it with a democracy. They are weak but you can surely change that Jumper? Or would you rather this world remain in eternal darkness?

3 – Fantastical Age. You live in the Age of true innovation where steampunk meets science fiction. You see the first man to walk on moon is rather old news, the first colony on the moon is old news as well and the first colony to be established on Mars is recent news. The Moon or Luna as the inhabitants like to call it has been completely colonized as well as 98% terraformed with it's gravity making it a popular tourist destination.

Leaps have happened in every field but there is one problem. There is a political group that opposes technology progression seeing it as evil and that it could end the world. Of course sometimes technology does go wrong which the Anti-Science Party eats up and spreads out throughout the net which people do not realize is because of science. Needless to say they had a large following due to their scaremonger tactics that encourage conflict, protesting and attacking labs.

4 – Magical Age. Usually steampunk universes don't have magic except this one. You see magic has made most innovations of technology considered boring. Why have a flashlight if you can light an entire cave up with a snap of the fingers? Why have medicine when you can heal someone with a touch? Why have servants when the dishes can wash themselves, the broom can sweep on it's own, the pantry can restock itself and a kitchen that can cook things automatically? Nothing of course besides one detail.

There is a group of rebels calling magic reliance a travesty and that technology should be supreme? Obviously idiots right? Actually they have a point with magic, people are relying on it too much. Magical Disruption Pulses are a natural disaster that occur near places where magic is heavily used, making all magic in the area useless, they cause animals to become feral attacking everyone, the undead rise out of their graves to attack, diseases evolve to such a level that the only reason they don't usually spread to the entire world is because they spread fast and kill their hosts fast, people become varying levels of insane from attack everyone to destroy the Empire, they cause outbreaks of vampirism, lycanthropy and the occasional person being possessed by a god of and finally they cause your Jumper powers to not work for a while.

5 – Wild Age. What's this? Wild West? Cowboys are a part of the deal however there are other frontiers, pirates are prevalent not just in the sea but in the air because now airships exist, the mafia is also much more connected making almost every important person knee-deep in the syndicate and now a World War started by Britain and America is happening. Funny how things happen?

6 – Apocalyptic Age. The world has ended and has been reborn in nuclear radiation. There are places where the snow has never stopped snowing, where cities become desert-hot and where everything seems nice but is extremely dangerous. Those are the results of nuclear winter, nuclear summer and nuclear evolution. Welcome to hell my friend, where many lives have ended yet the trains still run.

7 – Combined Age. Roll 1d8 twice, if you roll Combined Age again you get two additional rolls. The Ages you rolled have combined and if they are the same, they've supercharged. For example if you rolled Golden Age and Dark Age you'll create a Bittersweet Age where the New World Order intends to install their own dictator and the Revolution is much stronger. You can choose one background for each that also mix together. 8 – Free Pick. I guess you have a favourite age don't you? Pick one of the Ages above. If you pick Combined Age, pick two Ages to combine except Combined Age again.

Location

Roll 1d8 for where you'll be starting or pay 50 CP to choose.

1 – Britain. Choose anywhere in Britain. Being in Britain means that you'll be where everything is most developed (and everything is better).

2 – North America. Choose anywhere in North America. You dirty yankee, welcome to where capitalism reigns supreme.

3 – South America. Choose anywhere in South America. You might find it a bit less developed but has a very interesting culture.

4 – China. Choose anywhere in China. Welcome to where imperialism and opium come to mix with the added addition of steampunk.

5 – Japan. Choose anywhere in Japan. The hardworking and honorable Japanese have finally found their place. Steampunk TV here has finally been able to use color, the Japanese here have taken advantage of that to animate. Welcome to Anime Heaven.

6 – Africa. Choose anywhere in Africa. This is a place of warlords and British trying to rule over them.

7 – Australia. Choose anywhere in Australia. Better get ready to go into the Bush as they've found a very interesting resource in it. Gold.

