webnovel

When The Facade Breaks (Jumpchain)(Current World: Invincible)

(Any and all recognized media, or characters are not owned by me and are owned by their respective companies and owners.) What is the true value of a second chance? What would most do if they got one? Seek power? Glory? Women? Maybe I would want the same thing. Its time I found out. But first I need to survive to find out. (Expect cliches and a rather boring story, I write this for fun and it will not be a deep story. He will be OP so the stakes will be rather low. Also there will be liberties taken with the jump chain mechanics.) World's Visited List: Jumper (Movie), Chronicle (Movie), FarmVille, Megamind, Invincible,

EzioAuditore_1 · 漫画同人
分數不夠
69 Chs

Megamind Jump Build

Origin: Hero

Age/Gender: 28/Male

Location: Metro City, Michigan(One Year Before Canon)

Perks:

Odd Attractiveness- Free:

Okay, this one could be as much of a curse... except not really. You have a certain... something about you, that draws strange, powerful and/or just weird people to you, like moths to a flame.

Heroes like you and want to take care of you, villains like you and want to abduct you. Except they'll be really, really unlikely to do any actual ​damage​, even psychological. And if you try, you could even show them a better path…

Music Man!- Free:

You are a hero, yes, but that's not all you can be! You also have tremendous skills in Music! You could be legendary, really, if you went into the industry.

SCIENCE!- 100 CP:

You can do science! Mad science is your bread and butter, but that sort of thing can't be done if you don't have the basics first. This perk provides you with extensive, vast knowledge in every branch of science that exists in the world, from math to biology to astrophysics to everything in between!

No matter what it may be, if it can be called a science, you have skills and knowledge equivalent to a lifetime's worth of study and research in it. This carries over to future worlds, but the extent of your knowledge and skills reduces the more complicated and esoteric the science in question get. You'll always have a novice's level of skill, anyway.

It's Jumper!- 200 CP:

Many people can have superpowers, Jumper. But not all of them can be ​heroes.​ You, however, are an entirely different matter! You have all it takes to be a real, proper hero! You have massive, unbelievable charisma, a sort of aura that makes people hold you in awe, that makes you look inspirational and glorious to anyone and everyone who looks at you. You're the image of righteousness and justice, as good as Superman and Captain America at their combined best.

Unlike many others, however, you also have the skills to use these things. You know how to speak to a public, how to raise their sentiments, cheer them up and inspire them. Be it for serious matters like making them better people or just getting a really good celebration going, you're the heart and soul of any crowd. You have the combined oratory skills of Hitler and Martin Luther King, let's put it this way.

The Man- 300 CP:

You're the Hero! You are from the same planet as Metro Man, (Or not) and like him you have the classical hero package, including super strength, senses, flight, invulnerability, heat vision, super-speed and the rest, all at the same levels as him.

You can lift and throw skyscrapers as javelins with some effort , tank massively powerful death rays and their ilk, and move really, ​really​ fast. Like mind-bogglingly fast.

Lottery Winner- 600 CP:

Well, aren't ​you​ a lucky one! You have a strange fate, Jumper. You tend to find yourself the recipient of power-ups of all kinds, whether or not you're trying to. Events align themselves, coincidence and causality bend, and random accidents arrange themselves until you end up the absolute most likely person to receive any powerup that's out there to be gotten.

This can be items of great power, genuine powers, blessings offered by gods or spirits, and everything in between. The few times you just don't manage to knowingly or unknowingly circumvent any requirements you find yourself able to breeze past them, or even the people tamping down the difficulty for you. You just seem the kind that can be trusted with power, I guess.

The Mind- 600 CP:

Ah, the good stuff. You arrive from the same planet from Megamind... unless you don't. Either way, just like him you are a grade-A, five star genius on a comic book level, unmatchable and brilliant by all.

Not only can you create things like invisible vehicles, death rays lasers and illusion generators, you are also a genius of the equal degree in all other fields, finding it just as easy to bioengineer a fish into sapience as to build a huge robot.

Moreover, you can do all this on your typical city-level mostly unsuccessful villain's resources. You can get by with even the most limited or inferior resources, even if you might end up making wheels out of bent license plates now and then.

You're particularly good at making tech that interacts with superpowers, be it replicating them, recreating them with samples from the holder, or boosting, weakening or even disabling them.

Items:

Super Suit- Free:

A genuine, real super-suit! It's done in cheerful bright colors, radiates righteousness and inspires hope in anyone who looks at it. Also, it adapts perfectly to any and all powers you have, and even assists and amplifies them to a small degree.

Power Injector- 200 CP:

Oh, wow! This is a device about the size of a fire extinguisher, shaped like a syringe for some reason. But it has a rather interesting function! Simply by placing a tiny sample from a person into the central area, you can grant one of their powers to anyone you want just by touching the pointy end to them and pulling the trigger.

The powers this provides tend not to be ​quite​ as strong as the original, but they can become so with time and effort.

Drawbacks:

Wanted +200 CP:

The Metro City Police Department believes you're a menace to society, and will stop at nothing to capture you and put you in a prison cell. You may even have done something to deserve it!

The faction targeting you can be switched to Megamind, but do be aware that the blue man's intellect isn't any slouch when it comes to dealing with superpowered beings.

Frequent Kidnappee Card Holder +200 CP:

You keep getting abducted! Megamind keeps trying to abduct you so he can ransom you to your companions, or lure Metro Man to his DOOM! Or at least, he keeps trying to.

The Invisible Collection +600 CP:

You have a problem, Jumper. Any of your items(That are not buildings or intangible items) that you bring out of the Warehouse have a habit of randomly turning invisible and undetectable, even to your greatest abilities.

There's no telling just what may be affected at what time, but anything you carry on your person won't be affected, and the only way you can find the items once they disappear is by physically locating them through touch.

Total CP Used: 2,000 CP