Suits Jump by Thenewguy___ the Next Step
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Suits Jump by TheNewGuy___ The next step (or maybe this is the first for you?) on the road awaits you in the world of Suits. Suits is an legal drama series depicting the adventures of Mike Ross and his boss Harvey Specter as they take on the world of lawyers. It is a world much like our own and the series takes place in modern day America. Your consciousness awaken in the world the on the day Mike is hired by Harvey. Events will play out as depicted by the series unless a new factor is introduced. Depending on where you start you might be immediately involved in the plot or have wait a while before meeting any of the main characters. Also, to help you on your journey, you will be provided with 1000 Cp to spend as you like. Location: Roll 1d6 or pay 50 Cp to choose 1. Pearson Hardman - You are currently employed at Pearson Hardman and you probably work under Louis. Depending on your origin this might be your first day at work or you might have been here for a while. Regardless you will have to face everything the series entail if you don’t mess up the plot too much. Hardman coming back, Bratton Gould trying to poach your fellow associates/paralegals and Robert Zane’s attack on the firm to mention a few. If you start your journey as an associate there is a very good chance that you will meet Mike and as long as you’re not a total bastard you will probably get along well enough. 2. Darby International - You start your journey in England, employed at Darby International. Regardless of your position you are at least moderately acquainted with English law and will be able to pull some over on those American illiterates. If you prove yourself to be valuable enough you might be promoted and Darby might give the Eva Hessington case to you instead of leaving it to Stephen Huntley. This could drastically change the series events as you can no doubt imagine. The merger might still happen anyways and your foreknowledge could come in really useful here. 3. Rand, Kaldor & Zane LLP - This choice also finds you starting in New York but instead of working for Jessica Pearson you work for Robert Zane. If you prove yourself apt at law (and golf) Robert might take notice of you and make you his own ’attack dog’. If this is done soon enough it might change events from Zane vs Zane to Jumper vs Zane. Regardless you will have to work with Daniel Hardman when he eventually starts working with Robert and you will probably have to help on at least one of the cases against gender discrimination. 4. Minor Firm - Instead of starting at the big boys table you begin your journey at one of the minor firms. Maybe Braton Gould plucked you of the street or maybe you’re working in another city entirely. If you make a name for yourself people might come looking to recruit (poach) you. If you stay with your firm expect to be handsomely reimbursed for your loyalty and get ready to enjoy a comfortable stay in this world with a big office and the respect of your co-workers. If you really want to you might be able to put your firm’s name on the map but be ready for others to come looking for trouble if you do. 5. District Attorney’s Office - You are currently working for Cameron Dennis at the District Attorney’s Office in New York. Cameron will remain your boss for the first part of your stay, unless you make a big enough impact, and will work you to the bone in search of (questionable) justice! Expect to tackle a lot of cases dealing with real criminals and to see the worst of mankind put on the stand. If you prove your ability and diligence enough Cameron might make you his new disciple. If this happen before his departure be ready to help him deal with Harvey in their opposing cases. 6. Free Pick - Well aren’t you a lucky one. You get to choose your starting Location for free Origins: Free - Drop In: You enter this world as you left the last one (you will be provided a human alt-form if you are currently something else) with only your old memories and documents of identifications portraying a so far clean record. Roll 1d8 + 20 for age 100 Cp - The Harvey: You’ve been at this for a long time and are currently employed as a Junior Partner at your chosen firm. You’re full of (yourself) ambition and have currently set your sights on Senior Partner. You feel that you are close and that your next case might be the tipping point. Your widely respected at your starting firm and your name is well known in the world of law. During your years you have gained both friends and enemies and start your journey with a handful of useful contacts at your back. Roll 1d8 + 30 for age 100 Cp - The Louis: You’ve worked very hard to get where you are and as such you expect your underlings to work just as hard. Your a Junior Partner at your firm and known for your ruthlessness and cunning (also for keeping grudges). You are responsible for the associates at your firm (if not working at Pearson Hardman or Darby International) and though your work revolves around herding the flock you are still working hard for a higher position at your firm. Roll 1d8 + 30 for age 100 Cp - The Tanner: You’re very well acquainted with the system of law, and how to use it for your own convenience. Though you have lost few if any cases you’ve kept your name out of the spotlight to give yourself yet another advantage. Though you’re practicing the law you’re not above breaking it if push comes to shove and when your back is against the wall this allows you to break the wall and continue fighting where others would have fallen. Roll 1d8 + 30 for age Perks: 100 cp perks are free for their origin and the rest is discounted Drop In Perfect Memory: -100 Cp You have a memory akin to Mike Ross’ own with the ability to perfectly recall anything you have ever seen or heard. This also boosts your general intelligence a bit and makes it easier to use your memory to its fullest. Making connections between the present and the past is extremely easy for you. Street Smarts: -200 Cp You know things that those who have lived their lives in ivory towers do not. You know the basics of how to fight (street-brawling) and the tells of drug dealers and others skirting the law while trying to hide in plain sight. This perk also makes you more perceptive of your surroundings and makes it hard for you to miss those important details. (It’s the rug I tell you!) Say that again, no the part before that!: -400 Cp By having a conversation with someone that you know and are on relatively good terms with there is a chance that they will say something that could help you with your current objective (whether that being a case or storming the castle). This vital part of information could be the turning point for you and the darker your situation gets the higher the chance that they will say something groundbreaking. (This perk synergizes well with the Perfect Memory perk) I need a favor..: -600 Cp During your stay here you will get to know people. You will be in a position to help them (either by taking their side in a case or by helping them escape from the mob) and when you do expect them to be really grateful for it. Somehow it often turns out that they have some extraordinary talent that can come in really useful for you in a future case and they will gladly help you when you need them. This perk leads you to such individuals and presents you with the opportunity to be of their aid but it doesn’t guarantee you their allegiance. That is something you will have to work for. The Harvey: Well Known: -100 Cp People know about you. People want to be you. You have developed a reputation and have the respect of both those above you and those under you. You’re also able to get away with things that your employer might normally be against because they trust you to get it right in the end. We don’t lose! I don’t lose!: -200 Cp Some might call this stubbornness but you call it determination. Your willpower is such that you rarely back away from challenges and when you start something you have the guts to finish it. Bluff: -400 Cp You’re a master at bluffing and can fool even the most experienced lawyers with just a piece of paper. Your absolute confidence in yourself put together with your acting ability gives you the perfect poker face and allows you to keep your calm in almost any situation. Protege: -600 Cp You can take someone under your wing and teach them your skills. When having one on one lessons with someone or having them accompanying you you’re ability to teach them skyrockets. Their ability to pick things up from you is similarly increased and soon they will be able to use your signature moves such as bluffing your way to a deal or jump kicking someone across the room.