8 – Free Pick. You'll choose where you'll start, pick anywhere on Earth to start. If you have Fantastical Age you can pick an offworld location like Luna or Mars.

Backgrounds

All backgrounds that have Drop-In in the name give no memories or personality.

Golden Age

Conspiracist: You are someone in a high position to overthrow the world. You’re likely famous, powerful, rich or all of those things. Welcome to the high-life, where you have to bring a terrible dictator to power. Civilian(Drop-In): You are someone without much power, fame or wealth but overall average. You don’t need to stop a terrible dictator from coming to power but you’ll likely be caught in the crossfire. Just don’t die. You don’t have any memories to help you get adjusted to this world world though. You own a small house in suburbia, now you can fulfill your white-picket fence dream for a short while.

Terrorist: You are someone notorious for acts against the New World Order. Your mission is stop the dictator from coming to power.

Dark Age

Noble: Oh those idiotic rebels don’t realize that the Empire is good. After all if there is hierarchy the world would just go into chaos. The time is to cull those rebellious idiots and be done with it.

Common Folk(Drop-In): You are one of those common folk who are too dumb to rebel or maybe you just agree with the Empire? You don’t have to do anything to win but you’ll likely be killed by one of those pompous nobles. Not a single memory of this world however has touched you for good or bad. You have a small place that is pretty okay but it smells like death.

Rebel: You are a rebel that wants to make a democracy out of this terrible dictatorship. You know that hierarchy doesn’t mean anything that is why you intend to destroy them.

Fantastical Age

Anti-Science: You’re the leader of a known party that is against science advancement. Your goal is to stop anything that could change society forever from getting to the public whether it is genetic engineering of children to make them better and happier, faster-than-light travel that could possibly make colonists able to see their family again, nanobots that could save millions of lives or AI that could stop needless wars and violence.

Person of Interest(Drop-In): You’re dropped into this world without a memory. Not having to stop or make any advancements is pretty good. You have a pod booked that doesn’t have space for much but there is a lot of utilities.

Pro-Science: You’re a major proponent of science declaring it’s good intent and shall do everything in your power to advance science. Your goal is to have at least one major advancement that does good such as genetic engineering that can extend lifespans, faster-than-light travel that improves trade, nanobots that could be used to enforce post-scarcity or AI that can advance science forever. Magical Age

Pro-Magic: Don’t those anti-magic idiots know that magic is our only way of life? Without it we would starve, die and most of all, everything civilization has built will fall.

Magical Citizen(Drop-In): You are dropped in with only a small house without much possessions. You have no memories to help you in this magical world, maybe that just makes you more able?

Anti-Magic: Magic is too dangerous. These pulses hurt everyone so it’s best we regress back to the ages of traditional technology. If we don’t we’ll all die eventually, it’s just going to take some time.

Wild Age

Pirate: You’re an outlaw of the air, after all, the sea is a bit dull now. Welcome to a life of adventure, riches and most of all, danger.

Cowboy(Drop-In): You’re new in town aren’t you? Welcome, I hope you’ll find some work otherwise you’ll be a worthless deadbeat. You have a room paid off at the local inn, maybe you should check there for work.

Soldier: You are a soldier in the upcoming war between Britain and America. America is outnumbered with all of Britain’s colonies but maybe they can still win.

Apocalyptic Age

Good Guy: You’re a good guy born after the nuclear apocalypse that is a distant memory from 300 years ago. Your ancestors were smart and holed up in one of the government facilities that kept people alive which surprisingly enough didn’t have any experiments. You had an actually decent upbringing and when people decided to open up the vault, you were the first to explore. The world is disgusting but if everyone was like you, it would be the pearl of the universe.

Weird Guy(Drop-In): Welcome new guy, to an age where you can be shot for just looking at someone weird, literally. Ignore the mutations that some people have, surprisingly, multiple arms is the least interesting of the mutations. There’s a hotel near here, it’s full of rats but here, that’s five stars.

