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Earth-11 Jumpchain Yes, this is just for waifus

This is a world of superhumans and aliens, one that may seem very familiar at first. However, this isn’t the normal world of DC Comics. No, this is one of its parallel dimensions, one where everybody is an opposite-gender reflection of their mainline counterparts. It’s largely the same besides that one difference, so the events that happened in the primary universe are likely to have happened here as well.

The battle between good and evil continues on as it always does, on Earth, in space, and in other dimensions. , , , and the rest of the fight to protect the Earth from both from it’s own internal crime and corruption, and from extraterrestrial threats. The Guardians of the Universe head the Corps to police the 3800 sectors of outer space, of which Kylie Rayner is one of the premier members. On and in the Fourth World, Highmother and , the Black Queen vie for power, never quite breaking from their ancient stalemate.

You receive 1000 CP to make your place in this world. You can purchase special ​ ​ abilities, equipment, superpowers, and friends to help you out on your adventures.

Continuity You can start at any date within your chosen continuity.

Golden Age The original timeline, beginning in 1938 with the first adventure of Superwoman. Before long she was joined by Batwoman, Wonder Man, and the Justice Society of America. The JSA is the primary team of this Earth, comprised of the , Green Lantern, , Dr. Fate, , among others. Their lineup would change regularly, as heroes moved on to focus on independent work and were replaced. This is an infinite .

Silver Age The debut of the second Flash, Carrie Allen, signified the beginning of what would later become known as the Silver Age. Here, superheroes are far more powerful, but at the same time the world is equally dangerous and unpredictable. Superwoman, Batwoman, Wonder Man, Martian , Aquawoman, , and Green Lantern founded the Justice League of America, and soon added Green , the , and Hawkwoman to their ranks. This is an infinite multiverse.

Post-Crisis In the 1980s the Anti-Monitor’s attempt to destroy all of reality nearly succeeded, resulting in the amalgamation world of New Earth. Following Infinite Crisis and Mister Mind’s effects on the multiverse, it was retroactively split into 52 parallel universes, of which Earth-11 was one. Origins and histories were rewritten, and powersets were toned down and clarified. You won’t see Superwoman firing miniature clones of herself out of her fingertips or towing solar systems here. This a multiverse made up of 52 universes. New 52/Rebirth Due to the Flash’s and Dr. Manhattan’s interference with the timeline, the multiverse was restructured again in 2011, causing many heroes and villains to lose important parts of their histories. This reverberated across all worlds and even the ones that existed before saw changes. Here, Superwoman’s name is Laurel instead of Clara, Wonder Man is called Wonderous Man instead, and Hailey Jordan received a Star Sapphire ring instead of a Green Lantern ring, among other changes you can discover for yourself.

Backgrounds You can stay the same gender, or receive 50 CP to change. You can start at any location that would make sense for your background.

Drop-In It may come as a surprise, but you aren’t the first interdimensional traveler to visit this world. Ambush Bug has been here several times before, enough to notice that Earth-11 has particularly good tater tots. Like him, you arrive in your starting location with no previous history or existence in this world. Drop-Ins receive a 400 CP stipend for the Skills and Abilities section.

+ You have no enemies here, and with no reputation you have the chance to make a new start. - You have no contacts or allies to help you out, and getting a foothold may take some time.

Reporter You're an acclaimed journalist working for a small but well-known news company. You’re good at your job, but maybe too good as this tends to get you in over your head from time to time. Luckily, you’ve got a friend who’s always there to save the day. Besides having caught the eye of a certain metahuman, there isn't anything particularly unusual about you. Or is there? Reporters receive a 400 CP stipend for the Companions section.

+ You have a steady job, a reputation for journalistic integrity, and a close friendship with a hero. - You’ll be singled out by if your friend’s secret identity is ever revealed.

Superhero There’s a lot of variance in how superheroes schedule their day. Some maintain a 9 to 5 job, only sneaking out for a quick rescue when they’re needed. Others spend their day fully immersed in their secret identity, preferring to patrol their city at night. Some don’t even bother with masks and alter egos, instead living the cape life 24/7. No matter how you do it, you fight to protect the innocent from evil. Superheroes receive a 400 CP stipend for the Superpowers section.

+ You’re an established member of the superheroics scene and others know you can be trusted. - You’ll be expected to fight villains and save the world, or to give a good reason why you won’t.

Supervillain At an early age, you realized the simple truth of this world. The strong take what's theirs. Might ​ ​ makes right. While many would disagree, you know that's only because they lack the power to do as they please. But you do have the power, and you aren't going to let some self-righteous vigilantes tell you what to do with it. Supervillains receive a 400 CP stipend for the Gear and Equipment section.

+ You have contacts in the underworld and a name that people know to fear. - You’re a known criminal and will be hunted down if your secret identity is discovered.

Alien You’ve come to this planet from your homeworld, either having arrived while you were younger or making the journey more recently. You were raised on your original planet and while the people here have been welcoming and accepting, you still feel out of place from time to time. Aliens receive a 400 CP stipend for the Race section.

+ You have an ’s perspective on Earthly life that few on this planet share. - You’re in a foreign culture, and even with your previous lives you still miss your home.

Race

Human (Free) ​ Your average denizen of Earth. Humans typically don’t have any special powers, at least beyond their tendency to get involved with freak accidents or awaken dormant genetic mutations. However, like all races, humans can train their minds and bodies to contend with metahumans that would otherwise far outclass them, although this requires a level of willpower and dedication that very few possess.

