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LordDevix

Iron Giant Jump V0.97

Nov 4th, 2017
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  1. Intro:
  2. Earth, 1957. This planet is exactly like ours with it being the middle of the cold war and tensions are high. But while the Russian satellite Sputnik is orbiting earth, a metal giant suddenly enters our planet's atmosphere and crashes offshore of the US town of Rockwell during a hurricane. In a couple days a child will befriend giant after saving it from trapping itself in power lines. He and a local scrapyard owner and aspiring artist will try to hide the robot from the US agent Kent Mansley and thus the US military itself. This is the world that asks the question "what if a gun had a soul?"
  3.  
  4. +1000 CP
  5.  
  6. Location:
  7. United States Rockwell. Approximately 67.61972 degrees west by 44.50177 degrees north.
  8.  
  9. Backgrounds:
  10. -Terran: (Free)
  11. You could be an eccentric yet smart kid who was put a few grades ahead, or a local artist who makes a living buy scrap, or you could even be an US government agent of the unexplained phenomena department. For whatever it is, something has put you to the town of Rockwell.
  12.  
  13. -Iron Giant: (1000)
  14. Your are an alien weapon of war. Standing at about 15.24 meters, you were built to march with dozens of exact duplicate units of yourself meant to conquer an alien world. The war ravaged the planet to the point of its own destruction and only you and a "brother" unit survived. You both have arrived on earth to... well you don't quite know. You don't even really remember anything about your own past. You only know the whole weapon things thanks to some vague nightmares. This might have to do with that bump on your head.
  15.  
  16. Race:
  17. Human-Terran only
  18. You're a generic Homo Sapiens life form.
  19.  
  20. Iron Man-Restricted & Mandatory Iron Giant.
  21. No, not that kind of Iron Man. You're more Warmachine anyways. No, you're a 50ft tall, or about 11 and 1/3rd Hogarth's tall, alien robot. You have six fingers, two thumbs, no toes, round glowing eyes, and a large hinged jaw with retractile panels that act as teeth. This is just what people first notice when looking at you. But this just scratches the surface of what you are and what you can do.
  22.  
  23. -Super Hearing:
  24. You could be on the far edges of a town, enough so that people would have to be on top of the buildings with binoculars to see you clearly, and you could still make out the screaming of children that are about to fall off of a tower in the center of the town.
  25. -Immense Strength:
  26. Strong enough to rip apart metal structures with just your hands, lift boulders like pebbles, uproot trees, and karate chop vehicles into stopping instantly.
  27. -Alien Alloy:
  28. You armor chassis renders you invulnerable to all nearly all man made weapons. You can survive being hit by a freight train, machine-gun, fire missiles, and multiple high-caliber rounds from tanks, artillery and even battleships all at once. You could even just barely survive a head-on collision with a tactical nuclear missile. Though it will take quite some time to recover from that last one.
  29. -Self-Repair Function:
  30. Whenever you suffer sever damage, an antenna on your head will pop out and transmit a homing beacon to any of your scattered parts. They will automatically return, reattach, and repair themselves no matter how far they are from your head. Minor damage (such as a dent on the head) would require concentration to repair. You could repair yourself from from just about anything so long as your head is mostly intact.
  31. -Flight:
  32. Your feet house rocket engines allowing you to fly. The rockets are powerful enough to leave Earth's atmosphere and travel through space at tremendous speed. You can fly fast enough to outrun and outmaneuver a military fighter jet.
  33. -Metal Ingestion:
  34. Instead of organic material, your diet consist entirely of metal and metallic objects as a form of sustenance. Whether fresh or almost entirely made of rust, both are tasty and easily digested by you.
  35. -Laser Vision
  36. Similar to a certain DC hero's heat vision, you can emit powerful laser beams out of your eyes that effectively burns straight through metal surfaces.
  37.  
  38. -War Mode:
  39. Whether because you are threatened, enraged, or just want too, you have the ability to transform into a deadly war machine with an incredible amount of firepower.
  40. --Your right arm transforms into a massive cannon, similar to that of a tank, with enough firepower to launch a 20 ton vehicle several feet into the air. It also features a smaller, coaxial cannon.
  41. --On top of the arm cannon is a rotating disc, when pinched by two needle arms, fires several energy bullets rapidly in a wide spread to damage and disable multiple targets.