Bad Guy: You too were born 300 years after the apocalypse but your upbringing was terrible. Your parents were shit, they couldn’t even stop you from shooting them dead at age 15. After that you took care of yourself, only yourself. To be honest you aren’t the worst of the worst but you couldn’t be the worst of the decent on your best days. Perks

Perks of your Background and Age are 50% off. One 100 CP/50 CP perks free.

Golden Age

Golden Light -50: The world is so bright, it is beautiful. Wherever you go unless something is affecting the weather, summer is sunny without a cloud covering that brilliant blue sky but not too hot, spring is beautiful with flowers blooming, autumn is cool but not cold with a wonderful array of colourful leaves and winter is cold but merry.

A Better World -50: Things seem to be a little brighter, it won't make a world like Warhammer 40k a blinding light but it at least will give it a tiny, insignificant amount of hope. Wherever you go, happiness seems to follow to those that don't oppose you, making your mental health just a smidge brighter.

Conspiracist Media Suppression -100: It’s easy to suppress the media, little bribes everywhere and if somebody learns the truth and doesn’t let go, well, body bags aren’t that expensive but arranged accidents are. But that’s the worst case scenario.

Terrible Morals -100: You aren’t that moralistic are you? You can still be a good person but you don’t necessarily need to. You can switch your morality off with a thought. The main part of this perk is to make people not acknowledge you’re evil unless you want them to unless they have direct proof of your loose morals.

The Smart are Always Evil -200: This perk is essentially a major boost to your intelligence as well as something else, while the terrorists of this world boast the ability to escape your radar, they can only do that for a time. You can find anyone and know how to capture them, using them to find their friends easily.

Fallacious -200: You know how to argue and when what you’re arguing for is wrong, you can falsely justify it and most people are likely to believe you actually believe you. It’s actually that easy, the average citizen doesn’t try to prove politicians and celebrities wrong. Even if they aren't the average citizen, they'd believe you unless they know specifically why you're wrong.

Fun for None but One -400: You sure you want to be this cruel Jumper? I won't judge you for your despicable taste but you can take advantage of hiearchy systems and quickly climb up the ladder but that isn't the main point of this perk. This perk is mainly to establish yourself as the one true ruler or dictator, if your government is a democracy you know just how to rally the people to give up their rights for "security" and if it's not, it'll be even easier. Late Stage Capitalism -400: You are an expert at making money knowing exactly when to invest and pull out for maximum profit. You can see ways of making money that even psychopaths hired to do this would consider to cruel to employ. You however have another ability, it involves your salary, in this jump or the next, you get triple the salary that you'd usually make if the business can afford it, if it can, even barely, it'll be considered number one priority for money.

Helpful Insincerity -600: Have you ever lied Jumper? Have you ever lied so obviously, yet they still believed you? And even after that, they believed you again? This perk makes it so that every lie you tell if it's reasonable, they will believe it until they are shown direct proof and even then, it might be a big stretch to get them to disbelieve you.

Broken Dreams -600: Those broken dreams of your own might be able to be saved. You see you're lucky in your aspiration which you should choose now, I wouldn't even just call it luck, I'd call it plot armor. If it relates to your aspiration, you'll generally be able to complete it unless their are good odds against you. Be warned however that if it isn't related to your aspiration, this luck doesn't even apply. The aspiration has to be possible though thing such as "make America great again" to even "make the best gun in-universe" are possible aspirations though no "rule the world", you'll have the best luck to complete it which is saying something. Be warned however that this perk only covers one aspiration and can only be purchased once, when your aspiration is completed you cannot change it no matter what.

Civilian

Not My Problem -100: You can get out of most problems easily if they don’t necessarily have to involve you. Witness to something that you shouldn’t have seen? Promise never to say anything and let them track you. If they do involve you however such as police arresting you for breaking the law, this perk only makes it so that you’re an extra slippery suspect.

