(Benefactor only allowed purchases in the gamer system section for this jump-doc + no I.D Create/Destroy purchase)
Budget - (+1000 CP/Choice Points) (+1350 GP/Gamer Points)
(CP has a 1:1 Conversion Ratio to GP)
Difficulty - Brutal (+800 CP)
This is a death world. People die in droves every day; you'll be challenged at every moment. This place is grimdark at its finest. If you're not a Jumper of experience and power, you're sure to die, and even then…
Setting - Occult
This is a world of angels and demons and devils. Perhaps they're similar to the common conception of good and evil, or perhaps there's a twist. But keep this in mind, Jumper: fools rush in where angels fear to tread.
Gamer System:
Uncapped - (Free)
It wouldn't be much of a Gamer System if it put the brakes on you after an arbitrary period, would it? You may now improve anything about you to any level with sufficient time and effort. You might still need other Perks or abilities to make such improvement easy, but your potential now has no real limits.
Integrations- (Free)
If you already possess any Gamer abilities or game-related Perks, they are automatically integrated into this System free of charge, as are any such abilities you gain going forward.
HUD/UI - (-50 GP)
Really the only thing absolutely necessary to the Gamer. For free, you get a heads-up-display along with a basic and intuitive user interface in the form of little floating squares of light invisible to anyone else; whatever stats or settings you have, you can navigate to and view them with a touch. If you choose to pay 50 GP, then not only is the UI tailored to you specifically, but you can direct it mentally rather than vocally or physically.
Miscellaneous - (-50 GP)
Want to have background music? Subtitles? Cosmetic options? To be able to view the world from a third person perspective without compromising your ability to move and interact with things? This is the purchase for you. Any miscellaneous options that don't significantly affect
game balance and could conceivably be found in a configuration menu are available here.
Gamer's Body - (-50 GP)
One of the staples of the genre. For 50 GP, you have the body of a video game character. No matter how injured you are, your body's functionality isn't impaired. While you can run out of stamina, you don't need to sleep, and you'll get a full second wind if you rest for thirty minutes.Sleep can still be beneficial, though — you are able to cause yourself to fall asleep instantly, and when you sleep for at least six hours, you are completely healed and rejuvenated. Negative conditions such as illness, paralysis, or loss of limb are treated as negative status effects and also fade after six hours' sleep. You have no need to eat or drink for sustenance, and you may treat using the bathroom as entirely optional.
Gamer's Mind - (-100 GP)
Another staple of the genre. For 50 GP, you have the mind of someone playing a video game. You are immune to absolutely anything that might affect you mentally, be it external things like drugs or mind control or internal things like depression or insanity. No matter how powerful the
effect, this ability cannot be bypassed. You don't suffer from mental exhaustion. Furthermore, you will always keep your cool and never be overwhelmed by emotion — this explicitly does NOT reduce your ability to feel emotion in any way, just enhances your self-control so that you're never overcome by it, no matter how intense. You may selectively toggle this Feature's effects to temporarily or permanently remove your immunity to alcohol or drugs. For an additional 50 GP, your mind cannot be read, nor any other part of your inner world discerned by anything but pure social skill; your thoughts and feelings are for you and you alone toknow.
Gamer's Body - (-100 GP)
One of the staples of the genre. For 50 GP, you have the body of a video game character. No matter how injured you are, your body's functionality isn't impaired. While you can run out of stamina, you don't need to sleep, and you'll get a full second wind if you rest for thirty minutes.Sleep can still be beneficial, though — you are able to cause yourself to fall asleep instantly, and when you sleep for at least six hours, you are completely healed and rejuvenated. Negative conditions such as illness, paralysis, or loss of limb are treated as negative status effects and also fade after six hours' sleep. You have no need to eat or drink for sustenance, and you may treat using the bathroom as entirely optional. Game characters don't age! (At least, not usually.) For an additional 50 GP, you may prevent yourself from physically aging. Since this could be quite annoying if you're not yet at your preferred age, this effect may be toggled on and off.
