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.

The Louis: Hard Worker: -100 Cp ​ You’re able to dedicate yourself to a cause (such as your firm or the development of a new drug). By doing this you will never get bored working for what you want to do and can have an incredible focus during your work hours.

I treat my body like a temple: -200 Cp ​ You take care of yourself and it shows. As long as you take good care of your body then you’re much hardier to disease and less likely to sustain any injuries.

O, Captain my Captain: -400 Cp ​ You’re ability to teach, to pass on your skills to multiple individuals and to install in them good work ethics are drastically improved. You also gain the respect of those you teach because while the might think you’re being hard on them, they know that you’re doing it for their own best.

The best there is: -600 Cp ​ Choose one area inside of law, like divorce or financial crime. You are now a master at it, widely acclaimed as the best of the best when it comes to your chosen area. Your firm is really lucky to have you and when it comes to these kinds of cases, you seldom lose.

The Tanner: Who?: -100 Cp ​ You’re good at staying nondescript. You can easily hide yourself in a crowd, even when in business clothes, and can wait for the right opportunity to step forward and swipe the room of its feet.

Boxer: -200 Cp ​ You’re quick on your feet and have a fit body to go with it. You’re a good boxer and can get even better if you put time into training.

Playing with the rules: -400 Cp ​ You’re aware of all the little convent loopholes that exists within the law and you’re very adept at using them. This allow you to get away with things that are technically legal though and can easily help you gain the upper hand over others.

Play the man: -600 Cp ​ You’re a master at manipulating other people into doing what you want them to do while hiding your true planes. You’re very good at knowing what other people are thinking and how they will react to different situations and can plan accordingly to this. You can still be fooled but the possibility of that happening is very low,

Items: 50 cp items are free for their origin and the rest are discounted ​ Drop In: The Bike: -50 Cp ​ You have a standard bike of your choice. This bike will help you get to work as fast as if you had taken a cab and can help you avoid traffic jams easily, It will also (by some strange reason) keep you from getting sweaty so that you will always look presentable when arriving to work. It will never get stolen and if it’s destroyed it will appear in your warehouse the next day just as new.

The Flat: -100 Cp ​ You have a nice flat where you can relax from a hard day of work. This building follows you in future jumps and always spawns close to your starting location.

The Harvey: Suits: -50 Cp ​ You have a fine collection of the best suits money can buy you. You’re here to take names and you’ll do it in style.

Cars: -100 Cp ​ The rental guy owes you a favor or two, maybe three? Anyway you will always be able to rent the finest vehicles of their time for a good price, allowing you to jump far ahead of others in the cue. Where others have to wait for months that car you want is one call away. (Post-jump ads a garage to your warehouse with all

The Louis: Bran Bars: -50 Cp ​ You have an infinite supply of raspberry bran bars.

Mudding: -100 Cp ​ You have a magasin entailing the best places to mud and which flight to take their and the best hotels to check into while staying there. This magasin updates in future jumps and will contain similar information about other ’finer tastes’.

The Tanner: Cab Driver: -50 Cp ​ You really want to get their first don’t you? Well now you can. You have a number in your phone which when called will cause a cab to pick you up and get you where you want as quick as possible. The driver will have an almost supernatural sense of which path to take to avoid traffic jams and accidents. He looks different each time but you always know when your cab has arrived.

Media Man: -100 Cp ​ You always seem to have an in with the media. A guy who can help you out by making sure your name stays off the paper. You can also, sometimes, delay news for a few days by having your guy mess stuff up, this only works on the small scale (people won’t delay writing about the apocalypse you know).

Companions: Associate: -100 Cp ​ You can create a new companion who will be working as your associate/co-worker until the end of your stay here when you will be able to bring them with you. The Associate can pick the same background as you for free and have 400 Cp to spend on perks and items. This can only be taken once and the Associate can not spend any cp on companions.

Import: -100 Cp ​ Import a companion from your past. They receive a free background and 400 Cp to spend on perks and items. They can’t spend any cp on other companions.

Canon Companion: -200 Cp ​ Want to travel the universe with someone special? Fine, for 200 cp you will be able to bring a canon character of your choice with you when you leave for the next world. You will still have to convince them to come with you but I’m sure you’ll do just fine.

Scenarios: Choose one ​ 1. Jumper vs Zane (Cannot be taken if your location is Rand, Kaldor & Zane LLP) ​ ​ Somehow you have gained the attention of Robert Zane. He will always divide some of his attention to your progress and between his big cases he will start to test your mettle. He will eventually use the full weight of his firm to tackle the problem he thinks you represent. (If taken by those starting at Pearson Hardman expect him to use all he has from the beginning and to never back off, and don’t even think about using Rachel to get at him) Reward: Your diligence and your devotion to your firm has impressed Zane enough for him ​ to make you an offer. He and his firm will now always be on standby to represent you in any legal matters in future worlds and will also be able to provide you with assistance in cases you’re working (assistance meaning: resources, associates to do your dirty work, information gathering, etc).