Ignoring My Issues -100: You have a strong mind mostly because you deny and ignore any pressuring mental issues, if you have too many, you may overflow. However every new Jump removes your previous mental issues, making you a clean, perfect, healthy specimen of a mind.

/fit/izen -200: You're the epitome of /fit/, you actually have the willpower, motivation, knowledge and discipline to eat healthy, exercise daily for a couple of hours and maintain a healthy mind. Even if you don't have any strength perks, you'll definitely be at the peak of human potential in most things.

Attractive Citizen -200: You have a fairly explainable effect on people with how you're dressed, your face, your hair, your body, your.... just your everything. This also gives you the intuition on what people find attractive and how to use it for your own gain.

Local Person -400: People seem to think you're around these parts unless it is obviously impossible and even then they may think you have a unique explanation. They won't think you're high up but they'll think your life is at least worth something. So when someone pokes a gun against your back, they'll hesitate in pulling the trigger, that's a guarantee.

Good Person -400: You are neutral but people seem to think as though you are a morally great person, this leads to the obvious benefits of being trustworthy and another good benefit. People believe that inherently your life has incredible value that can't be placed. Only a person looking at nothing but a name would think any less of your value.

Classic Jumper -600: People don't take offense to anything you say even if you completely insulted them or pissed on their beloved mother's grave. They'd think you were just playing a joke and laugh it off, which may be slightly creepy to you based on what you were doing. If you were caught in a restricted area they'd just think you were being silly and not even bother to reprimand you.

Mob Mentality/Rabid Idiots -600: As a member of the mob known as civilians, you understand their mentality, exactly how to rouse people, calm them down or direct them to action. You can easily direct them to disbelieve and hate politicians, become vigilantes and attack the police but they lack the true passion for their cause. Often doing it for their own reasons and abandoning it as soon as the fun is over.

Terrorist Ordinary Person -100: As far as anyone knows, you’re innocent. This holds up for most things unless they have proof that you’re guilty. People have the slight urge to trust you, they might not think you’re telling the truth but most will think that you’ve just been misinformed if nobody objects.

Black Marketer -100: You navigate the tricky ways of the market, able to find things that could help you and your rebellion. This mostly applies to finding illegal stuff but if the stuff you need is legal, you can find it even easier.

Scheme Disruption -200: You can see how to disrupt schemes of all kinds whether world-ending or just an annoying neighbour trying to pull a prank. You see how each piece is like a domino that knocks all the others down.

Cunning of the Fox -200: You’re shrewd and astute, able to see how things could benefit you. You can easily make the best out of a terrible situation.

Smarter than the Conspiracy -400: Not all of it but you are definitely smarter than most of it. You can make Machiavellian plots that if actually followed correctly can seriously help out, if you have enough time. If you’re in battle, well, you can easily determine ways to outsmart your opponent.

Intelligent Terrorist -400: You have five degrees in five different fields, in fact, you’re the best of your fields. You find researching these fields as easy as simple arithmetic, you remember the tiniest things that relate to your fields. If you find people who are better than you at these fields, I can assure you can pick up the pace quite quickly if you apply yourself, maybe even outpacing the ones who were originally superior.

Angry Rebellion -600: You are staging a coup in a world where the cynical haven’t found a major place in, with most people trusting the media, the government and their beloved corporations. You however can ignite the flames of rebellion in anyone and everyone, the instinctual feeling that things can be better, hope for a better tomorrow. You can make people believe in a cause they would have called mindless terrorism yesterday with a quick couple of words. “Things could be worse but they could be so much better too.”

Nice Guy -600: People can’t help but think you’re charming, this perk gives you a major boost to your charisma. Your face just screams trustworthy and innocent, it doesn’t make people tell their secrets outright but with a little prodding you can get a tight-lipped soldier to release everything they’ve been holding back. If you have a shoot-to-kill order on you, if you got a couple words in or even put on a pitiful face they’d very much hesitate and try hard not to kill you. This even applies to animals that would very much kill you otherwise without this perk. Obviously this perk doesn't apply when you are obviously trying to someone.