Gamer's Mind - (-100 GP)
Another staple of the genre. For 50 GP, you have the mind of someone playing a video game. You are immune to absolutely anything that might affect you mentally, be it external things like drugs or mind control or internal things like depression or insanity. No matter how powerful the
effect, this ability cannot be bypassed. You don't suffer from mental exhaustion. Furthermore, you will always keep your cool and never be overwhelmed by emotion — this explicitly does NOT reduce your ability to feel emotion in any way, just enhances your self-control so that you're never overcome by it, no matter how intense. You may selectively toggle this Feature's effects to temporarily or permanently remove your immunity to alcohol or drugs. For an additional 50 GP, your mind cannot be read, nor any other part of your inner world discerned by anything but pure social skill; your thoughts and feelings are for you and you alone to know.
HP System - (-50 GP)
HP standing for 'health points'. The state of your physical health quantified. While you're completely unharmed, it's at full; as you get hurt, it will go down. If it goes to 0, it's because you've died. Depleted HP will recover over time. You'll see other people's HP floating above their heads. If you've purchased Gamer's Body, then any injury you take, even if it's lethal, is instantly repaired so long as you have enough HP left. Additionally and unlike before, you won't automatically die if your HP drops to 0, though extra damage will leak over; instead, the instant regen will cease for sixty seconds, and then your HP will begin to recover. HP will recover completely after six hours' sleep. If you've purchased Levels, then when you level up, your HP is restored to full and its max amount is increased.
MP System - (-50 GP)
MP standing for 'magic points'. MP can be used for more things than just magic, though: it can be used to substitute any internal supernatural resource, be it mana, ki, psionic energy, soul power, or what have you, in the use of abilities that require such things as fuel. If you already have such a supernatural resource, that will be taken into account when calculating how much MP you have. Is a requirement for the use of certain skills. Depleted MP will recover over time. If you've purchased Gamer's Body, then depleted MP will recover completely after six hours' sleep. If you've purchased Levels, then when you level up, your MP is restored to full and its max amount is increased.
Eat My Way to Victory - (-50 GP)
You may recover health and stamina by eating food; the more well-prepared the food, the more you recover. If the food is really well-prepared, it may even convey certain status buffs.
Burst Meter - (-50 CP)
You gain a meter that very gradually fills itself over time and is filled by about 1/5th whenever you take a meaningful amount of damage. When the meter is full, you can empty it to boost one of your attacks/abilities for a few seconds. The selected ability not only becomes drastically boosted in power/potency but, if it would normally have even the slightest chance of working / hitting its target, it becomes guaranteed to.
Mini-Map - (-150 GP)
For 50 GP, there is a 2D map in your HUD, filled in as you explore the area. This is, by default, always visible in the corner of your vision, but you may toggle it off, or you may navigate through the UI to have it temporarily take up most of your field of vision and zoom in on areas as you please. Even while it's on, it doesn't obstruct your view of anything. For an additional 50 GP, you may make the map 3D at will. For an additional 50 GP, you may place markers on the map for future reference. If you've purchased Threat Cursors, then the position of sentient beings is automatically identified as small arrows on visible portions of the map, an arrow's direction signifying which direction they're facing, and with different colors signifying whether they are friend, foe, or neutral — what colors, specifically, are up to you.
Threat Cursors - (-50 GP)
The Levels option below gives you a good idea of how dangerous enemies are in general, but not how dangerous they are to you in particular; if you're immune to fire and heat, then a Level 23 cryomancer could be more of a threat to you than a Level 56 pyromancer. To remedy this, you'll see cursors floating above people's heads, with a spectrum of colors signifying how dangerous they are to you specifically. You may choose what colors the spectrum is composed of.
Levels - (-150 GP)
You begin at Level 1. For 100 GP, you earn experience (EXP) by defeating opponents, more if you kill them, and once you earn enough, you level up. When you level up, you are completely and totally healed and rejuvenated. You can see a person's level, a rough indication of how dangerous they are, floating above their head so long as it is not at least 50 above yours. There is no level limit, but the higher your level, the more EXP you'll need to reach the next one. This is admittedly not that useful in and of itself, but it becomes very useful when combined with certain other Features. For an additional 50 GP, you earn extra EXP when the person or creature defeated is at the same level as you and exponentially more EXP the higher their level is than yours.