Atlantean (250 CP) ​ In ancient times Atlantis was a thriving civilization with advanced technology and magic, before a meteorite caused tectonic devastation that sank the continent beneath the ocean. To preserve their way of life, the Atlanteans transformed themselves to survive beyond the protective dome of Poseidonis. They’re excellent swimmers, are capable of breathing both air and water, and are naturally hardier than baseline humans. In recent decades their queen, Aquawoman, has reintroduced the Atlantis to the surface world. This option also includes merpeople, the half-fish residents of Tritonis.

Atlanteans receive the powers Environmental Adaptation (underwater) and Superhuman Physiology for free.

Amazon (350 CP, male only) ​ Created thousands of years ago by the Gods, this race of immortal warriors have shared their experience and knowledge with the world throughout history. Their prince Wonder Man is their most famous emissary to the outside world in modern times. Amazons are ageless, physically comparable to Atlanteans, and are trained extensively in combat and tactics throughout their long lives.

Amazons receive the powers Agelessness, Superhuman Physiology, and Superhuman Skill (Greek combat) for free.

Martian ( CP) ​ Originally known as the Burning Martians, there are only a handful of Green Martians left alive. They were instilled with a genetic aversion to fire by the Guardians of the Universe to prevent them from conquering and terrorizing nearby species. Eventually they would go extinct, with only surviving by being thrown forwards through time. Martians are one of the stronger races in the universe, capable of fighting and speedsters as well as using their shapeshifting and telepathy to live secretly in alien societies. However, if a Martian overcomes their aversion to fire they return to their ancestral state of a cruel and sadistic Burning Martian.

Martians receive the powers Shapeshifting + Size Reduction, Flight, Super Strength, Super Durability, Super Speed, and Telepathy, and must take the drawbacks Phobia (fire), For Their Protection, Not Yours (fire), and Last Daughter of (Mars).

Kryptonian ( CP) ​ Like Martians, the race is rapidly nearing extinction. Superwoman, Superlad, and a handful of others were the only ones to survive the destruction of Krypton. Its capital city of Kandor survived as well, but in a shrunken state due to capturing it before it could be destroyed. Under the light of the yellow sun Kryptonians develop power a wide array of powers. These powers grow over time, but can be stripped away by the light of a red sun.

Kryptonians receive Super Senses for all five senses, Flight, Super Strength, Super Durability, and Super Speed for free, and must take Glowing Green Rocks () and Situational Superpowers (red sunlight), and Last Daughter of Krypton.

New God ( CP) ​ Following the violent destruction of the Third World and the old who inhabited it, a new generation of gods came into being through the will of the . The are divided between two warring planets and cultures: the idyllic and good-hearted New Genesis and the hellish and tyrannical Apokolips. New Genesis and Apokolips are governed by Highmother and Darkseid, the Black Queen, respectively, and are caught in an eons-long cold war. Each New God represents an aspect of reality, such as freedom or tyranny. Due to their proximity to the Source, they also have impressive physical abilities comparable to Kryptonians as well as a natural genius that led to the invention of the Father Box and later the .

New Gods receive Super Strength, Super Durability, Super Speed, Science, and Blessed by the Source for free, and must take Glowing Green Rocks (Radion).

Clone Rather than choosing one of the above options, you may instead be a clone of a member of one of the above races. You share their race, appearance, powerset, and racial weaknesses. You can be an exact replica, or have minor differences such as a different hair or eye color, or a different sex. For half the price of your race, you can be an imperfect clone. This results in either only having half your racial powers and weaknesses or them being at half strength.

Hybrid Not satisfied with just one race? Very well, choose two races at half price. You’re a hybrid of the two, similar to how is a human/Kryptonian. Both your racial powers and weaknesses are halved. If this is taken as an imperfect clone your powers and weaknesses can be at a quarter strength.

Skills and Abilities

Earth Seasoned Tater Tots (100 CP, free Drop-In) ​ It’s so hard to keep all these alternate Earths straight, isn’t it? Well, no it isn’t, not for you at least. You’re great at keeping a wide number of similar things in mind and differentiating between them. Recipes, phone numbers, numerical designations of parallel dimensions, you just have a knack for that sort of thing.

Why is the Earth Pink? (100 CP, free Drop-In) ​ On your travels you’ll come across many strange places. A lot of the time they’ll look just like home, right before you run into your alternate counterpart and remember where you are. You’ve adapted to seeing the ‘aura’ of locations you visit which overlaps what you see around you, such as a pink planet and sky on a gender-swapped world. You can still tell what's beneath the aura, so this acts as a secondary layer to your without impeding how you see normally.

Pulitzer Prize Winner (100 CP, free Reporter) ​ Years of experience at your job and a natural inclination towards curiosity and uncovering the truth has taught you much about the fine art of reporting. You know how to distill a complex and multifaceted issue into a simple, easy-to-read column, and how to follow a trail of clues to the scoop even when those at the are trying to keep you out and cover it up. Be careful you don’t get yourself in over your head, a superhero can’t be everywhere at once.

Should’ve Done Your Homework (100 CP, free Reporter) ​ When you go somewhere new, you quickly pick up on the small details around you. Details like the headlines on a nearby newspaper stand, subtle traits of the people you walk past, the general atmosphere of the room compared to what you were expecting. You notice and interpret this information subconsciously, giving you a gut feeling for the broad events going on around you.

Defender of the Innocent (100 CP, free Superhero) ​ A superhero needs to know how to fight, or else their career isn’t going to last very long. You’ve trained your body to Olympian-level strength, and have mastered several forms of martial arts as well as training in acrobatics. You could take down a room of armed thugs without too much trouble.