Dark Age

Cold Word -50: You easily have a flair for dramatics that easily makes most of your encounters more interesting. In fact it seems that the more dramatic you act, the more lucky you are. Your monologues cannot be interrupted but most of all walking away from an explosion without looking would easily give you a slight resistance to heat. This is only for dramatics, any use to stall or use it other than intended will backfire.

Without a Hope -50: You can stay alright in the most hopeless of circumstances, you don't have to deny it but you don't have to acknowledge it either. Stoicism at it's finest, you can stop worrying if there is nothing you can do about it but this perk also gives you a yes or no answer to a simple question "Should I worry about it?" which will generally be correct but can be obscured with some slightly supernatural means.

Noble

Long Live the King -100: You can do the usual spiel, national anthem, oaths and most of all, how to properly greet and speak to the king or any authority figure. You know exactly how to make your superiors feel at ease with small things easily allowing you to make a positive impression on them.

Easy Peasy Backstabbing Squeasy -100: Sometimes you have to betray people and sometimes those are people that are going to be dangerous to betray. You however can easily make a web of lies that will let you betray people. Obviously a little digging can cause that web of lies to crumble but who would do that?

Toughen Up -200: You can easily brave the horrors of the peasant world, the fact that some don't have gold invest is simply horrifying, obviously they need to toughen up and pull themselves by their bootstraps. Whenever you are spouting your ideology, most won't object, they won't necessarily agree but they can't voice their opinion against you unless you are specifically targeting them.

Stop Opposing Me Weaklings -200: These common folk need to stop rising up. Don't they know that they are benefitting the greater cause of making you more money and reputation? Whenever people would rebel against your leadership, you can justify your choices by saying they have no choice and that there are no other options.

Taxation Without Representation -400: When these peasants complain that they should have a say because they're paying taxes, what they're really saying is that they want to destroy your empire. If you stop taxation, how else can the government survive? By providing a democracy? Bah. You can demand money from people out of the need for leadership or basic stuff they need to survive. As long as you can prove that you have an advantage over them and that it would be dangerous to oppose you, you can demand any amount of money from them, plus they can't complain.

Redemption is a Joke -400: Rehabilitation? Education? Saving? Criminals don't deserve that neither do rebels, they're practically the same thing! You can easily dish out punishments with impunity and skimp on it if you have preferences as long as you have a leadership role, not many people will object to it unless they have some special interest in protecting the criminal in question.

Police are the Boogeymen -600: You just make the laws, it's the police who enforce them and the police are your lapdogs. If you have power, you can make the local law enforcement drop to their knees and wait for their orders to beat any insubordinate citizens at a snap of the fingers. Even if the local law enforcement has good intentions you know how to word your words to make even the most innocent people without a bad record to their name sound like horrific serial killers with mountains of proof.

Most Efficient System is Oligarchy -600: It's not the most efficient system but it's the system that favours you instead of the stupid folk that are beneath you. When the people are banging at the doors and are clambering over the walls, you can simply ignore it and force your superiors to deal with it. Whenever you have the lower rank, you can pass your duties to your higher-ups and say "You deal with it".

Common Folk

I Can't -100: You can't say no to these guys, they will literally kill you if you say no. Therefore you have become an expert at making excuses on why you can't do things your nobles need you to do so they can't kill you and your loved ones.

Supporting is Hard -100: This rebellion business is too hard for you to do. You have to perform dangerous missions, live knowing that you could be attacked anytime and most of all the possibility that by supporting the rebellion you could be putting your loved ones at risk. That is not for you. If someone offers for you to do something illegal, you can refuse to do it at no risk to yourself. Fate will slightly conspire to make sure you are not questioned about it, be silenced so you don't speak out or have your answer changed forcibly.

