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  1. "Doom"
  2. Doomjump
  3. 1000+300
  4. Age: 26
  5. Gender: Male
  6. Background
  7. Space Marine
  8. You are one of the baddest motherfuckers to walk the walk in the Sol system. Recently court-marshaled for punching out your civilian-slaughter-happy CO, you got the shit duty on your new assignment of being the last man to enter the UAC base hangar on Phobos after your unit arrived in response to a distress call.
  9.  
  10. Location
  11. E1M1 (free)
  12. Considering, Jumpchan let this happen for free. Staying for the long haul.
  13.  
  14. Mods Used
  15. Project Brutality (Doom 1/2/Final)
  16. Project Remap (Doom 1/2)
  17. Brutal Doom 64 (Doom 64)
  18.  
  19. Perks
  20. Basic Training 0
  21. You are in peak human physical condition. Your maximum running speed is blisteringly fast, easily leaving non-supernatural speeders in the dust. You never get exhausted or tired from running full speed, you never take injury from long falls, and you can carry as much equipment as you can attach to your body without penalty, regardless of total weight. You may carry a maximum of 200 bullets, 50 shotgun shells, 50 rockets, and 300 energy cells on your person, along with one each of a chainsaw, a set of brass knuckles, a pistol, a single-barreled shotgun, a double-barreled shotgun, a chaingun, a rocket launcher, a plasma rifle, a BFG9000, and an Unmaker.
  22.  
  23. Automap 0
  24. An automatically updating digital cartographer, it will track and illustrate the surrounding level of terrain or infrastructure from a top-down perspective. In a multi-story building it might be a bit confusing to parse.
  25.  
  26. Pain Rewiring 200
  27. Beyond seeing red for a moment, suffering pain doesn't reduce your capacity to act. You may continue to operate at your full physical potential until the moment you finally take crippling damage or die, so long as you still have enough working limbs attached to a torso with which to do things. Instead of pain, you feel injuries as if your funny bone has been struck, just focused on any given point of your body. It's not pleasant, but you can power through it.
  28.  
  29. Source Port 300
  30. You may import up to 8 companions, or recruit up to 8 Space Marines or Monsters at the normal price. You may buy perks that are not available to your Background for double their CP cost. If you have Walnut Creek CD-ROM, you may use newer WADs from times after 2001 that may require more advanced versions of the Doom engine. Don't take the Dead Weight complication if you intend on the latter. Finally, Monsters with hands and thumbs may pick up weapons or items (you and your imported Companions only) and use them.
  31.  
  32. Walnut Creek CD-ROM 600
  33. You may replace any portion of the Doom world with any compatible file (Doom you with the simpsons.wad nukage launcher or the Chook Doom Chook Launcher instead of the Rocket Launcher.
  34.  
  35. Loadout
  36. A Super Shotgun, Rocket Launcher,.. 200
  37. ...8 shotgun shells, and two rockets.
  38. The Super Shotgun is a sawed-off break action double barreled shotgun that uses two shotgun shells for every pull of the trigger. It does roughly triple the potential damage of the normal Shotgun, but has a much wider spread. The Rocket Launcher fires small missiles on a semi automatic trigger that do serious damage, easily able to kill any mundane human (peak condition or not) in a single strike, barring crazy amounts of personal armor. The explosion is more than capable of hurting you . . . or sending you flying. While the Rocket Launcher does not need to be reloaded, the Super Shotgun does- however, two shells from your available pool will appear in your hand ready to load after each shot.
  39.  
  40. Complications
  41. Going Native +300
  42. You have forgotten your powers, equipment, and abilities from earlier Jumps- and your ns have, too.
  43.  
  44. Debrief
  45. Flaws Revoked
  46.  
  47. End
  48. Move On
  49.  
  50.  
  51. BodyMod
  52. 600
  53. Build
  54. The Heavy
  55.  
  56. Body Type
  57. Bodybuilder
  58.  
  59. Stats
  60. Strength 4; 200
  61. Endurance 3; 150
  62. Speed 2; 100
  63. Dexterity 1; 50
  64.  
  65. Perks
  66. Endowed x2; 100
  67.  
  68.  