  42. --The left arm changes to reveal another cannon with a claw mounted at the end. The claw charges up and fires a sphere of green energy that levitates and vaporizes the target on contact.
  43. --Three scorpion tail-like cannons come out of your back. The tails target enemies with a spotlight before firing explosive energy bolts.
  44. --Finally, in the center of the your chest is your most powerful weapon in your arsenal. An energy cannon that can charge a big green energy ball to fire at large targets. Its effect and blast radius is similar to a low yield nuclear bomb.
  45.  
  46. Perks:
  47. Two free 100 perks and a discount on two 200, 400, and 600 perks.
  48.  
  49. -cosmetic shift perk (100)
  50. If you take the Iron Giant background, you will look exactly like your "brother" unit. Which is a little bit boring. And when you consider part of the message of this movie is choosing who you want to be, we might want to change it up a bit. That's why with this perk, you get to choose what you look like yourself. Not only for you current form, but you even get a one time change for each alt form you have or acquire in the future. There are limits. It has still has be of the same class of life-form. For instance, a you can change a human form into any human design and even other genus such as neanderthals. As a giant, you could choose to have the looks of a certain blue patriotic robot that would throw nukes like footballs.
  51.  
  52. -You want evidence? (100)
  53. What you consider proof may not be what others view as evidence. Saying a giant metal man ate your car and got hit by a train would just get you laughed it, even with an eye witness. So now, with this perk, you will always know what kinda proof people need to fully believe your story or at least get them moving. Whether it's trying to convince an entire organization or just one man, you know exactly what you need. You either finding that evidence or faking it is up to you.
  54.  
  55. -Say Grace (100)
  56. What do you do when your trying to hide a giant robot from your mother, but its detached hand is messing around in the kitchen behind her while you're eating dinner? Why, quickly give the hand instruction on not messing around and but disguise the information as a weird prayer to fool your mom. See, there is thinking quick and then there's you. You'll never be caught unprepared as you always have ideas running through your head. They might not be always be the best or the most well thought out plans, but they'll always be helpful.
  57.  
  58. -That makes them shoot at you (100)
  59. Generally the reaction to encountering a giant robot would be to wig out. You know. Fear, panic *female screaming* and eventual people shooting at you. You get a different reaction. No matter how scary or imposing you normally are, people a tend to be overcome with awe rather than fear. From then, so long as you take things slowly and treat them well, people will respond in kind. This effect can be toggled.
  60.  
  61. -Big things in big places (200)
  62. That's what some say, but Rockwell is a small town and yet there are few events things bigger than encountering a giant metal eating robot from another world. If the giant hadn't eaten his car when he wasn't looking, agent Mansley was going to miss the entire thing. You don't have to worry about this, as you're just naturally drawn to things like the one here. You are can be assured that you'll always show up at just about every major event that occur, with emphasis on ones that you can take part in in some way. So long as you wish it, as this power can be toggled.
  63.  
  64. -Rock. Tree. (200)
  65. Your mind is basically a hard-drive. You never forget anything you learn. This might be partially why you learn things at and incredible speed. With just a little outside help, you'd be able to understand nouns, items, and entire concepts in a language you have never spoken before. If you've ever spoken before.
  66.  
  67. -DO NOT SQUASH HIM! (200)
  68. When it comes to movement an restraint, you are the definition of precise. Even as a giant with the strength to tear apart buildings, you could take a perfectly straighten and re-align the rails of a wretch train track. But perhaps even more impressive, is how even as a hulking giant you could gently nudge and prod a child without harming a hair on their head. Your level of restraint is downright subconscious. Meaning you could be carrying the child and focus on running away from an armed group shooting at you and not have to worry about dropping or squishing the kid.
  69.  
  70. -My own giant robot (200)
  71. In general, you're pretty good at making friends with most people. Yet where you shine, is making friends with the supernatural. You could encounter an alien being from another world and become good friends with it in days. This perk also somewhat helps cover the any language problems as people will often get some idea of what your intentions are. And if you ever save an alien's life or get it out of a painful trap, it will know it was you who helped it and wish to become friends with immediately.
  72.  