Hero of the People (100 CP, free Superhero) ​ You have a natural charisma that uplifts and inspires the people you protect. Your very presence comforts the scared, and throws your enemies off their game as they off against a living legend. Acting heroic comes naturally to you, and those around you find themselves looking up to you and trying to follow in your footsteps.

Business Magnate (100 CP, free ) ​ What, did you expect to be robbing banks and pulling heists to pay the bills? No, you’re above that. You have the business acumen and know-how to start and run a multi-million dollar company, as well as experience in dealing with the black market and other underworld operations so you can get your hands on the more illicit substances your schemes require.

Public Menace (100 CP, free Supervillain) ​ There’s a name whispered in dark alleyways and posted in police headquarters, the name of a notorious and dangerous criminal. Little do they know this name is one you can take on and off as easily as the it’s associated with. The way you dress, speak, and hold yourself while in costume gives off an intimidating presence, both to your enemies and allies. The people around you will try to stay out of your way and those underneath you will be less likely to cross you out of fear of incurring your wrath.

Earthling Whisperer (100 CP, free Alien) ​ Contrary to popular belief, most extraterrestrial races across the universe don’t all speak English, and communicating with alien cultures can be tricky when such a language barrier is in the way. You pick up new languages extremely quickly, and your overall communication skills are improved. You could be speaking a language fluently after a few weeks of watching people speaking it, and can get your ideas across with great clarity. Even if you don’t yet speak someone’s language you can communicate simple concepts by universal signals like gestures and facial expressions.

Alone in the Crowd (100 CP, free Alien) ​ When living among foreign cultures, you soak in their norms and traditions like a sponge. It won’t be long before you’re able to move within their society as if you’d been living there for years. This doesn’t change how you want to act, but you won’t stand out because you missed an obvious taboo and made a faux pas.

Help Wanted (200 CP, discount Drop-In) ​ You tend to run into people looking to hire when out searching for a job. You know where to look to find the employers in your field and can make a good first impression unless the deck is really stacked against you. While you’ll always have a job, it isn’t guaranteed to be a good job, ​ ​ so you might wind up henching for Yellow Snow if you really can’t wait for a better opportunity. You’re also good at getting in with specific people, such as evil alternate versions of yourself.

Bunny is Mine!! (200 CP, discount Drop-In) ​ Your friends are yours. Unless you consciously decide to let them go, they won’t drift away from you and you won’t drift away from them. Even if more important people enter into their lives they’ll still make time for you. However, a person can only devote so much attention to their friends so if you already take up most of their time you’ll stay as their closest friend.

Sniffing Out a Story (200 CP, discount Reporter) ​ You have a sort of sixth sense to major events going on around you. You won’t know exactly what they are or how dangerous the event will ultimately be, but you can tell when and where they’re happening so you can be there on time to get the story. If you’re the type to intervene so it has a happy ending, you won’t forget to set up your camera.

Holding Out for a Heroine (200 CP, discount Reporter) ​ There’s something about you that just draws in superhumans, almost as if you were fated to meet them. Whether you’re being saved by a local superhero or kidnapped by a supervillain hoping to bait out their rival, your life can get pretty exciting at times. This won’t make you any more likely to get hurt, as things will sort themselves out even if the situation looks bad at first.

Statuesque (200 CP, discount Superhero) ​ Why is it that superheroes tend to be so much more attractive than most people? Put the average person off the street in a skintight bodysuit and they won’t look nearly as good. You will, though. You’re very beautiful and/or handsome, as if you were drawn by a talented artist specifically focusing on your looks, and your body is athletic and well-proportioned so you can make even the most unflattering costume work.

New Issue, New Start (200 CP, discount Superhero) ​ Your particularly tough constitution allows you to move past injuries far faster than normal. You can heal simple injuries like cuts and bruises by the next day and more serious wounds like bullet holes and broken bones in a week or so. Your stamina sees a similar increase, allowing you to operate at full efficiency with near-constant exertion and little to no recovery, as long as you take some time to rest every once in a while. This also prevents you from accumulating chronic injuries and scars, as your body heals itself to its normal state, so you can fight well into your old age.

It’s Not Personal (200 CP, discount Supervillain) ​ People don’t hold you to things you say and do to them, as long as you weren’t targeting them specifically. As long as it was something you did that only happened to involve them because of chance or because of their status, they won’t hate you for it. You can capture the mayor's daughter or beat up the superhero team trying to stop you, and they'll still treat you as if it was a regrettable necessity even as they drag you to jail. However, if you were to target someone in revenge or because of who they are, this won't take effect.

Henchwomen for Hire (200 CP, discount Supervillain) ​ No matter how evil or dangerous your reputation paints you as, people still flock to your side to work for you. They’re rarely competent unless you actually go looking for people with the skills you need, but these are henchmen. Pushing your deathtraps around and ganging up on ​ ​ unwary trespassers don’t exactly require a lot of critical thinking. If you promote one to a higher position like team leader or personal assistant then they’ll become more loyal to you over time and more easily gain useful skills.

Back on My Planet… (200 CP, discount Alien) ​ Of course alien cultures would have different social norms, so wouldn’t it make sense for people to judge you based on your own culture instead of theirs? Now people won’t think less of you for your differences, even things like wearing revealing clothing, talking in broken English, or eating food they'd otherwise find revolting. This doesn’t work for situations where you’d be breaking actual rules, as in the ‘no shirt no shoes no service’ sense, but so long as there’s no real negative effect to your behavior it won’t be a problem.