Attributes - (-150 GP) (D&D Stats)
Statistical measurements of your attributes, the classic examples being strength, dexterity, vitality, intelligence, and wisdom. Attributes may be improved through training them, though the higher they are, the more difficult they are to improve this way; there is no hard limit to how high they may rise. How many attributes you possess is up to you, but each attribute must be reasonably powered (no God Stats), cover roughly the same amount of things each, and be at least possible to argue as being equal in how useful they are. See notes for example attributes. The rating at which an attribute starts takes into account any pre-existing boosts you might possess; purely mundane, non-Perk-enhanced attributes begin at 10. If you've purchased Levels, then when you level up, you gain a fixed amount of attribute points (one less than the number of attributes you possess) that you can spend to improve attributes. If you've purchased Skills, then upon raising an attribute to a multiple of 50, you will gain relevant 'Skills' , one for how many times the attribute is divisible by 50. Many skills will scale in power with specific attributes, and these are especially likely to. If you choose to pay an additional 50 GP on top of the base 100, then the amount of skills you gain upon raising anattribute to a multiple 50 will always be two greater than the last time you raised it to a multiple of 50. So, if you raised your strength to 50, you'd gain one skill, three skills upon raising it to 100, five skills upon raising it to 150, etc.
Skills - (-300 GP)
For 100 GP, any ability or skill you possess becomes a 'Skill', with a skill level, increasing in power and efficiency as it levels up, done by gaining enough experience, which is gathered by using the skill; Level 1 is maximum inefficiency, while Level 99 is the maximum efficiency you
could normally get — you can go even beyond that, though, with no hard cap to how high a skill's level can be. The higher a skill's level, the more experience required to get it to the next level. Generally, the more powerful and useful a skill, the slower it is to level up. Any powers, skills, or abilities you already possess are automatically converted into System Skills. You may gain new skills by performing relevant actions; for example, throwing a knife might earn you the skill 'Knife Throwing'. Skills will not deteriorate with time or disuse. For an additional 100 GP, once a skill has reached Level 99, it may 'prestige', granting you an at least vaguely similar but much more powerful skill at Level 1 without taking away this one or, occasionally, traits if you've purchased the option. Prestige skills may themselves prestige. Prestige skills are especially difficult to level up. For an additional 100 GP, you may 'combine' certain skills into a new one — without actually losing the ingredient skills.
Observe - (-100 GP)
A unique ability that uncovers basic information about whatever or whomever it targets. Will uncover more information as you develop the ability. You may make it free or you may make using it cost something, with the benefit to the former being obvious, but the benefit to the latter being that the power is easier to improve. Information regarding individuals significantly more powerful than you — roughly 50 levels' worth — is sparse.
Skill Books - (-100 GP)
Despite the name, does not require the purchase of Skills, though there is obviously synergy. If you come across an instructive manual, book, or even flash drive, you may gain access to the knowledge and ability contained within at a basic, comprehensive level. Your proficiency with these may be improved as you would improve any other skill. Many abilities gained this way will require a certain proficiency in a given attribute for you to be able to learn them.
Traits - (-200 GP)
Traits are any positive, unusual qualities about yourself that wouldn't really qualify as an ability or skill improvable through training or practice, ex. accelerated rate of growth, 1-ups, poison immunity, etc. If you've purchased Levels, then every ten levels, you will gain a new trait relevant to how you earned those levels. If you choose to pay an extra 100 GP, then the power of traits with a quantifiable effect will increase with your level.
Titles - (-200 GP)
For 100 GP, you have access to Titles, which are, well, titles awarded for doing particularly noteworthy things. Each title confers certain abilities on you while equipped; 'Dragon Slayer', earned for killing one hundred dragons, might make you particularly adept at killing more of them. You may gain new, more powerful versions of titles you already have for doing similar but more noteworthy things; killing one thousand dragons might earn you the more powerful ‚Dragons' Bane', for example. You are able to see a person's title floating above their head. By default, you are only able to equip one title at a time, but if you've purchased Levels and pay an additional 100 GP, you may equip an additional title for every 25 levels you possess.