  73. -I can do anything I want (400)
  74. When you're about of some organization, government or corporate, the amount of leeway you can get can be frighting. Any time you are able to convince people that something is a threat, even if you're just an low ranking agent, they'll give you as much control over their resources as if you were their leader. Convinced the US Government the existence of a giant robot in a small town? They'll blow millions of Uncle Sam's dollars out of their butt to get an entire army of tanks and soldiers in that town if you say so. This won't make them suicidal, though. If you want to start bombing something, you'd have to know that they wouldn't be killing themselves in the process. But if they are safe, then they'd probably be willing to let you use a full on thermonuclear warhead for said bombing.
  75.  
  76. -Junkman who sells art (400)
  77. You are a fairly good artist in all visual fields. Drawing, photography, painting, etc. All expect for sculptures. Particularly metal ones. Because that is where you are a master. You know how to turn a pile of scrap into something that could bring tears to people's eyes and hope to their hearts. Whether it be abstract or making a statue that looks exactly like a person (if they were made of metal). As a bonus, your art skills have more use than most, as you're also really good at using them to make disguises. With just a few hours of work, so long as you had the manpower, you'd be able to fool an experienced military general into thinking a giant alien robot was just an art piece you had made.
  78.  
  79. -Souls don't die (400)
  80. You're pretty good at teaching people. Specifically, you are excellent at getting beings to understand life and morality. You could teach a person who a couple days ago didn't know the difference between a rock and a tree, what death is. You can make them understand that dying isn't bad, but it is bad to kill. You can instill a desire in people to protect life and do good. A few days with you and a inspiring talk could make a person who only has memories of war strive to become a hero. Teach them jumper, that good people have a soul. And souls don't die.
  81.  
  82. -Now dammit NOW! (400)
  83. Any firefight can easily turn into a hectic mess. So a fight against a robot that can shrug off 16 inch rifle fire and destroy dozens of vehicles in one burst could easily turn a fight into raw chaos. That is unless you're in charge. You're ability to stay focused is legendary as you will continue to keep your cool and command your soldiers even if you're fighting in a hopeless battle. This extends to beyond just yourself, as any soldier that serves you will find themselves able to remain calm and follow orders precisely no matter how scared they really are. Combine this with also having the kind of battle field knowledge and skills equivalent to that of an experienced 3 star general, and you might find that battle to not be so hopeless after all.
  84.  
  85. -Nothing can stop this thing! (600)
  86. "We hit it with everything we've got!". A line said in response to the Metal Giant not taking so much as a scratch from a barrage of battleship fire. A line you could very well be saying one day, if it were not for this. When fighting against a seemingly insurmountable foe, you can always find some way to hurt it. For if it has a weakness, you will find it. If it doesn't, then you will find people who have a weapon or a even just a theory to a weapon that can hurt it. This won't be instant, it might take quite some time or some great cost. And it might not even kill your foe. But you WILL be able to wound it.
  87.  
  88. -You are who you choose to be (600)
  89. What if a had gun has a soul. What if that gun decided it didn't want to be a gun. Normally, it might not get to make a choice at all. Not anymore. Not with you. It doesn't what your are. It doesn't matter if you were built or destined to be something. Who you are is entirely up to yourself. What you like, what you want, all these things are up to you and nothing can stop you. But not just you, but others too. Some time spend with you and a heartfelt speech could allow a robot designed, built, and programed purely to be killing machine to choice to be a hero instead.
  90.  
  91. -I am not a gun (600)
  92. One could argue that nothing you wield is a weapon. Not even a gun. As you have the ability to make any of your attacks only knock people out, not harm them. Even greater than that, you can convert what would have been damage into healing. You can make any of your attacks repair, mend, cure, and even revive the recently deceased so long as you have enough firepower. If it was you who launched, or even just gave the order to use it, you could make the devastating nuclear bomb a tool of salvation. Where even the once deadly radiation afterglow would continue to aid life, rather than harm it.
  93.  
  94. -Superman (600)
  95. It is a sad fact, that you could one day find yourself in a position where you face a foe that threatens to end you and all of those you love. It is from these moments that some of the bravest heroes are made. The heroes who give their very lives in an attempt to save others. Now, if you ever find yourself in such situation, you can do it with a smile. For anytime you give up your own life to save others, no matter the scale or how insurmountable the foe, your heroic death will end your adversary and save all it threatened. But it will not be the end sometime after, though you will be weak and injured, you will find yourself living once more. And so long as 10 years have passed since your last death, you will again be revived afterword. And as a final bonus, the people you save will never forget what you did for them. Often going so far as to have a memorial built in your memory.
  96.  
  97.  