Commence the Mating Ritual (200 CP, discount Alien) ​ Similar to language, there are many strange customs to be found across the universe. As long as your practices and traditions aren’t directly harmful then people will take it in stride, even if they would normally object to such things. This can include sharing off-putting food with them, social expectations they would normally find uncomfortable, and practices they might never even consider otherwise such as polygamy.

Matriarch’s World (400 CP, discount Drop-In) ​ You know how to make an ideology sound appealing to large groups of people, and how to spread your message to the masses. By actively doing this you can convince a society to adopt new principles, standards, and even biases after just a few short years. You could change a patriarchal world to a matriarchal one or vice versa, or make smaller changes to specific norms, traditions, and taboos.

Selfcide Immunity (400 CP, discount Drop-In) ​ Meeting up with alternate versions of yourself from parallel dimensions is always risky, whether they’re an evil overlord with a penchant for torture or have a friend they’d do anything to protect. Now you’re immune to any attempts by versions of yourself at harming you, directly and indirectly. They can’t call in their evil alternate friend to tie you up for later torture any more than they can smother you with a pillow.

Superwoman’s Pal (400 CP, discount Reporter) ​ You can always count on your friends. Whenever you call for help, someone who’s best suited for the task at hand (out of the people you know) will quickly arrive, whether it’s saving you from a supervillain or just hanging out when you’re lonely. You can also specify a specific person to call out for. Overuse of this will see your friends taking longer to arrive, if they make it in time at all, so try not to use this more than once or twice a day.

Loving Heart (400 CP, discount Reporter) ​ You have a natural connection to other people. You can easily empathise with those around you, get along great with just about anyone, and act as the heart and soul of whatever group you’re a part of. Most of all, you’re incredible at building and maintaining romantic relationships. You’re the perfect romantic partner, intuitively responding to your significant other’s needs and desires before they’re even aware of them.

Where’s the Bomb? (400 CP, discount Superhero) ​ Getting people to talk is a simple matter for you. You can play both good cop and bad cop, gently coaxing answers out of them or intimidating them into spilling their secrets, even when they know it’s in their best interest to keep quiet. When the chips are down and lives are on the line your efforts are multiplied tenfold through your desperation and determination to save the day.

Making the World a Better Place (400 CP, discount Superhero) ​ People just seem to get along when they’re around you. Conflicting personalities mesh together more easily, heated rivalries are cooled down, arguments and conflicts are smoothed over before they arise, and people are less likely to betray each other than they would be without you there as an example of a better way. Going out of your way to prevent conflicts will make this far more effective. This effect continues after you leave, for as long as you were with them.

The Set-Up is Everything (400, discount Supervillain) ​ Villains act, heroes react. And you know just how to act to bring about your desired outcome. It’s almost like you can see the future when you’re putting your plans together. Booby-traps just where your enemies will walk, inexplicable giant death machines you shouldn’t have had enough time to build or find, elaborate schemes and plots that rely on a large number of moving parts, you can do it all. You have a knack for coming up with plans that require ridiculous amounts of preparation to set up and a good number of coincidences to go off without a hitch, and still making everything go along smoothly.

Sinister Charisma (400 CP, discount Supervillain) ​ Why hasn’t Luthor gone to prison? How does the keep funding her evil schemes? A large part of it is how they’re just so charismatic, and now you share that skill. You’re extremely personable, and it’s easy to wrap people around your finger and get them to do what you want. You could get yourself elected president even if you have a history of putting on power armor and publicly trying to kill Superwoman. Larger-than-life people with their own force of personality such as heroes and other villains can resist this to an extent, so you’ll need to be more subtle if you want to influence them.

Home Sweet Home (400 CP, discount Alien) ​ It’s easy for people to get homesick when they spend long periods of time away from their homes, as you know all too well. But you’ve got a lot of experience in taking in this new world, and you can show others how to do the same. The people who travel with you won’t feel any longing towards what they left behind, even if they’re taken to an entirely unfamiliar place and time. They say home is where the heart is, after all.

Chainmail Speedo (400 CP, discount Alien) ​ Not every military has the same pragmatic standards as Earth’s, but that somehow doesn’t impede their effectiveness. You take that principle to the next level. As long as you’re wearing armor somewhere on your body, that amount of defense will be applied to the rest of you. Fighting supervillains in sandals and a cloth skirt, with only armbands and a tiny chestplate to protect you, would be as safe as wearing a full suit of combat armor.

Resistant Reality (600 CP, discount Drop-In) ​ You don’t just carelessly run through the different dimensions like a chicken with its head cut off. Not when that would subject you to the whims of their conflicting, unpredictable natures. No, instead you carry with you the laws and rules of your origin, behaving as if you were still in your home universe. You can’t be made to swear like an edgy teenager and out lethal weapons on a moments notice just because you went to a universe where that behavior is enforced as a cosmic fact.

Rule 63 (600 CP, discount Drop-In) ​ You could also take a trace of this world with you, the distaff reflection of the primary DC Earth. By making physical contact with someone, such as tapping them or shaking their hand, you can change their sex. You can decide how far back this change goes, from it being a sudden shock for everyone involved, to retroactively changing the past itself so it was always this way, to anywhere in between.

Sparkling Intellectual Insights (600 CP, discount Reporter) ​ You’re extremely observant and a master of abductive reasoning, capable of picking up on miniscule details in the world around you and interpreting what you see to come to highly accurate conclusions. You could analyze the voice patterns and muscular structures of two people, one of whom you only just met, both of which are wearing obstructive costumes, and neither of which actually look or sound alike, and quickly realize they must either be identical twins or alternate-reality counterparts.