Inventory - (-200 GP)
You have a pocket dimension arranged like a video game inventory. You can store an unlimited amount of things in it, provided each of them is something you can physically carry. Items in your inventory are placed in a sort of stasis, so if you put a hot beverage or wet towel in it, the beverage will not grow cool and the towel will not dry; strangely, any watches placed in your inventory will keep up with the current time. You also gain access to an equipment screen from which you can equip yourself with items directly from your inventory without going through the hassle of taking them out and physically putting them on. Equipped items automatically resize themselves to fit you perfectly. By default, you are not able to store living, sapient beings in your inventory, but you may if you pay an additional 100 GP, even if they are unwilling, provided you can actually get them in there. Inventoried creatures do not experience the passage of time.
Loot - (-100 GP)
If you kill something, you will gain money proportional to how dangerous the thing you defeated was. You may also gain items, sometimes magical, their power also proportional to how dangerous the thing you defeated was.If you've purchased Skill Books, you may also gain skill books containing abilities relevant to the thing you defeated. If you've purchased Inventory, you may have your loot appear in it automatically.
Quests - (-200 GP)
For 100 GP, you may undertake quests in exchange for certain rewards upon completion, such as powerful items, notoriety, or improved relationships. Any task other people request of or assign to you becomes a quest you may accept or reject, and the System may sometimes
propose quests of its own accord, but the only way you can prompt quests is if they're big and momentous — you may get a quest for your commitment to slay the embodiment of evil and save the world, but you won't get one for your commitment to take out the garbage. For an additional 100 GP, you receive step-by-step instructions on the things you need to do to complete individual quests. If you've purchased Mini-Map, the mini-map will display the locations you must travel to. If you've purchased Levels, quests will always award EXP, with how much depending on the quest's difficulty. If you've purchased Traits, quests will occasionally award traits relevant to the completed quest. If you've purchased Titles, quests will occasionally award titles relevant to the completed quest. If you've purchased Skill Books, quests will occasionally award one relevant to the completed quest. If you've purchased Classes, quests will rarely award a unique one relevant to the completed quest.
Achievements - (-100 GP)
If you achieve certain notable milestones (ex. having 99 skills reach Level 99, killing an opponent without taking any damage, entering a hard-to-reach area), then you will receive achievements along with rewards commensurate to the achievements' difficulty: If you've purchased Levels, achievements will always award EXP. If you've purchased Attributes, achievements will usually award attribute points or else directly increase how high one of your attributes is if it's relevant to the achievement. If you've purchased Titles, achievements will often award relevant titles.If you've purchased Traits, achievements will sometimes award relevant traits. If you've purchased Classes, achievements will rarely award a relevant, unique class.
Dating Simulator - (-100 GP)
Well, you don't have to use it for romance, but let's be honest, that's what Jumpers usually use it for. Your relationships with other people are quantified. When interacting with others, you receive conversational prompts, some good, some (sometimes very obviously) bad and tobe avoided, with the presence of the latter decreasing as the relationship progresses. Relationships may become temporarily strained, but they will not deteriorate with time, and you'll have to seriously mess up to make a relationship actively decrease. Furthermore, relationships will always progress in a way that you are okay with; if you don't want to become romantically involved with a person or even move on from being acquaintances and become friends, then it not only won't happen, but it won't be something they desire either. This is mind reading and probability manipulation, NOT mind control. If you've purchased Levels, then increasing your relationships with others will award you EXP, with greater amounts awarded for the greater a jump in relationship depth as well as how deep the relationship becomes as a whole.