  98. Companions:
  99. Import-50/200
  100. For 50 points, you can import single companion and give them each 400cp to use on anything they want. If you spend 200 points, you can import up to 8 companions and give them 600cp to use.
  101.  
  102. Canon Humans-100
  103. Each purchase gives a person here of your choice the ability to come with you on your travels. Whether or not they come with you is up to them, but you are certain to encounter them near the beginning of this jump.
  104.  
  105. Giant (Canon or Import)-700
  106. You can import and grant a companion the Iron Giant background, or get the ability to bring the actual Giant with you. If you choose the Giant himself, because it be a little cruel separate them, I'll even let Hogarth come with you for free.
  107.  
  108.  
  109. Items:
  110. One free 50 and a discount on a 100, 200, 400 item each.
  111. Any item lost or destroyed will reappear in the warehouse or nearby after 24 hours.
  112.  
  113. -Bread Box (50)
  114. Only it's not holding bread. Instead it's filled with an endless supply of Twinkies and a bottomless whipped cream spray can.
  115.  
  116. -Cool Bedtime Stories (50)
  117. A box that gives an endless supply black & white sci-fi horror movies and 50's comics such as MAD, Superman, and Atomo.
  118.  
  119. -Old Radio (50)
  120. (Plays 50s songs and adapts current news to a 50s style. No power required.)
  121.  
  122. -A Penny (100)
  123. Unlike a normal penny, this one actual has a purpose. Whenever you use it to try and distract someone, it is guarantee to draw their attention. Drawing to sneak out without your mom noticing? Flick it into the kitchen and it will somehow cause the entire spice cabinet to fall off the wall.
  124.  
  125. -Coffee-Zilla (100)
  126. Otherwise known as an espresso. This box not only contains an endless supply of espresso mixed, but you can use it in place of sleeping with no harmful side-effects. Though you might want to keep it away from children unless you want them talking like the micro machines man.
  127.  
  128. -Folding Camera (200)
  129. A horizontal style 1950's folding camera. This particular model comes with a infinite roll of film and has been modified to be an instant file one, producing the pictures with the press of the button. But what really makes it unique is that it already has some used film. Once a month, the camera can produce a picture that will help you with whatever situation you find yourself. Trying to find proof of an alien would give a clear distinct picture of it, while searching for hidden treasure could have the picture be of the island it's on or what wall is a actually a hidden door.
  130.  
  131. - (200)
  132.  
  133. -Jumper Scrap (400)
  134. An entire scrap yard all to yourself that will follow you through you journeys. That might not seem like much, but plot is large and the scrap is endless. Anytime you remove some scrap it is instantly replaced. And while none of them work, you will find some appliances that are mostly intact. You won't find any military equipment or weaponry, but you can find things like an almost completely unharmed Cadillac Convertible. As a final bonus, the property's scrap will change to reflect the world you're in.
  135.  
  136. -Military Depot (400)
  137. It is what it says. An entire military depot loaded with 1950's US national guard equipment. Everything from the M1911 pistol and M1 Garand to the M20 "Super Bazooka" and M41 Walker Bulldog can be found here and it large quantities. There's even some F-86 Sabre's here along with enough C-124 Globemaster II's to transport all this equipment. The Depot itself will also automatically refuel, rearm, repair, and perform constant maintenance on any equipment stored here. This property can either follow you through different jumps or be attached to the warehouse at your discretion.
  138.  
  139. -The Bomb (600)
  140. The USS Nautilus is the world's first operational nuclear-powered submarine. And in this world, it is also a nuclear armed submarine. Built for first strike capabilities, this vessels is loaded with a dozen missiles outfitted with tactical thermonuclear warheads. Each having a variable yield of 5 to 100 kilotons. Each missile will replace itself 1 year after use. Comes with a with a cold war military radio transceiver. The radio is linked to the Nautilus and can be used to summon the submarine spawn at the nearest area offshore it can fit in.
  141.  
  142. Drawbacks: Max 600. Unless "Living Nightmare" is taken.
  143. -It's heading north +100
  144. Every so often, during an event where you'd like to keep your cool or be charismatic, a squirrel will appear out of nowhere and climb up you pants when no-one is looking.
  145.  
  146. -Don't you remember anything? +100
  147. Seems you took a serious blow to the head as you can no longer remember anything from before this Jump.
  148.  