I Might Die -200: This applies to both the kingdom and the rebellion, if there is danger to you and you refuse to do something your government or local illegal group, they generally won't hurt you unless someone up top wants them to specifically hurt you or you've done something to piss them off. Try not to use it too much or you might piss them off by being a coward.

I Am Afraid -200: Fear is a sort of superpower and that truth is truer in you than most people. Whenever you are scared whether by eldritch monstrosity, the slasher closing in or simply the local noble that can make good on the threat of torturing your family, you gain a big boost to your natural capabilities. You become cleverer, willful and most of all capable of doing some real damage.

It's Too Late -400: When it's curfew time whether enforced by the law or your parents, you can easily sneak out without them realizing it. Most ordinary law enforcement and parents won't notice that you are sneaking out unless there is massive proof that shows you are. Even if they find that you have been sneaking out they will be extremely lenient with most parents telling you to just go to bed and most law enforcement telling you to go home.

Goodbye and Remember -400: Whenever you are in trouble for something and you have to leave somebody behind, it hurts. Each world you leave will often have someone you regret leaving so this perk will make sure you remember everything so that you can replay the moments in your head and see what else you could have done. This memory replay has the special effect of making you calm and have a lot more willpower to face the trials ahead. I hope you truly appreciate this gift Jumper, not many people get to remember and appreciate every moment they got with their loved ones as well as the illusion of more time with them.

Cruel World, Crueler People -600: Sometimes the world is terrible and nothing makes sense. It feels like the world should be destroyed for how much happiness it has destroyed but you have to remember, the world gave you those moments of happiness even if you felt as if they were too small. You never really appreciate happiness until you don't have it, this makes it so that you can make every moment that you're happy feel sincere and much more joyful. This happiness will make you fight and work harder and faster to keep it, you'll find that everything you do will be boosted when your happiness is at stake, if it's not, you'll work as usual.

Another Life, Another Lifetime of Regrets -600: Whenever you enter a new jump it's the same old story of having to deal with these memories that constantly bog you down with responsibility and strife. Wouldn't it be better if you could have a more fun adventure without these pesky responsibilities pegging you down, it would, wouldn't it? This perk gives you that, as long as you've completed your major stuff you can go elsewhere for a couple of months to do something else without much trouble. If you stay out for too long you might have some trouble when you come back but it'll resolve quickly enough and then it'll be as if you never left.

Rebel

I Oppose -100: You can see when people need to be empowered and when the authority needs to be knocked down a peg or a hundred pegs. This gives you vision for who to recruit to your rebellion, it doesn't help you recruit them but it shows you what they can offer and whether they would be willing to join.

Freedom Ride -100: You have the ability to show people why they should rebel against authority. You can easily recruit people who would be willing to join with some prodding and some extreme examples of why they should.

What We Need -200: What we need is a democracy. This hierarchy and belief that some people are inherently better than others is bullshit and you know it. You can make people want to have a say in their affairs and what the government should do instead of what they tell us what they should do. You're sick and tired of them spouting the ideology of the greater good and that it is morally right to support a small group of people who let the police beat you. You can make this end, if you just have a say because soon the rest will follow your lead.

What We Leave -200: Whenever might never see the people you love or are attached to again, you can make them feel better with just a hug or if you don't have time or the capability, a simple message. This will give them hope even if you don't have any. The more hope they have, the more they want you to come home and the more love they have for you, the more lucky you are. A mother who dearly loves her child could give them the capability to beat the odds and come back home. A group of people who truly love you however could spur even greater miracles.

Last Say -400: When people in the group cannot agree on something like whether to save someone, you almost always have the last say. Your votes seem to weigh more than average and generally swing the vote to whatever you chose. In fact you seem to know when an important decision is up ahead that will force you to choose something that will likely change a lot. You seem to have a preternatural knowledge on what to do in these situations.