Karma Meter - (-250 GP) (Lawful -Chaotic; Good - Evil)
For 100 GP, you will have access to a 'karma meter' measuring your position on a sliding scale between two opposite values; not necessarily 'good' versus 'evil', these values are entirely up to you so long as they are diametrically opposed. What you do and how you behave will affect your position on the scale, with each individual action's influence on the scale's position dependent on how extreme the action is. Whether you favor one extreme, the other, or the center between them, other people who share that alignment will be naturally predisposed to look upon you favorably. You may pay an additional amount of GP to gain another set of opposed values for each 50 GP spent. For an additional 100 GP, abilities strongly associated with the values you have selected will be boosted in power and effectiveness the closer you are to the extremes of those respective values on the scale, with certain commonly associated abilities being boosted while you are closer to the center.
Pause Function - (-100 GP)
You may pause and unpause time at will. You may not move or do anything but think while time is paused in this way, though you may still interact with the UI and do things like look at and even adjust your stats and attributes. You may open your inventory, if you have one, while
paused, but you may not put anything in it or take anything out of it.
Magic System - (-200 GP)
A mage's best friend. With the MP System and Skills, you become capable of picking up any magic spells you come across, but if you want something a bit more friendly to the System or are going to a world without magic, this is the purchase for you. Built into the Gamer System is a magic system specifically designed for it. You start off with a bunch of basic 'spells' — that is, special abilities that can be activated by spending MP — and as you learn more spells of a given type and grow more proficient with them, you'll automatically become capable of more advanced and varied ones. The kicker? There are no arbitrary limits, no ranks of magic beyond which you can never advance; you will never stop learning.
Crafting System - (-200 GP)
You can sacrifice certain items to create from them a greater whole. Craft potions, forge weapons, build battlements, and more. You may also break down items into raw 'crafting components' of appropriate rarity to the item being deconstructed that can then be used to craft other items of appropriate rarity. More cheaply, you can sacrifice some items to upgrade others and increase their performance, though this has diminishing returns past a certain level.
Gacha - (-200 GP)
Once per day, you may make a spin of the gacha, winning a random amount of money, a randomly useful item, or, depending on the Features you purchased here, levels, attribute points, skill books, titles, traits, or unique classes. Sometimes you may even win extra gacha spins. The range for how valuable the possible rewards are is immense, but the average will always be slightly useful to you, no matter how powerful you are, and no matter how worthless, will never be something negative. On some days you will win a stick, on others the Infinity+1 Sword. As this feature is entirely dependent on luck, who knows how it would be affected by something like a luck stat?
Store - (-200 GP)
There is a store accessible through the UI through which you can spend money to purchase useful items, as well as, depending on the Features you purchased here, levels, attribute points, skill books, titles, traits, unique classes, gacha spins, and temporary buffs/bonuses. Cost naturally scales with the value of the commodity in question. You may also sell or trade loot and items to this store.
Safe Zones - (-300 GP)
Within each town, city, or settlement, there is a single building that qualifies as a 'safe zone' . For 200 GP, while within a safe zone, you cannot be harmed in any way, but neither can you harm anyone else, even if they're outside of the safe zone. Safe zones will always have at least one bed for you to rest in. You may, at the beginning of a Jump, select any properties you own to qualify as safe zones, and they will not count towards a town's quota, but you may not change your decision at any point during the Jump. For an additional 100 GP, safe zones are safe for everyone within them, not just you. If anyone is inside the building, they cannot be harmed, nor can they harm others. This will be considered merely a fact of life, and no one will find it particularly strange or out of the ordinary.
Fast Travel - (-200 GP)
You may 'fast travel' , from one safe zone to any other you've previously been to, effectively teleporting between them. This isn't quite instant, but it only takes a minute, regardless of distance.
Party System - (-300 GP)
You may invite others to form a 'party', though no more than nine people excluding yourself. Party-members may communicate to each other through text entered through the UI and will be automatically alerted when a fellow party-member is under attack. Party-members are not
subject to friendly fire and need not worry about accidentally harming one another. If you've purchased HP System, MP System, Mini-Map, Threat Cursors, Levels, Attributes, Skills, Traits, and/or Titles, then party-members will automatically gain access to those as well for as long as they're members of the party — and, of course, any Flaws associated with them. (To be clear, they will gain access specifically to the Features; they won't get your skill for playing the violin just because you purchased Skills.) Any improvements to level, stats, attributes, or skills will be retained even after they've left the party. If you've purchased Levels, then you can mess around with how experience is distributed among the party. For example, you could make it divided equally, divided according to level favoring those of a higher level, divided according to level favoring those of a lower level, or divided according to who did how much damage. If you've purchased Levels, then you may pay an additional 100 GP so that each member of the party earns full EXP from any encounter provided that they contributed in at least some fashion to the defeat.