Genesplicer (600 CP, discount Reporter) ​ At first you might think genetic-based superpowers would weaken in subsequent as the metahumans have children with powerless humans. Then you might realize how ridiculous the idea of aliens having children with humans is in the first place. But genes are weird, especially yours, and comic book logic is weirder. Your children share all of their parents’ abilities, and may even have potential surpassing yours. You also receive a significant boost to your competence as a parent, so you can raise them just the way you want to. Even if they come to you as a bratty teenager it wouldn’t be long before you’ve gotten them into shape.

Indomitable Will (600 CP, discount Superhero) ​ It takes great strength to be a hero. Not in body, although that does help, but in mind, the strength that comes from within. Luckily, you’ve got that in leaps and bounds. Your willpower is as resolute and unbreakable as Batwoman’s, allowing you to grit your teeth and carry on through pain, unwanted emotions, distractions, fear, and mind control that would try and slow you down. Even if the world takes everything away from you, you’ll still be there to fight on and protect the innocents, so that they might have a better future.

You Can Be Better (600 CP, discount Superhero) ​ You don’t just represent a better way, you live it. Truth, justice, and the American way shine through you like a beacon of hope, brightening the lives of everyone you meet. This reaches deep into their hearts, affecting all but the most vile and irredeemable. Given enough time, you could redeem just about anyone. A normal criminal would give up her life of crime after a few weeks with you, while the likes of Darkseid would take upwards of ten years. This also allows you to repair and upgrade technology powered by your mind by flooding it with your glowing soul.

Redefine Vicious (600 CP, discount Supervillain) ​ Like a wounded animal, you’re at your most dangerous when you’re at your lowest. The more you lose, the closer you come to complete and total failure, the stronger and more capable you become until the war is finally won. Your drive to endure and to snatch victory from the jaws of defeat causes your skills and general competence to increase and, in times of true distress, skyrocket. At your peak you could challenge an army of metahumans with nothing but your equipment and your wits, kill them all, and then do it all over again. When you’ve lost everything you’ve ever loved and the whole world is against you, the world better start running.

You Are Its Nightmare (600 CP, discount Supervillain) ​ “You see the light up there? Right up there...? ...it mocks us all. It’s an unsullied multiverse where all is bright and ascendent. It’s why we suffer. It’s why nothing can ever be made right.” You can twist and corrupt the people around you by your very presence, eroding their defenses and breaking them down inch by inch. The better of a person they are, the longer this will take. A normal person could be broken in a few weeks, while someone like Superwoman would take upwards of ten years. Only those truly incapable of being corrupted are immune. Once you finally wear them down, you can shatter them and rebuild them however you want them to be.

The Kryptonian Human (600 CP, discount Alien) ​ Is Superwoman Clara Kent or -El? The answer is that she’s both, embodying both her human and Kryptonian heritages in equal measure. She stands as the exemplar of the human race, the ideal for them to strive for, while not even being biologically human at all. You embody the same cultural ideal in every new home you make for yourself. You rapidly take on an identity within each society you go to, either who you were before or an entirely new one, while meeting and learning from the best of them.

Green-Skinned Alien Space Babes (600 CP, discount Alien) ​

Gear and Equipment Existing items can be imported into your purchases. You can combine purchased items into one with the combined traits. Location items follow you to future jumps. Lost or broken items respawn in a week.

Identification (100 CP, free Drop-In) ​ It’d be a little difficult to get yourself established in a new world without the papers to back it up, especially in the modern day with how often these are used in daily life. These falsified documents will give you the equivalent to your usual identity in whatever world you take them to, and automatically take on a form most appropriate to your surroundings. These may be guild certifications and letters from nobles if you found yourself in the past, or citizenship and former employment documents for a modern-day world. These won’t hold up against the official records, but they’ll unless you give the people in charge a reason to suspect you and go looking.

Strange Bodysuit (100 CP, free Drop-In) ​ An unusual looking costume that covers you from head to toe. The design can be anything you want, even something outrageous like a bright green suit with orange plug-like antennae coming out of the eyes. Unlike Ambush Bug’s, yours comes with a hidden zipper on the back so you can actually removed the thing. Alternatively, you can have one that lacks the zipper (thus, any way out without just ripping it off) although I can’t imagine why you’d want that. The suit looks, acts, and feels as if it were your actual skin, including being able to shower with it on to stay clean.

Photojournalist’s Camera (100 CP, free Reporter) ​ A lightweight but sturdy camera for snapping pictures of the latest headliner. It never runs out of memory, and pictures taken with this seem to capture the atmosphere and energy of the scene as if the viewer is actually there watching it happen. It’s also easier to find aesthetically pleasing angles to get great pictures. Comes with a complimentary tripod.

Suit Jacket and Tie (100 CP, free Reporter) ​ A set of comfortable clothes that let you simultaneously stand out to those who you want to be noticed by, and blend into the background to those you don’t. They also completely cover up any clothes worn underneath them, not accidentally showing glimpses when the collar or sleeves are jostled. The default is a typical suit, but these can be any modern wear.

Supertech Jewelry (100 CP, free Superhero) ​ A small, wearable piece of jewelry or similar item, such as a ring, necklace, or handheld . You can set this as the source of any or all of your superpowers instead of having them be a part of you. While this does make it easier to temporarily lose access to your powers if mishandled or stolen, this way they can more easily be shared with your allies, upgraded, reverse engineered, and reproduced. It can be science-based or magic-based.