  69. Doom 2016
  70. 1000+800
  71. Location
  72. Mars: Argent Tower (1D8:2)
  73. The pride and joy of the UAC, the Argent Tower uses a portal to hell to harvest Argent Energy, powering all of mankind. Nothing could possibly go wrong here.
  74.  
  75. Origins
  76. Drop-In 0
  77. You wake up on a stone slab, chained to the inside. You break out, grab a pistol, and start gunning down any demons you see.
  78.  
  79. Perks
  80. Drop-In: Series A
  81. Combat Training 0 (d)
  82. The UAC has a variety of colorful, expressive machines meant solely for the purpose of killing things. With this, you are innately aware of the optimal use and function of every single one of them.
  83.  
  84. What Do You Mean, "Reload?" 100 (d)
  85. Don't worry about such things, Marine. As long as you have the ammo on your person, it'll be loaded in your gun when you pull the trigger. No need to swap mags.
  86.  
  87. Fortune and Glory 200 (d)
  88. Because bullets ARE too good for your enemies. If you deal enough damage to bring a foe to near death, you'll stagger them, at which point you can perform a devastating (and gory) melee execution to finish them off. For every enemy you kill in this way, you are more likely to find medical equipment and ammunition on their corpse.
  89.  
  90. If You Want a Job Done Right... 300 (d)
  91. You gotta do it yourself. You are now a one-man engine of death and carnage, fearless but not cocksure, enraged but not blindly so. You have been trained in murder and bloodshed, tempered and reinforced by ages of experience, and so long as your body can keep up your training will not fail as you literally decimate your foes.
  92.  
  93. Drop-In: Series B
  94. Pathfinder 0 (d)
  95. Look at you, finding your own way around. You're very adept at spotting secret areas, hidey holes, and alternate methods of getting around wherever you are. You're also rather good at finding supplies and such that others may have stashed away. And hey, what's theirs is yours!
  96.  
  97. Hell Devours the Indolent 100 (d)
  98. You're not really the type to stand still in a firefight. Run and Gun is the way to go. You run faster, jump farther, and tire out less easily. There's a lot of ground to cover, hop to it!
  99.  
  100. Impact Compensation 200 (d)
  101. Because being afraid of heights is lame. Now, you can walk away from more or less any fall without so much as a scratch. Though... mind your landing zone, spikes and fire and such will still hurt as much as they would normally.
  102.  
  103. Praetorian 300 (d)
  104. You stand as the best that humanity has to offer. Enjoy being a literal wall of muscle and sinew as you tear the demons apart. Your strength, endurance, and agility are nigh-unmatched, only the greatest of humans could dare to compare themselves to you, and only the highest echelons of the demonic threat can surpass your raw strength.
  105.  
  106. Nondiscounted
  107. 3x Group Hire 300
  108. This is the companion import perk. 100 CP per companion, or 400 for a pack of 8. They get the same Origin as you, as well as the the 100 and 200 CP perks in both trees.
  109. (Peracius Caro, Actaros Ashfist, Covius Telioros)
  110.  
  111. Prophecy of the Seraphim 300
  112. Your coming was foretold, wanderer. For whatever reason it may be, the Seraphim of Heaven have seen fit to grant you a blessing, enhancing your capstone perks significantly. Although the UAC and the forces of Hell are now aware of your status, they may not know it's actually YOU that's the one in the prophecy. But depending on your actions, they'll know soon enough. The prophecy states that you will stand to become either the savior or ruiner of Hell, so the choice falls to you.
  113.  
  114. If You Want a Job Done Right...
  115. You are the end. Those you raise your weapon to will fall, as you fall into a kind of flow, moving across the battlefield as more of a force of nature than a soldier. There will be those who stand a chance. Those who pose a challenge. Your might is not absolute. But in the face of the weak, the many? Before your might, your rage, they will fall. They will all fall. Rip and Tear
  116.  
  117. Praetorian
  118. Not only is your body brought even further above, reaching clearly beyond what is capable of humans, but you also come into possession of a full set of Praetor Armor, forged for you by a rogue (or loyal) demon. Within the suit, you are even more resistant to damage, and the suit can be upgraded as you kill enemies or absorb Argent Energy. It fits you perfectly and will only accept you as its wearer. Fitting armor for the ultimate warrior. (The Praetor Armor can be upgraded / worked into other armor, but you will need a lot of time and know-how to do so.)
  119.  