  149. -He's like a... little kid +200 (Requires Amnesia drawback)
  150. You've lost more than just memories, you've forgotten entire concepts. You can't even tell the difference between a rock or a tree. Fortunately your ability to learn hasn't been hampered, but you're going to need help if you want to make any real progress.
  151.  
  152. -Landslide +200
  153. Did you enjoy your milkshake with chocolate crumbs? You didn't? That's because it wasn't chocolate, but coco-lax instead. For your entire stay here, at least once a weak you will have to empty your bowels every couple of hours or less. Even if you took the Giant Background. How? Probably best to not think about it too much.
  154.  
  155. -Boop! Boop! +200 (can be taken 3 times)
  156. They're watching you jump. Who? People who know you're not from this world. People who want what you have. People like the Russians, or the Chinese, or the Canadians. Who they are exactly is up to you. But they have power and have dedicated a vast amount of it to finding, tracking, and capturing you. Dead or alive.
  157.  
  158. -He reacted to the gun +300
  159. You better hope that no one ever points a gun at you, for everyone else sake. It doesn't matter if they can hurt you or not, if someone points a weapon in your direction, you have an almost irresistible urge to destroy it and the wielder. And that's just if it's one person with a handgun. Anything more, and you risk going berserk and attacking everything in your path. While your loved ones can break you out of this frenzy, even they can be at risk.
  160.  
  161. -Lost in Adaptation +400
  162. The Iron Giant film is actually loosely based of of Ted Hughes book, The Iron Man. The two are similar... for the first half of the book. In the second half a "Space-Bat-Angel-Dragon" lands on Australia. All of Australia. Because it's as big as the continent. It then demands earth feeds it. When that doesn't work, the Iron Man challenges it to a competition. The Iron Man burns himself in petroleum while the dragon does the sun, first one to get hurt to give up looses. They do this twice with the giant wining. But with this drawback, when the Dragon shows up, Hogarth and the Giant will disappear. It will be up to you to defeat the Space Dragon. You have to challenge it like the Iron Man. While it doesn't have to be the burning challenge, it has to be of equal risk to yourself as it was Iron Man. And you have to do it twice.
  163.  
  164. -Iron Woman +300 (Requires Lost in Adaptation)
  165. Turns out that the book, The Iron Man, had a sequel. In it, a giant metal woman is found covered in filth an waste. A girl cleans her up, and the Iron Women reveals that the waste of a factory was responsible not only for her earlier predicament but is also killing all the creatures of a lake. To punish the factory workers, the Iron Woman turns them all into swamp creatures, so that they can feel what the animals of the marsh were enduring. But they all start burp black bubbles of cloud, which then forms the "Cloud Spider". And entity of pure greed. Needless to say it isn't kind. Like last time, the Giant and Hogarth cannot be found. Only you don't have the challenge the spider. Just get rid of it somehow.
  166.  
  167. -Living Nightmare +600
  168. It turns out that the Giant (and possible you or your companions) wasn't the only one to survive the destruction of their home world. About a dozen or more will have survived now and will crash into the ocean not long after Giant. Only the damage from their crash doesn't result in amnesia. Instead, unlike the giant, the have become completely incapable of emotion and has made them believe that they are still at war. They can't be bargained with. They can't be reasoned with. They don't feel pity, or remorse, or fear. And they absolutely will not stop... ever, until either they or everyone else on this world is dead.
  169.  
  170.  
  171. End:
  172. For those who took the Iron Giant Background, you or an imported companion, you can choose to have it be an Alt-Form or merge it with your Base Form.
  173.  
  174. Notes:
  175. Drop-In: Either background could be made a Drop-In style if desired. Though, the Giant Origin wouldn't be very different.
  176. Cosmetic Perk: It is purely cosmetic. Your stats are completely unaffected. A body that has an orange glowing weak-spot on the back would still have a that weak-spot, but you could make it purple instead.
  177. I am not a gun: If it wasn't obvious, it can be toggled.
  178. Superman: Only the rival part needs 10 years to reset. Post-spark, the 10 years limit is removed.
  179. Scrap Yard: Go to a medieval setting and the scrap will be a punch of broken suits of armor and gates. A future setting could have the scrap be a bunch of broken hover crafts.
  180. Military Depot: While you cannot use it to store and transport extra items to different jumps, any modifications you give to it's equipment it comes with will be kept.
  181. The Bomb: Comes with a dock attached that attaches warehouse to house it.
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