Cape and Symbol (100 CP, free Superhero) ​ A skintight bodysuit that shows off your muscles and figure. It’s appropriately inspiring for your job and is extremely recognizable so people never mistake you for some random or worse, a villain. Although it doesn’t give you any defensive benefits like armor would, it holds itself together much better than ordinary fabric. It mirrors your own physical state, getting dirty and dusted up after a drawn-out fight instead of being torn, and only being damaged when you yourself begin to take wounds. This doesn’t actually require a cape or a symbol, but they do complete the look.

Suit of Power Armor (100 CP, free Supervillain) ​ A wearable set of armor or clothing that can be set as the source of any or all of your superpowers, similar to the Supertech Jewelry option. This is larger and bulkier than a small ring or the like would be, but offers more reliability thanks to its passive use of powers rather than active. This can be science-based or magic-based.

Costume and Mask (100 CP, free Supervillain) ​ A costume that strikes fear into all but the most resolute. It could be a ripped hood and noose, unsettling makeup, a horned cowl and a cape that resemble wings, a copy of a hero’s costume but with darker colors, the details don’t matter too much. What’s important is that it makes it very clear to anyone who sees you that you aren’t someone to mess with. Somehow, you also find it easier to sneak around and get the drop on your enemies despite wearing such attention-grabbing clothes.

Crashed Spaceship (100 CP, free Alien) ​ The vessel that first carried you to this planet, hidden in a secure and isolated location to prevent it from into the wrong hands. There’s some old technology from your homeworld in here, including traditional clothing and recorded messages from your loved ones. The ship itself isn’t spaceworthy anymore thanks to the from the crash, and the engine can only handle short flights before burning out, but the framework and machinery are still present. If you have the know-how and some good materials you could get it working again.

Galactic Map (100 CP, free Alien) ​ A 3D hologram map of the known regions of space, with labels for star systems and planets as well as the territory of the different political entities. While originally only for your home galaxy, it was expanded on over time as more of the wider universe became known to your people. They never bothered changing the colloquial name since ‘Universal Map’ just doesn’t have the same ring to it. This updates to show known space in each future jump, and saves the current status at the end of each jump for future viewing.

Luxury Prison Cell (200 CP, discount Drop-In) ​ This item behaves a little differently than most. Instead of carrying it with you, you’ll find it around you whenever you wind up captured. This cell is extremely cozy and comfortable, more akin to a small apartment or five-star hotel room than a holding cell for prisoners. It comes with a bed, fluffed pillow, and a pristine toilet, and the temperature and moisture levels are never far from your ideal. You can even turn off the visibility on the energy wall for some privacy to relieve yourself or make your escape.

Lawn Ornament, License Plate, and Waffle Iron (200 CP, discount Drop-In) ​ Three small, mundane objects of your choice that can be flawlessly hidden on your person. Nothing short of a full body cavity search could ever find these. If they’re ever confiscated, they’ll be returned to you as soon as you’re released or escape. You can still access these even through obstructive clothing.

Family Home (200 CP, discount Reporter) ​ A decently sized house that’s had its mortgage fully paid off, complete with furniture and that classic lived-in feeling. Collateral damage avoids this place like the plague, unless it’s the sort of damage to indiscriminately destroy an entire area at once. It’s also easier to spark romantic feelings here. Something about how you’ve set up the rooms, the general atmosphere, or something else leads people to grow closer.

Press Pass (200 CP, discount Reporter) ​ By flashing this access card at the door, you can gain access to places like press conferences and other exclusive events with no issues or questions. As long as it would make sense for a journalist to be there then security won’t give you a hard time. If the event is invite-only then they’ll find your name on the list.

Utility Belt (200 CP, discount Superhero) ​ A belt covered in holsters, pouches, and compartments to store your tools and weapons. The internal space is much larger on the inside, allowing you to store many more gas pellets, caltrops, feet of rope, boomerangs, and whatever else you’d want to carry with you than would first appear. Comes in a color of your choice. If you’re captured and this is confiscated, it will always be visibly hung or placed in the same room as you, usually just out of arm's reach.

Pair of Glasses (200 CP, discount Superhero) ​ A pair of glasses that disguise your appearance. When you’re wearing these it’s impossible to tell you’re the same person as when you don’t have them on, even if you make no other effort to hide your appearance or identity. This effect breaks if you’re seen putting them on or taking them off. If you need glasses, they fit your prescription.

Oval Office (200 CP, discount Supervillain) ​ An elegantly-designed office that acts as the command center for any and all seats of power you possess. You have full control of who’s allowed in, and no one can enter without your explicit knowledge and permission. You also have a noticeable increase in your air of authority while here. This can optionally connect to your Warehouse.

10 Million Dollars, Cash (200 CP, discount Supervillain) ​ Whether it’s the pull from your latest heist or this year’s income from your company, you’re rolling in it. This is enough to set up the groundwork for your next daring caper, as well as to live very comfortably in the meantime, and is stored in an untraceable location. Or just blow it all on drugs and parties, that’s up to you. This supply respawns at the beginning of each jump, in the main currency for your starting location.

Superdog (400 CP, discount Superhero) ​ A loving pet that has weaker versions of your powers. It can be any animal that could reasonably be considered a pet.

Paradise Island (400 CP, discount Superhero) You’re the ruler of your own personal island. It’s a sovereign nation, and will be recognized as such in future worlds. You can decide the name and who’s allowed to enter, such as making it male-only.

Getaway Car (400 CP, discount Supervillain) The fastest thing on the road

Secret Lair (400 CP, discount Supervillain) By using advanced cloaking techniques (such as lining the walls with lead) you’ve made this all but impossible to find by those who’d wish to find you. As long as no one actually sees you coming and going not even the Woman of or the World's Greatest Detective could find out where this is. It can be in a location of your choice.