2. Mexican Standoff (Cannot be taken if your location is Pearson Hardman) ​ ​ No matter how events play out you will be involved in Harveys first case against Tanner. You will there have to take your own side as a third interest and will be hard pressed to fend both of them off. This will happen time and time again until during your last year where you will have to face both of them at their best, with their firms and contacts at their backs. You cannot give up and if you lose expect to have to watch both of them taking their turn gloating at you. Reward: Their numbers are now permanently imprinted in your mind and you can call them ​ anytime to ask for advice on your current situation, from across dimensions. Their strongest areas are the law but you would be surprised by the number of prospects where they would be helpful. Whenever you travel to a new world you can choose to import them as your lawyer/lawyers in this new world. They will not gain any new abilities from this (unless they need to be able to breath underwater to be able to represent you in front of Neptune’s court or need to be able to speak klingon to help you in the world of Startrek) and will not get any points to spend on perks from the jump. You can choose if you want people to know about them or not (if you want them to they will have corresponding reputations to the one they had in this world)

3. Rival You have a rival at your firm. Your rival has the same position as you do and will constantly try to get one over you. They will get in your way and will sabotage your efforts in ways that will only hurt you and not the firm. You might be able to make peace with your rival if you try hard enough but expect them to hate you for most of your stay here. Reward: Allows you to take your rival with you as a companion. ​

Drawbacks: maximum gain of +600 cp from any combination of drawbacks unless otherwise ​ stated

MacDonalds is good right?: +100 Cp ​ You don’t really get the whole picture of being a lawyer. As long as you work hard that is enough right? Well it isn’t and by taking this perk you will have a hard time advancing through the ranks on sheer skill alone, it’s not impossible but it’s close to.

The IT guy hates you: +100 Co ​ Something you did or will soon do will piss off the head of the IT departement at your firm enough so that he will offer you now help should you ask. This might not seem to bad but when your computer stops working or you need help getting access to your colleges laptop you might think otherwise. Also expect to generally be the target of some nasty pranks from his/her way.

Arrogance: +100 Cp ​ You’re the man. Everyone knows that and if they don’t then you should tell them about it. When you win you have an insurmountable need to gloat and you constantly look down on other people. Expect to not make a lot of friends here.

That’s ON YOU! NOT ME!: +200 Cp ​ Drama. You will constantly get into situations which will test your relationships with your coworkers. Maybe you betrayed your boss’s interest by pushing that last case or maybe you had an affair with your rivals sister. Either way expect them to blame you for it and for there to be a lot of tension in the office.

Jumper, Nothing and Nobody: +200 Cp (Overwrites your starting location with minor firm) ​ You are currently working at a.. Less than well known firm. It’s reputation is not the best and you receive very few cases. Expect it to be hard to get your name out there and for you to receive any respect from those working at other firms. You will not be able to leave the service of the firm during your stay here.

Hardman: +300 Cp ​ Hartman somehow has something on you and will leverage this to make you work for him during your stay here. You will have to help him in all cases he involves himself with and will otherwise be his personal assistant. You won’t be free until the jump ends 10 years later. Also don’t expect any thanks from him either. (Hardman can’t be killed or otherwise indisposed by you)

You’re a fraud and you know it: +300 Cp ​ You have a terrible secret that will get you disbarred and probably thrown in prison if found out. You never went to law school and you somehow hacked into Harvards account to get your name there. You should probably brush up on your knowledge of Harvard and try to find a way to learn about all their secrets such as the best place to get a pizza the night before a test.

New Enemies: +600 Cp ​ Every major firm will be out for your blood and if you don’t stop your firm from getting disbanded your chain will end here. Though you still might have your powers any use of them will somehow land you in a load of trouble with the DA’s office and will register as some criminal deed from which you will have to recover. Expect to spend a lot of time in prison, unless you can find a good enough lawyer to defend you, and that if it gets to out of hand for your firm to fire you, also resulting in a loss condition.

Old Foes: +800 Cp ​ Now you’ve done it. Not only is every major firm from the series after you but it seems your not the first one here. Enemies of the past will appear here (in human forms) and will start their own firms, all with the intention of working against you. They might not have their powers but, neither do you. They will all be accomplished lawyers by the time you arrive here and after your first year the will come after you and your firm. If your firm gets disbanded or you get fired your chain ends here. This cannot be chosen unless this is your fifth jump or later. Good luck trying to take it easy in this world when the Tanner to your Harvey is Cthulhu the lawyer and his personal associate is the Number Man of Cauldron.

Endings - Regardless of your choice all drawbacks are lifted ​

Stay: ​ Maybe you’ve finally found the right place to settle down. Your adventure is over but that doesn’t mean that your future is boring. This world’s future is your to shape jumper!

Go Home: ​ Maybe you’re tired of it all. Living for so long isn’t all that great when you can only make brief relationships before being ripped away from everyone. It’s time to go home jumper. You’ve earned it and the gifts that you have amassed during your journey will surely come in handy when you return to your world.

Continue: ​ This world, this jump, has come to its end but it isn’t the last. You have much left to see, more people to meet, more worlds to shape as you will. Regardless of what transpired here there are more places to travel to and your next adventure lies before you.

Notes: On Drawbacks: 1. The Old Foes drawback doesn’t remove any centuries of memories you might have but blocks of any perks that might help you utilise them (eidetic memory perks for example). Anything you forget about your past life is restored after the jump. Also be aware that the drawback naturally picks individuals which will pose a big threat to you on their own and that some combinations of people might make it nearly impossible for you to prevail. (Think about having to face the combined might of John Marcone, James Moriarty, Crowley, Cardinal Richelieu, etc, without access to your powers.) 2. New Enemies doesn’t stop you from using any supernatural intelligence/planning/charisma powers you might have but only limits you to using your abilities in scope of the law. Scrying for information on your opponents clients or forcing someone to witness via mind-control are all things that will get you in trouble with the DA though. Also any massive mandwipes or teleporting out of prison counts as a loss condition by default.

On Scenarios: 1. If you picked the Rival as your scenario they will have skills similar to the ones you bought here. If you’re a drop-in they will have the relevant perks (but with a history in the world). If your origin was the Harvey then you will be able to choose from any other origin (except for drop-in) for your rival, the same goes for the other origins.