Right Choices Require Right People -400: Your rebellions seem to attract highly intelligent, highly skilled and sometimes highly attractive people. Something about your rebellion screams to those who have the skills to pay the bills to help you and your cause. It's up to you to recruit them but they will generally be most willing. Don't mistreat them or they will leave faster than a drop of the hat.

Time Left -600: Sometimes the apocalypse is right on us and we don't have much time to save the world or more realistically, sometimes the government is breaking into your base and is going to catch you in a small amount of time. This perk extends this amount of time to the least amount of time you need to physically escape and gives you some knowledge on how to do it. This won't give you the complete answer to the puzzle that you need to solve before the walls crush you but it'll give you a very good chance to do it.

Sleep in my Own Bed -600: You want to sleep in your own bed instead of lying on a prison piece of plastic that is supposed to help you sleep. You have the skills necessarily to easily make a jailbreak out of most prisons even if they're airtight and if you aren't the one that needs help, you can easily help others get out. This won't remove your criminal record or stop them from arresting you again but you can escape again, right?

Fantastical Age

Utter Fascination -50: You have an utter fascination for the world of technology, this fascination will likely drive you to greater heights to see what more can be done. Be careful, people have gone mad with less.

Finding a Future -50: You know that technology is dangerous and you know that taking the risk for a simple answer of whether they can do it is simply outrageous. Be careful, people have become horrible with less.

Anti-Science

Knowledge is Power, Power is Dangerous -100: Everyone knows knowledge is power but what they don't know is that power is extremely dangerous. Do they know the statistics on how much damage these things could do, sure they're liberal estimates but they could happen. And we all know that when something could happen, it will happen.

Against God's Will -100: You know exactly how to exploit people's beliefs and morals to make them afraid of things believing that their god will smite them down or that they would be terrible if they let it happen. This might be slightly reprehensible but you are doing this for a great cause.

People Are Evil -200: You know this, when people get access to dangerous things they immediately use them against their fellow humans to torture, coerce and kill people. This is the ultimate truth of human nature as Satan will always be near those who are uncautious. These idiots who spout ideas of dangerous progress and innovation that could change everyone's lives for the worse. This perk gives you the ability to make it so that people are aware of these inherent dangers that they could fall victim to.

Matter of Safety -200: When it's a matter of safety you seem to have a sort of effect on people that makes them worry and want you to make sure that they are completely safe. Whether it's a serial killer on the loose or a drug dealer, they seem so incredibly eager to give up their freedoms to make sure that they're safe. Whenever it's a matter of safety, security or terrorism, people just seem to be happy to let you take a look and snoop around. Only those who have something to hide will refuse you, literally.

Who Cares About Life-Saving Medicine? -400: If technology is so good, why can it be used for such terrible things? Even if the amount of bad things is small and the amount of good things is large, it is extremely dangerous. This perk allows you to cover up the good things about something and only show the bad stuff, essentially biasing their opinion.

Nuclear Bombs Are Alright -400: Sometimes you need technology to prove your point, like the nuclear bomb. Sure you've said lesser things were terrible but it's for a good cause. This perk makes it so that people won't point out you are extremely hypocritical. After all, you know better than everyone else.

Appeal to Authority -600: This isn't necessarily true but you can exploit the trust and beliefs of those who are an expert to prove your points. Do they think that nanotech is dangerous? Most people will believe it if they here it come from their mouths. This requires experts to actually think and say these things but that should be easy enough Jumper?

Back In The Day -600: Back in your day, it was so much to oppress people and believe that there was no other way. Now, they are able to send help messages instantly to multiple networks which will be seen by millions of people. With this perk you gain a slightly supernatural power that allows you to stop communication from a certain person on all electronic platforms on a certain, specific topic, essentially filtering them. It will give no indication of being censored but exceptionally clever people will notice this in time.

Person of Interest

Synthetic Skin -100: You want the technology but you don't want the ugly cybernetics? With this perk you can make any cybernetics that you willingly received able to be hidden underneath skin until they require use. When you use the cybernetics, the cybernetics show.