Mother Box (600 CP, discount Reporter) Are you an undercover operative working for Highmother? Or did one of your superhero friends entrust you with this? However you got it this is an advanced piece of New God hardware. It can open Boom Tubes, change the user’s appearance, scan your surroundings with incredible precision, among many other functions.

Power Ring (600 CP, discount Superhero) A ring that draws on the Emotional Spectrum to grant you flight, hard-light constructs, telekinesis, scanning, communications, and a universal translator. Can be any color besides White or Black. You can use this at the strength of an average Corps member without the associated emotion, although it becomes more powerful with more of its emotion available. Comes with a Power Battery.

Autosurgery Table (600 CP, discount Supervillain) By calibrating the robot arms to alter your DNA and physiology, you can graft biology-based superpowers into your body. This requires you to understand how the powers work. Does not come with any sedatives or anesthesia.

LexCorp Warsuit 600

Superpowers If you buy multiple powers you can combine them, like transforming into an energy form with Energy Beams, Super Strength, Super Durability, and Transformation, or atomic-precision cutting and macro-scale air blades with Superhuman Skill and Size Changing. The source of individual powers is up to you, whether it’s biological, from a power or mech suit, gifted by the gods, or whatever else. Powers can be bought more than once.

Transformation (+200 CP) Your powers are locked behind a transformation that you need to undergo in order to use them, which has a specific way to activate it such as speaking a magic word. If you’re prevented from triggering the transformation or you’re caught with your guard down you’d be in trouble.

Limitation (+variable CP) For a quarter of a power’s cost it has a minor restriction, such as only changing your shape and density and not your face or coloration. For half its cost it’s either half as strong or has a major weakness that can be easily exploited, like being powerless against the color yellow.

Super Senses (50 CP) One of your senses is far stronger than is normal, either better at gathering and interpreting information or weaponized in some way. Shooting lasers out of your eyes, seeing through solid objects, feeling microscopic imperfections in surfaces you touch, etc. They can be dialed down and off when not in use.

Environmental Adaptation (50 CP) You can survive in a certain environment

Agelessness (100 CP) Your body doesn’t age past its prime, and your mind is fully capable of handling the long millenia. You’re very well-rounded and skilled at a wide range of activities thanks to your countless years of experience.

Superhuman Skill (100 CP) Pick a mundane skill. Through training, persistence, and raw talent, you’ve attained a level of capability in that field that most would consider impossible. You could become a member of a team of some of the strongest beings in the universe with just a bow and arrow.

Superhuman Physiology (200 CP) You’re stronger, faster, and tougher than any ordinary human. Bullets only sting if you let them hit you, and you can tear through solid steel.

Energy Beams (200 CP) Your body emits energy in some form. It's powerful enough to injure the tougher members of the Justice League. Heat vision, fire breath, energy waves from your hands, and sending energy exploding out in all directions fall under this power.

Shapeshifting (200 CP) You can freely alter your physical form and atomic density. You could blend into an alien population or disguise yourself as anyone you’ve seen before, and phase through both matter and energy.

Flight (300 CP) You can fly and hover in the air, as well as breathe in space. In-atmosphere you can circle the planet in a few minutes, while in outer space you can reach planets in far-off galaxies in a matter of hours. There’s nothing stopping you from moving at your full speed within an atmosphere but you would have a disastrous impact on your surroundings.

Super Strength (300 CP) You’re strong enough to contend with Wonder Man, the strongest of the Amazons, and hold your own against Superwoman for a time. You can easily lift almost anything on Earth and send shockwaves through solid objects by hitting them at the right angle.

Super Durability (300 CP) Whether it’s a bio-electric field generated from solar energy, a forcefield projector in your belt, a divine blessing, an energy weave around your body that absorbs incoming kinetic energy, or something even , you can take hits from all but the most powerful metahumans.

Super Speed (300 CP) The speed of your movements and thought processes are massively scaled up, allowing you to react and fight at relativistic speeds. You aren’t negatively affected by the high speeds so punching at a high velocity would do more damage than normal but wouldn’t splatter your hand. You can hold high speed conversations with others with super-speed and learn extremely quickly with how fast you can read and practice.

Size Changing (300 CP) You can change your size at will, growing from subatomic sizes to heights tall enough to throw large buildings around. Your physical durability and strength scale to your size when growing and stay the same as your baseline when shrinking.

Elementalist (300 CP) You have mastery of a single natural element. You can control how it moves as well as creating it out of nothing, with enough power, volume, and control to casually depopulate out a city without destroying the buildings themselves. You’re also immune to being hurt by your element. Overrides other control

Telepathy (400 CP) You can read people’s thoughts and memories, and temporarily dominate their minds to control them. You can also implant more subtle suggestions but this is tricky and can alert them to your interference if you aren’t careful enough.

Comic Book Science (500 CP) You’re extremely intelligent, capable of holding multiple trains of thought at once. Your genius allows you to pick up new information and skills very quickly, build futuristic technology, and remember everything you’ve seen in great detail. Intellectually, you rival Luthor and Ms. Terrific.

Master Magician (500 CP) You have an extensive mastery of the mystic arts, capable of matching the greatest human mages. Remember that all magic has a cost; however that cost can simply be paid in mana or similar energies if you wish.