Guild System - (-250 GP)
You may invite others to join a 'guild', with no upper limit on members. You may send guild wide notifications from any distance. All guild-members may send private messages to other guild-members, and you may selectively grant and revoke the right for other members to send guild-wide notifications. You may design a symbol of the guild, which guild-members can automatically apply to any items they possess. You may do administrative things like instituting a tax on money earned by all guild-members, setting aside the money gathered this way for purposes such as funding the guild's goals or buying guild-wide bonuses from the store. If you've purchased Titles, then your guild may also gain titles from accomplishments of the organization as a whole, with any member able to equip them. You are also capable of assigning guild-only titles, which are supplementary titles that don't count towards the limit of how many a person can have equipped, and which award special benefits while acting in the service of the guild and its interests depending on their rank. There are, of course, only so many high-ranking such titles that you can appoint relative to the number of guild-members. If you've purchased the Store, then guild-members may also access it, using their own funds or any guild funds to which you've granted them access.If you've purchased Party System and choose to pay another 100 GP, then your entire guild gains the benefits of the Party System's effects on party-members except for experience sharing. For an additional 50 GP on top of that, guild-members may form their own parties for the purpose of experience sharing within the party.
Classes - (-500 GP)
For 200 GP, you have access to classes, ex. Bard, White Mage, Black Mage, Rogue, Barbarian, Knight, Blacksmith, Alchemist, Dancer, etc. Each class has a 'tree' of branching abilities that suit the class, and each time you level up, you may select one of the next available abilities on the tree to learn. You may change classes at any time, retaining any abilities you've gained from them, at the cost of resetting your level to 1 for the new class, with the obvious cascading effects for things that rely on your level, like HP, MP, or traits; if you switch back to an old class, your level will change back to what it was when you switched out of it. You begin with just three classes — Fighter, Mage, and Rogue — to choose from, but you can gain access to new ones by performing a relevant action, ex. gaining access to the Innkeeper class by washing the tables of an abandoned inn or the Dancer class by dancing in front of an audience. For an additional 100 GP, once you have enough levels in certain prerequisite classes, you will gain access to much more powerful 'prestige' classes. If you've also purchased Attributes and choose to pay an additional 100 GP, every time you level up, any attributes closely associated with your class — for example, strength/vitality with barbarians — will automatically be increased without taking away from your allotment of attribute points. The total amount of points increased will be the same across classes, but if you've purchased the option for prestige classes, prestige classes will give greater boosts. By default, you do not retain these stat boosts after changing classes. For an additional 100 GP, you will retain the boosts to HP, MP, and attributes even after switching classes, and traits will work based on the total levels you've ever had, rather than how many you currently have.
Evolution - (-200 GP)
Each alt-form of a different species that you possess begins to keep track of how much EXP you gain in it, with alt-forms of the same species sharing that measurement. Once you gain the equivalent of fifty levels in a given alt-form, that alt-form will 'evolve', becoming a better, truer version of its previous self — tougher, stronger, all-around more powerful, possessing new abilities, and possibly bigger. You can evolve the same alt-form multiple times, though it will of course become more difficult each time. For example, you might go from Vampire Neonate to Mature Vampire to Vampire Elder to Vampire True Blood to Vampire Progenitor to Vampire First Progenitor to Vampire God, and who knows after that? For 100 GP, the boosts and new powers you gain from evolving don't carry over when you're in other alt-forms; for 200 GP, they do.
New Game+ - (-400 GP)
Once either the Jump has ended or 10 years have passed, whichever comes first, you may choose to be sent back in time to the start of the Jump, retaining any improvements, powers, or items you have gained since then; Companions similarly retain memories and improvements. This reversal of time also affects the Jump duration.