  120. Items
  121. Pistol 0
  122. The UAC Energy-Matter-Gel Sidearm charges energy into a plasma gel that shoots and feels like a conventional bullet. However, it requires no ammunition, charging solely off kinetic motion.
  123.  
  124. Drawbacks
  125. Too Late +200
  126. You can no longer prevent Olivia from firing the Lazerus Wave.
  127.  
  128. Ultra Nightmare +600
  129. Your foes will be numerous, durable, and hit hard. There will be no room for error, or you will certainly die. Welcome to DOOM. Stay on the move.
  130.  
  131. Debrief
  132. Flaws Revoked
  133.  
  134. End
  135. Move On
  136.  
  137.  
  138. Sitting in the warehouse, Jumper looked up and watched Jump-chan. "I'm glad you had a enjoyable view. But in looking through some of the files you gave me, I noticed some 'Chain' disadvantages. I've made my selections... Oh, and these drawbacks will be with me all chain long."
  139.  
  140.  
  141. Universal Drawbacks Supplement
  142. (+900 CP, +20 Warehouse)
  143. Companion Drawbacks
  144. [C] All by Yourself +200
  145. No Companions will accompany you. If you have this Drawback in either form, all Machine Intelligences (be they Virtual, Artificial, Pseudo… or their magical equivalent) you have will act as inhuman and machine-like as possible for the duration. If you don’t have any current companions, this cannot be taken as a Jump Drawback.
  146.  
  147. Event Drawbacks
  148. [C] 2x Bitch of Destiny +200
  149. In every Jump you will have a list of tasks that you must accomplish. They will always be annoying fetch or find or harvest quests, and you must complete them during your time there or fail the jump. This can be bought multiple times. The first time it is limited to 11 Easy tasks, 3 Medium tasks, and 1 Hard task. The second time doubles every category and adds 1 Very Hard task. The third time doubles every -previous category and adds 1 Super Hard task.
  150.  
  151. [C] Humiliation Conga +100
  152. Your enemies will not willfully kill you. Oh no… they want you to suffer. Some will torture you, others subject you to humiliation and or degradation… Some will prefer physical methods, others mental, still others sexual or emotional techniques… Feel free to customize what, exactly, each enemy will do to you… or just pick a single specific theme (Everyone wants to tickle you for hours would work. As would people keep crucifying you.) For an extra +100 this is guaranteed to happen at least twice every jump. The number of captures can be doubled up to 4 times for +50 each time (4, 8, 16, 32). While you’re free to escape after being captured, you will always have to put up with at least an hour of humiliation each time you’re captured. They will find a way to abuse you somehow… they did capture you, remember? If a jump lasts longer than 10 years, the count for Humiliation Conga resets every decade. Can be taken by companions. The guaranteed being caught does not raise your enemies power level, but rather temporarily (up to one day) renders you vulnerable to being captured (but no more likely to be killed). Being captured will put you at your enemy’s mercy for at least 6 hours.
  153. [C] Victim Complex +100
  154. Your powers will initially be rendered inoperable for the first 24 hours of each capture and will slowly come back at the rate of 1% per hour after. Requires Humiliation Conga. Can be taken by companions.
  155. [C] The Prisoner’s Dilemma +100
  156. If you don’t escape by Hour 72, you fail the chain. Requires Victim Complex. Yes, being rescued counts as escaping… unless a plumber tries to rescue you. If that happens, you’re in another castle. Cannot be taken by companions.
  157.  
  158. Perk Drawbacks
  159. [C] Vow of Poverty +100
  160. You can never benefit from Business Savvy Perks, nor take Money Perks or Items. You must earn, steal, beg, or borrow all the money you have in each jump and can bring no money with you between jumps. If you try and sell anything from another jump, it will be viewed as fake, though you can still use it as raw materials, as long as you transform it via your own labor. Chain-Only. Applies to your companions and gives each of them +100 CP per jump, which can only be spent on perks. If put on Hiatus, money disappears after that jump.
  161.  