The Late Age of Coal -100: People still use coal even when we're in space. The modern steam engines of today are much more efficient and are able to run on far less coal. You've gained competence on how to reduce resource consumption which makes you able to make highly energy efficient machines.

Didn't Last Long -200: The fear of aliens didn't last long when we went into deep space. We've sent probes to explore Titan and so far, no aliens have been found. You similarly have the ability to reduce the fear of the unknown when it is unwarranted to tiny level with a few words.

I Get it Now -200: When someone explains something to you, you can easily understand, incorporating what they are saying into your knowledge. Someone explaining complex genetics can easily be understood with most lingo being learned easily. Crawled Out of the Microwave into the Atomic Wasteland -400: Whenever you are obviously out of your depth, you can pretend to understand how it works. You could pretend to be a neurologist giving a conference on neurology, using what basic things you know to guess on how to do the rest. You'll almost always be wrong for some of it but despite that, there are some very right points.

Helped with the Loss -400:

Genius of Two Worlds -600: You are a complete genius in two ways. One is the knowledge on how to destroy technology with ease, knowing how exactly to disable an alarm or just security robot. If you know a novice level of knowledge on something such as genetics you could design cosmetic changes to life-forms with some effort, all depending on your knowledge.

Idiot of All Worlds -600: It's obvious you don't know anything about how this all works but what if I could tell you that people wouldn't care? If you obviously have no expertise in the subject, you can appeal to your other skills even if they are a bit disparate. Genetics and robotics? They're practically cousins right? So if you can build robots surely they'll probably let you into a genetics lab.

Pro-Science

Grab My Coat Egor! -100: You can easily find willing lab assistants to help you. They won't be very skilled but they can at least hold stuff and do basic chemistry. A lab assistant is a lot more helpful than you think even incompetent ones.

This Is My Lab! -100: You know where to get your tools of trade whether it's a vat to grow bodies, metal to build robots with, computers that can run AI or even just very basic nanotech.

Robots Can't Be Evil -200: They can be evil but look how much can be automated. It might throw human workers down the toilet but they'll just find better jobs, the economy always does that. Sure it might be slow but... Who am I kidding! You're destroying millions of jobs and if you combine this with Artificial Intelligence or Superior Intelligence, you're a complete monster!

Genetics Won't Make a Divide -200: You have a good grasp on genetics and how to manipulate them. This allows you to easily take efficient systems from other species and adapt it to work in humans, making them healthier, stronger and just better. In fact if you dedicated yourself you could find ways to make humans much more intelligent by making our brains more efficient.

Nanotech is Completely Safe -400: It's not but who cares? You can make nanotech and know it's principles, some might even herald you as the Einstein of nanotech. Okay that is a bit much but you are definitely a genius on it. Able to build nanomachines that tear down buildings in minutes, using the materials to build more nanobots to tear down more building to build more nanobots.

Artificial Intelligence or Superior Intelligence -400: You can program AIs that run on the tiniest amount of space that are able to think faster than a human. They generally have different capabilities depending on what they're being programmed for. An AI programmed for diplomacy would likely have a much easier time empathizing and thinking something to say than performing math. Man and Machine -600: The two in this age are sometimes indistinguishable with cybernetics becoming much more common. You have the capability to make cybernetics that enhance the bodies natural capabilities to superhuman levels. A cybernetic eye could see on a far-off mountain somebody dragging a body out of their car to bury, cybernetic legs could run faster than a motorbike and a cybernetic arm could lift up a car with only a little bit of strain.

Pheonix Procedure -600: You can resurrect the dead. As long as the brain is relatively intact and able to be scanned, you can use it. You know how to make a clone and implant the mind-scan of somebody into it, they might lose a few memories but that's worth it right? There's also the ethical issue of whether they are really the person they are copying but who cares?