Save Slot x38 - (-2250 GP)
You can 'save' a point in time, to which you can return at will, and you may do so automatically upon death. When you use a save, it is only your own mind that is 'sent back in time'; you do not retain any improvements to your power that you've made, nor any new equipment you've collected, and any Companions you may have do not travel back with you. You may save new points in time at the cost of replacing the old one, and you can only have a single one saved. Once a save is used, it is deleted, and a new one cannot be made until either the Jump has ended or 10 years have passed, whichever restriction is removed. You may spend an additional 50 GP to gain an additional slot in which saves can be stored. This additional option may be purchased multiple times.
Drawbacks:
A Rival Approaches - (+1000 CP)
For 600 CP, there is a person out there who has access to the same Gamer System that you do. As you gain EXP, so do they, and vice versa. Not just experience: for every powerful item or new skill you acquire, they'll get a similar one. Problem is, they hate you; they will do everything in their power to foil your every plot and scheme, tear down everything you have built, and, of course, kill you. As your rival, you won't be able to permanently defeat or kill them until the last year of your Jump (or month if you took Speedrun).(You can take Low Level Run in conjunction with this, but don't think that will rob your rival of any EXP you gain once you hit Level 10; even after you stop gaining EXP, they'll still get the benefits of the EXP you would have gained.) At least they won't get any Perks or Items you purchased from here or previous Jumps; hope you have enough to maintain an advantage! For an additional 400 CP, your rival gains EXP as you do, but you don't gain EXP as they do; you will always be outmatched. They also possess duplicates of any Perks you purchased in this Doc
What, You Thought you were Special? - (+600 CP)
For 400 CP, it's not just you who has access to the Gamer System — at the time of your Insertion, everyone in the world gains access to it. Side-note: if you're Importing Companions, this means that both of you can contribute to the same System and reap the rewards, just so long as you're aware that everyone else will reap the rewards too. For an additional 200 CP, the Gamer System has actually been active in this world for a long, long time, perhaps for all of time; there already exist a great many people who have been training with it for decades, and unless your rate of growth is enhanced in some way, you're unlikely to ever catch up. System Flaws taken as Jump-only Drawbacks only affect you, not others. No matter what, the only people able to access New Game+ and Save Slot Features are the people who purchased them. Too many headaches otherwise.
Unique 'Skill' - (+0 CP)
Each person in the System, including you, possesses a unique ability that interacts with their use of the system, ex. an extra attribute, increased EXP gain, lower prestige threshold, walkthrough for available skills or titles or traits, etc. Some of these uniqueabilities will undoubtedly be stronger than others, but there is no guarantee that yours will be unusually powerful; I'm afraid you'll have to rely on all of the Perks you purchased here if you want to feel special. You and your Companions will retain the unique abilities derived from this after the Jump ends.
Pacifist Run - (+400 CP)
You cannot kill anyone during this Jump. You literally, physically cannot, not even if they're an ID mob. This isn't that you'll hit someone with your most powerful attack and drop them to 1 HP; this is being physically incapable of taking an action that could reasonably lead to a person's death.
Speedrun - (+400 CP)
You're only staying 1 year in this Jump, not 10. You'll face the same amount of action, though, as all of the events that would have taken place over the course of 10 years are instead compressed into the one you'll be staying. Good luck finding time to relax or recover.
Starting Equipment - (+400 CP)
You are limited to starting equipment only; that is to say, the commonest, most mundane items of their type that would normally be available in the setting. You can equip other items, but when used by you, they just won't perform any better than a starting item would anyway.
Dump Stat x6 - (+900 CP) (Str; Dex; Con; Int; Wis; Cha)
Select a single attribute. You cannot advance this attribute beyond 10, and any Perks or other effects that would improve it or even just temporarily boost it are negated. You may select additional attributes to be restricted in this way; for each additional attribute, you gain 100 CP.
The Long Grind - (+200 CP)
For 200 CP, any training or development of your powers, skills, and abilities will take ten times as much time and effort to achieve the same results.