Teleportation (600 CP) You can shift yourself to parallel universes at will. While you can’t change your location within a single universe you can go to a different one, walk to that location, and shift back. Most universes have different topography for cities. You don't need to worry about getting telefragged as you’ll be safely shunted out of any solid objects in your way.

Corrupting Touch (600 CP) By infusing your dark essence into those weaker than you, you can twist and warp them into loyal undead monsters. They’ll be fully subservient to your will, although they aren’t capable of speech or higher thought anymore. This takes longer for those approaching you in power and if physical contact is broken before the transformation is complete your victim will quickly recover.

Precision

Blessed by the Source (800 CP, New God only) You represent an abstract concept like tyranny, freedom, or war. Or a general Divine Empowerment like with Captain Marvel and ?

Shrinking Growing Attack senses Sonic scream Explosions (human bomb) Intangibility ( man) Energy manipulation Absorption, hard light constructs, beams, For one type of energy like light, fire, or electricity invisibility

Companions

Companion Import (50 CP) Import or create up to eight companions. They get a background and 800 CP to spend on races, perks, items, and superpowers.

Canon Companion (50 CP) You can take an existing person from this world with you when you leave.

Atlantean Army (300 CP) While not the entirety of Atlantis’ army, these loyal soldiers do make up a significant amount of the numbers. It consists mostly of several hundred Atlanteans, but also large and powerful trained war-animals that are more akin to sea monsters than ordinary fish.

Manazons (300 CP) Enough super-Spartans to fill a fleet of Greek warships, numbering in the low hundreds. They’re expertly trained and willing to follow you into Hell itself if you command it.

Distaff Counterpart (600 CP) A gender swapped version of yourself. They have all of your abilities, powers, and items, and will continue to match you in future jumps.

Drawbacks No drawback limit.

Vol. 2 Has Been Delayed (+0 CP) You stay in this jump for an extra five years. This can be taken more than once.

Token Male Character (+100 CP) People usually only include you because of what you are, not who you are or because they actually want you there, and even if you think you’ve earned your place it’s hard to tell when they’re being honest about it. Your companions are exempt from this.

Creative License (+200 CP) People will change appearance, hair styles, muscle mass, and even costumes all the time for seemingly no reason, even in the middle of battles. This includes you and your companions, and can bypass attractiveness perks during particularly unflattering shifts.

Testosterone-Filled Lout (+300 CP) You’re very...passionate. You’re prone to falling into fits of anger and lashing out at the people you feel have wronged you. You’re usually in the wrong yourself, but that won’t stop you from feeling like you allies are suddenly turning against you for doing nothing wrong or whatever else is causing your latest meltdown.

Glowing Green Rocks (+100/400 CP) There’s a material or form of energy that renders you powerless and physically weakened, either out of fear, your powers being drained outright, or something else. For 100 CP it’s something only a few people could get their hands on, while for 400 CP it’s as common as fire.

Earth -11 (+600 CP) Instead of the twelfth world in the 52 Multiverse, you’re jumping to the Dark Multiverse. In this world Batwoman loses her love, Sylester Kyle, to metahuman violence. She murders every metahuman on land in revenge. Aquawoman tries to negotiate peace for Atlantis, but the talks descend into violence. War breaks out, and by the end of it the entire world is dead and gone, inhabited only by the Drowned and her Dead Water. You begin your jump immediately after Sylvester is killed.

Your powers are very visible and nothing you can do can disguise this short of hiding your entire body. Your enemies know your secret identity, as well as where you and your loved ones live. (drop-ins get less points since they have no family or friends here) Collateral Damage +100 You’ve lost an important family member in your past. While it’s been years now, their death still haunts you. Metanarrative Cosmology You’re bound to the futile cycle of loss, struggle, and temporary victory as decreed by the pen of the writers and the whims of the audience. I.e. you can’t kill the joker. Jumper of Earth Mario Bava Film Marathon An evil alternate version has all your powers and wants to kill you horribly after you slightly inconvenienced them sometime in the past. For Their Protection, Not Yours (Glowing Green Rocks tier 2?) Touching a certain common material turns you into a calculating and sadistic monster, you have to struggle to free yourself Last Daughter of Krypton You’re the last survivor of your race, like it blew up or was genocided or something Situational Superpowers You lose your powers if you go into a certain environment like water or red sunlight. Controlled Your powers have restrictions like the green lantern rings Conventional Power Levels 600 The world is just cosplay. Including you and your companions. Companions stay as cosplayers but still based on their original selves Broken Genderswap 100 You’re stuck as the sex you find least preferrable during your time here.

Ending

Move On You continue jumping. Time here is frozen until the end of your chain.

Stay Here Nice place here, isn’t it? This world becomes your new home and your chain is unfrozen.

Go Home You’ve gotten all you want? You return to your home dimension and your chain is unfrozen.

Notes

Because we didn’t see Earth-11 in the Pre-Crisis multiverse, you can decide if you want a Golden Age or Silver and Bronze Age version of Earth-11 if you’re jumping that continuity, including the early version where Kryptonians could only jump an eighth of a mile instead of flying.

Balanced for Post-Crisis

The Strange Bodysuit can be used to disguise yourself as a different person if it looks like a human.

Buying multiple Suit Jacket and Ties lets you stack them with each layer acting as the only layer as it’s revealed.

You Are Its Nightmare can corrupt technology powered by your mind, such as power rings, when combined with a willpower or emotion perk strong enough to overwhelm it. Your tainted soul poisons it, granting it new abilities, making it much more effective against similar, uncorrupted technology, and shackling it to your will alone. For Green Lantern rings this requires at least as much willpower as and the Dawnbreaker.

Fanwank responsibly.

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