  162. Origin Drawbacks
  163. [C] Setting Amnesia +200
  164. You lose all knowledge about a setting and the canonical events therein as soon as you enter into a Jump. The only thing you know is what’s been given to you by your background (meaning that as a Drop-In, you wouldn’t know anything about a Jump’s setting). If you go to another Jump related to the first (X -Men Movies after Marvel , Harry Potter after Fantastic Beasts and Where to Find Them , etc.) you retain your previous setting knowledge, but only know about changes from your background. This includes prejudices (non-mutants in Marvel dislike mutants, pureblood wizards dislike muggle-borns, etc.). If you’re using this as a Chain Drawback, it applies to every jump consistently. If you’re using it as a Single Jump Drawback, it cannot be applied to Generic Jumps or Slice of Life Jumps that lack specific canon. If you take a Jump Specific Drawback that would scramble the canon events, this is worth only half as much, since you’ve reduced the effectiveness of foreknowledge. If there is no canonical event chain, but there is a setting to be aware of (Minecraft, Harvest Moon, Alpha Centauri…) this also halves the value. If you buy this and the jump document provides a copy of the canon, you will receive said canon at the end of the jump if you purchase it. If you have any other source of information on the canon (say a copy of the Library of Congress or the Internet), it mysteriously has no record of the Canon until after you’ve left. This cannot be gamed.
  165.  
  166.  
  167. ST: TNG
  168. 1900
  169. Starting Location
  170. San Fransico
  171.  
  172. Age & Gender
  173. 26, Male
  174.  
  175. Background
  176. Drop-In 0
  177. You suddenly arrive in the planetary capital, or it's closet equivalent, of your starting location. You will not gain any memories of a life you've not lived, and you will have no history in this world at all once you arrive.
  178.  
  179. Species
  180. Human 0
  181. You suddenly arrive in the planetary capital, or it's closet equivalent, of your starting location. You will not gain any memories of a life you've not lived, and you will have no history in this world at all once you arrive.
  182.  
  183. Skills
  184. Defense
  185. Stealth 100
  186. Your ability to sneak around unnoticed. This will help you take down enemies unnoticed, infiltrate secure facilities, and steal thing without being detected.
  187.  
  188. Weapons 100
  189. Knowledge in the operation and repair of personal and mounted weaponry.
  190.  
  191. Command & Operations
  192. Communications 100
  193. You're fully versed in reading and operating digital transmissions and sensors. You also have training in linguistics in and diplomacy.
  194.  
  195. Piloting 100
  196. How to operate starships and other space worthy vessels like shuttles and Runabouts.
  197.  
  198. Navigation 100
  199. Training in how to locate your position and plot courses. You can navigate both with a computer, and without one using astronomy.
  200.  
  201. Perks & Abilities
  202. Our Darkest Hour 300
  203. With this perk you'll find yourself getting stronger as your situation becomes more desperate. Whenever you're in a dangerous or life-treating situation, you'll be able to think faster and more clearly, and your physical abilities will be doubled.
  204.  
  205. I Am Not A God 300
  206. Acquiring knowledge is great, but what's the point of knowing everything if you can't share it? This perk will allow you to teach and communicate with any sentient being no matter how primitive they are. You can now understand obscure languages, integrate your knowledge into alien cultures, and help primitive societies understand science.
  207.  
  208. Cosmic Awareness 0 (d)
  209. You have the incredible supernatural ability to perceive alterations in Space-Time. You'll be able to instantly know when your surroundings have been altered. This ability allows you to perceive changes made by events, Singularities.) objects, (Mind altering artifacts.) people (Q.) and creatures. (Giant energy beings.)
  210.  
  211. Mental Alarm 150 (d)
  212. You can now sense whenever someone is trying to read your thoughts or emotions. This ability won't provide you with any defense against mind reading, but it will let you know the identity of the person trying to read your mind.
  213.  
  214. Q This! 300 (d)
  215. It's time to show those “transcendent” beings who's boss. With this perk you can disable the supernatural powers of a single reality warping creature so long as you're in direct contact with it.
  216.  
  217. Items
  218. Universal Translator 50
  219. A tiny device implanted into your ear that will automatically translate any language you hear. The translator is usually infallible, it can even understand the languages of aliens no one has ever seen before, but it does have problems understanding some forms of grammar, and it is completely unable to translate metaphorical speech.
  220.  
  221. Holographic imager 100
  222. This device functions similarly to camera, but it is capable of capturing images in full 3D and then replicating them as either holograms or 3D computer models. The imager can also project holograms over a 2002 ft area. The device runs off a large rechargeable battery, and it can be plugged in to any standard outlet you come across.