Zubat Country - (+100 CP)
There is a certain Zubat-esque enemy in this world. They are everywhere. They cannot be escaped. They are weak, but the sheer number of them is enough to ensure they are an annoyance, and as a result of being so weak, they don't even offer much in the way of rewards for defeating them. If you purchased Instant Dungeons, then no matter how proficient with the skill you grow and how powerful the monsters you're able to have the IDs create becomes, the vast amount ofenemies you find in them will be these Zubat-esque creatures. Even if you create an empty ID, they will be there. Waiting.
Our Princess Is in Another Castle - (+100 CP)
Sometimes — not all of the time, but often enough — when you're searching for any given thing, be it a magical sword, a carton of milk, or a princess, you'll come upon the place it's definitely supposed to be and find that it's not there. It's still out there somewhere, but you'll have to begin your search anew and go through at least as much effort as you did the first time. Annoying no matter how many times it happens.
Invincible Guards - (+100 CP)
All of the towns and cities in this world are policed by guards. They're actually decent at their jobs — they don't seem to do anything but patrol unless they see or hear of a crime, and they don't engage in brutality, at least — but they're a little too effective. Not that they're overly smart, they're just ridiculously powerful, far beyond what the Difficulty setting you selected would indicate; no matter how strong you get, they'll always be stronger and faster, as well as impervious to any attacks you try against them. If they catch you committing a crime, you'll be helpless to resist when they throw you in jail or run you out of town. So don't get caught. Sure would be nice if they helped out against the big bad or any monsters surrounding the town.
Closed World - (+100 CP)
This world is not an open one. The routes between cities and other areas of interest are highly linear, and there is no straying from the beaten path; the invisible, unbreakable walls make sure of it. The population in any city you come across is much smaller than the location's size would suggest, with most buildings being more set piece than construction, with painted-on doors and windows. Other areas will have special conditions you need to complete to be able to enter them. The country you start in appears to be the only country in the world — or at least the only one you have access to — with any mention of the lands beyond being vague, racist, and vaguely racist mentions of foreigners.
Stilted Dialogue - (+100 CP)
The people here are terrible conversationalists. Each person you meet only seems to know how to say a few sentences — with each one having its own tone and set of motions attached to it — and if you exhaust their supply, they'll just cycle back to the beginning. What sentences they do know aren't often relevant to whatever you just said to prompt them. They also just have a weirdway of speaking, letting long pauses linger at the beginning and end of each sentence they speak.
Aren't You Cold In That? (+100 CP)
You're gonna turn all the heads, Jumper. Any clothing you put on instantly shrinks to only cover your privates and feet up to your calves; don't worry about ruining someone else's good suit, though, as the clothes will return to normal when you take them off. This won't make you any more agile, but your attire will still afford you protection as if it provided full coverage, and it's quite the fashion statement. If people tell you off for public indecency, just say you breathe through your skin and need to wear as little as possible or you'll suffocate.
Silent Protagonist (+100 CP)
You're mute. That probably wouldn't be too big a hardship all on its own, but people tend to become overly chatty when talking to you, holding you in a conversation you can't escape from for minutes on end. Worse, they have a habit of ascribing meaning to your silences that may not match up with what you'd actually say if you could.
Tutorial Sprite - (+300 CP)
Hey, hey, you! Pick this one! You should pick this Drawback! Are you seeing this? If you are, you should pick this one! For 100 CP, whenever you are in a position to use one of your abilities that you haven't used in this Jump before, you will receive a ping notification, and a window will open up in your HUD with text explaining how to use the ability, even if — especially if — you already know how to use it. No matter how obvious it is. Even if the skill is jumping a foot in the air, it will instruct you on how to do so, and it won't contain any helpful tips for achieving a higher jump, either. For an additional 100 CP, these notifications don't just pop up once. To make sure you know how to use the ability, you will get one of these notifications every time you use it. Every. Single. Time. For an additional 100 CP, every time a notification appears, the "game" becomes paused so that you have time to view it. Every time. You can unpause at will, of course, but it'll still get paused again sooner or later. Sooner. It'll be sooner.