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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

When The Faced Breaks (Jumper Movie Build)

Origin: Drop-In

Well, now, haven't you gotten caught up in a right mess? And without any papers or memories of this world, too.

Location: Ann Arbor, Michigan ( The Day Of David Rice's First Teleport.) Year: December 21, 2008

Age: 18

Perks:

Jumper -600 CP

Yeah, let's get this out of the way first. You're now one of the eponymous teleporters, and a very, very powerful one. You can move across the planet instantaneously, carrying along with you anything or anyone you're in direct contact with. This is as easy as walking to you, taking no particular effort as long as you don't try to move more than your limit.

Yeah, there's one. While theoretically you could move any amount of matter with you, it takes more effort the more stuff you're trying to take along. Your own self takes no effort at all, and with a decent amount of growth it's just as easy to take up to a bus's worth of people/things with you. From there it gets more difficult, though. It's a tremendous effort to increase this range, and it would take everything you have after several years of growth to take along a whole apartment with you.

There's no real way to judge how the ability grows, if the range increases, or where it stops growing, or even if it stops at all. So fanwank responsibly for all that.

Profession - Free With Drop In

Something to keep the lights on. You have a stable, well paying, safe job somewhere that tends to require surprisingly little effort, and allows you to take strange amounts of time off. It's basically a free income.

Inscrutable - 400 CP (-200 CP With Drop In)

The Jumpers would never have been so threatened by the Paladins if not for their technology and understanding. Electricity disrupts concentration, causes spasms and all that, preventing a Jumper from focusing on a destination and making the Jump. As well, the Paladins created technology that allowed them to follow Jumpers through the rips in space left behind in the wake of their Jumps.

This kind of thing won't be a problem for you going forward, however. Your powers are yours​ and no one else's. No one can understand them against your will, let alone suppress or counter them.

Picture-less - 100 CP

A Jumper needs to be able to picture their destination clearly to jump there. If you can't picture the destination because you lack a photo or because your visualization skills are garbage, then you're fucked.

 But not anymore. Your memory is now perfect, effortlessly recalling all details and facets of anything that has passed by any of your senses. It's all sorted perfectly, too, so don't worry about not being able to find anything.

That's "Goodbye" In Chinese - 100 CP

A Jumper will naturally see a lot of the world over the course of their life, as befitting an existence like theirs. It follows, then, that a Jumper should have a good handle on languages, given the sheer variance of them across the world.

 Whether or not that's actually the case is neither here nor there, but you, in particular, have a stunning talent for languages. To begin with, you can already speak an even dozen languages like a born native, and learning more is effortless, taking less than a week of immersion to reach a similar level of mastery.

Trackless - 400 CP

The Paladins hunt Jumpers to the very ends of the Earth. Once they've found even a hint of their existence, they doggedly pursue them with all of the resources and experience at their disposal.

Fingerprints, hair, money trails, CCTV, the distortions in space your superpowers cause, all these things are like blinking lights leading straight to you.

But not anymore. No matter how many try, no matter the scale of their resources or reach, the strange or esoteric methods of their tracking, you will never be found unless you choose to.

Of course, if you're right in front of someone, then you'll have to get away first. You're not invisible.

Dedication - 100 CP

The Paladins are on a mission from God, one that will last their entire lives or until every Jumper is dead, whichever comes first.

Their adherence to their cause varies from person to person, but yours is unquestionable and unshakeable. In pursuit of your goals, your determination is limitless and your will is unbreakable. No amount of pain, hopelessness, squeamishness or deterrence can sway you from your goals or your purpose, whatever it may be.

Items:

Account - 100 CP (Free With Drop In)

One of the ways that Paladins tend to find careless Jumpers is by noting influxes of sourceless money and similar stuff. The evils of the IRS know no bounds.

With this, however, you won't have any trouble, no matter how much money you're moving around. This account is entirely private and traceless, allowing you to store any amount of money completely tax-free.

Its contents are transferred between settings and may be withdrawn in whatever form of currency you like.

The Pad - 100 CP

Something you spent your ill... or maybe not so ill-gotten gains upon, evidently. This is a huge penthouse apartment in a high security building, an obscenely luxurious mini-mansion with every comfort you can imagine and many you can't.

It also has a number of hidden rooms, sealed up behind walls of plaster. Not much use to a normal person, but if you're capable of teleporting, then I'm sure you can find a use for them.

Papers - 200 CP

When you travel as much as a Jumper tends to, it helps to have a variety of ID and similar such things for any given location on hand. After all, it'd be a bit awkward if you got into trouble with the authorities because you didn't have a driver's license or an appropriate form of identification.

To that end, you can take this. It's a set of papers and cards that will change to suit any given situation. Need a Lithuanian driver's license? You're in luck. A Russian birth certificate? What a coincidence. Australian firearms license? You get the idea.

Drawbacks: 

Self-Centered +100 CP

Say you suddenly find yourself with superpowers. Think of the things you could do and the lives you could save! I'm not sure what a Jumper might be able to do, perhaps save people from natural disasters, but-- Ah, you've robbed a bank. And... Is that the Mona Lisa?

I see. Why bother helping other people and using your powers for good when you can use them to live a life of luxury? Am I right? It's easy to forget about the stationary world when you have all the freedoms of being a Jumper. It takes an exceptional person to resist. You are... not one of them.

 Desert Plant +100 CP

Maybe you adapted to living in the desert a little too much. You've been alone for a while now, so much so that you have developed something of an unhealthy liking for the state of affairs.

In simpler terms, Jumper, you're something of an asshole who won't admit they're lonely.

Family +200 CP

You have a very damaged home life. Perhaps your mother left when you were five and your father spiralled into alcoholism fuelled abuse. Maybe you're in a strained and toxic relationship.

Whatever the case, expect a great deal of emotional baggage as a result of this relationship.

I'll Explain Later +200 CP

You should really do that now, honestly. No? Okay.

God only knows why, but you're absolutely terrible at explaining yourself. Instead, insist that people should trust you or that you'll explain later when it's blindingly obvious that if you just took a moment to explain the severity of the situation to someone, everything would run a lot smoother.

Always Check The Fridge +300 CP

 The Paladins are relentless and ruthless in pursuit of their purpose. No one is safe, and nothing is sacred. Murdering the relatives of a Jumper or holding their loved ones hostage to draw them out or aggravate them is part and parcel of the job.

And now everyone you might come into conflict with deems this an acceptable course of action where you're concerned. Nothing is ever just between you and them. If you have friends, family, pets, beloved possessions, expect your enemies to target those first.

Total Jump CP: 1,900 CP