  223.  
  224. TR-590 Tricorder XI 100
  225. A palm-sized computer filled with a variety of sensors, databanks, and communication aids. It is designed to gather scientific data, geographical information, and environmental readings. The model available here won't be developed for another 15 years, and it has additional features that let you interface with starship computers.
  226.  
  227. Compression Phaser Rifle 150
  228. Essentially this a more powerful version of the type 2 phaser, the compression rifle has 16 power settings, multiple-target acquisition, and auto-stabilization features. It can also fire wide area beams and is effective in dampening fields that disable regular phaser weapons.
  229.  
  230. TR-116 Rifle 150
  231. A silent sniper rifle that fires tritanium bullets at incredibly fast speeds. Tritanium rounds are 3x harder than diamond and can easily break past personal shields. In addition, this weapon has been modified with a micro-transporter and an exographic scope. The transporter will allow you to beam bullets directly to a target, and the scope will allow you to see through walls and other inorganic obstacles.
  232.  
  233. Complications
  234. Recurring Character +200
  235. Instead of becoming a new addition to one of the main plots for this time period, you'll instead be a recurring guest in both! You'll cross paths with the Enterprise at the worst possible moments, and every time you're forced to visit DS9 something bad will happen.
  236.  
  237. Debrief
  238. Flaws Revoked
  239.  
  240. End
  241. Move On
  242.  
  243.  
  244. Cosmic Warehouse
  245. 120
  246. Utilities
  247. Electricity 10
  248. Wires the WAREHOUSE with electric outlets and switches.
  249. Plumbing 10
  250. Installs running water and sewage pipes. Bathroom not included.
  251. Heat/A.C. 10
  252. Installs thermostats and a tempature control system.
  253. ForceWall 20
  254. Adds a forcefield to the gateway to seal the entrance behind you.
  255.  
  256. Structures
  257. Shelving 0
  258. Basic metal shelving to keep your goods on.
  259.  
  260. Workshop 10
  261. Workspace full of tools and parts. Good for fixing all sorts of things.
  262.  
  263. Miscellanous
  264. Return 20
  265. You may spend ten more years in a world you have visited before.
  266.  
  267.  
  268. Mass Effect
  269. 1900
  270. Race
  271. Default 0
  272.  
  273. Location
  274. Illium 100
  275.  
  276. Origin
  277. Drop-In 0
  278.  
  279. Class
  280. Solider 0
  281.  
  282. Perks
  283. Finesse 300
  284. You have very fine muscle control. Bot biotics, that means better and more powerful control over your biotic abilities, a level called telekinesis. For everybody else, better muscle control.
  285.  
  286. Close the Distance 300
  287. You're at your best when the fight is up close and personal. You can bob and weaves with an almost unnatural flow, dodging out of the fight and right into an enemy's ugly face. Then you use the shotgun. Blang.
  288.  
  289. Fearlessness 300
  290. You remain cool under pressure. Mind clear, shit together. You can keep your resolve going until the mission is complete, and pesky things like PTSD won't be a issue for you.
  291.  
  292. Tactical Readiness 300
  293. You instinctively keep track of your surroundings. Constantly assessing the situation, finding escape routes, looking for potential hostilities, nothing gets past your eyes. Find a sniper's nest- or a good spot for a new one.
  294.  
  295. Exemplar 400
  296. Your not just a ordinary guy, you're grade-a prime hero material. A paragon of all good things in this universe. You can easily find ways to solve the situation with as little collateral damage as possible.
  297.  
  298. Gear
  299. Loadout 0
  300. A handy starter kit! Has a note that says: "Thanks for Pre-Ordering!" Contains a basic set of armor with a kinetic barrier, a basic weapon, one for each weapon type you are proficient in, and a decent Omni-Tool holographic wrist computer capable of fabricating things with Omni-Gel, like a blade.
  301.  
  302. Elite Ordinance 100 (d)
  303. Any ten top tier weapons, your choice. Widows, mains, Javelins, you get the cream of the crop.
  304.  
  305. Weapons Locker 200
  306. A sizable cache of mid to high grade weapons of all types. Enough to outfit a battalion.
  307.  
  308. Drawbacks
  309. (None)
  310.  
  311.  
  312. -TBC-
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