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RPC Authority Jumpchain v1.3

The RPC Authority is a clandestine organization that collects and contains anomalous objects and phenomena that behave outside of natural scientific laws. It is overseen by a Global Directorate and divided into three divisions: Research, Protection, and Containment. The Research Division experiments on and analyzes anomalous items (RPCs). The Protection Division acts as security. And the Containment Division houses the RPCs in specialized structures. You have arrived in this world without warning and must now choose an identity and location to begin your journey.

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0% found this document useful (0 votes)
161 views20 pages

RPC Authority Jumpchain v1.3

The RPC Authority is a clandestine organization that collects and contains anomalous objects and phenomena that behave outside of natural scientific laws. It is overseen by a Global Directorate and divided into three divisions: Research, Protection, and Containment. The Research Division experiments on and analyzes anomalous items (RPCs). The Protection Division acts as security. And the Containment Division houses the RPCs in specialized structures. You have arrived in this world without warning and must now choose an identity and location to begin your journey.

Uploaded by

tvo770
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RPC Authority Jumpchain

Operating on a Global Scale, just behind the shadows away from the public's view.
The RPC Authority or simply known as the “Authority”, a clandestine organization
that bases itself on the collection and containment of anomalous objects and
phenomena that behave either against or outside natural scientific laws.

RPC Authority as whole is overseen by a Global Directorate and Subdivided into


three divisions.
The Research Division is responsible for all things relating to research such as the
experimentation and analysis of RPCs.
The Protection Division operates as the security arm of the authority and concerns
itself with internal and external threats.
The Containment Division is the group tasked with containment procedures and
responsible for construction of the structures that houses the RPCs.

You will arrive in this world without warning. Good Luck

+1000
Origins
You must choose a background. Fortunately, you have the option of deciding what
your identity or job is. Any of the choices below can count as a Drop-In, you can
also freely choose your Age and Gender as well. Regardless of background, you
may under any of the three divisions: Research, Protection, or Containment.

CSD-Class:
Confined Subject (Disposable) personnel, typically drawn from prisons, are first
people sent in to research an anomalous object up close. The word “Disposable” in
quotations as every CSD is expected to be treated with modern ethical standards, as
to prevent abuse from either researchers or other personnel. Depending on your
background, the jumpsuit given may be L-1 Yellow for minor crimes like stealing,
L-2 Orange for Significant crimes like assault, and L-3 Red for Serious crimes like
Murder.

Researcher:
Researchers are very important to the Authority, as a whole,
considering that they're the ones doing the majority of the work studying RPCs and
trying to find a logical explanation to what makes them operate. They're drawn
from every field possible, from botany and chemistry, to the
more esoteric and specialized fields too obscure for mundane science institutions..

Security:
Either a security guard at one of the factities or MST, drawn from a wide array of
military, law enforcement, and prison personnel, their focus is on keeping RPC
objects secure and facilities safe from most threats. Trained in the usage of every
type of weapon known to man including some experimental weapons, and each
security guard is expected to be prepared for most situations.
Anomaly:
Oh boy, an anomalous object. There is a large chance that you're going get caught
and be put into a cell, while Researchers poke and prod at you, trying
to figure out how you work, all while Security glares at you all day, hoping that
you don't try to breach containment. Whatever the circumstances may be, you’re
anomalous now with all baggage that carries along.
Locations:
Regardless of your origin, You can start in any of the following locations below.
You can either roll 1d7 for your location or pay 100CP to choose instead.

1. Site-035-OL "Crossroads"
Formerly a technical institute located in Kálfborgarárvatn, Iceland. Site-035 is the
foremost facility dedicated to the research of alternate realities, the facility has
grown larger than the original institute due to interference from the other realities.

2. Site-016 “The Warehouse”


One of the most remote facilities that can only be accessed by Air or Sea
transportation. Located in Kujalleq, Greenland, Site-016 operates as a cold storage
for item-based anomalies too difficult to contain.

3. Site-062 "Lonely Isle"


Operating as a resource depot in the African continent, Site-062 is a facility littered
with runways to allow the ease of transport of resources and personnel. The facility
can only be accessed by air due to its remote location in the Sahara Desert.

4. Site-279 "Boomerang"
Established in the early 1970’s, Site-279 is one of the older facilities, specializing
in the containment of anomalous fauna. The facility uses the open space of the
Australian Outback to aid their study.

5. Site-095 "Bay Guard"


Using the aquarium as a front, located near the coast of Monterey Bay, USA,
Site-095 is the facility that researches aquatic and amphibious anomalies, the
facility also doubles as a marine sanctuary for non-anomalous sealife.
6. Site-009 "Hyperion"
Located in the cold remote tundra of October Revolution Island, Russia. Site-009 is
a maximum-security prison, and the largest Humanoid Containment facility
utilized by the Authority. The facility detains dangerous CSDs, anomalous
individuals, humanoid RPCs, and defectors. Keeping each into separate
containment blocks.

7. Free Choice
You get your pick of anything from the choices above or take any location in the
link below.
https://www.google.com/maps/d/u/0/viewer?hl=en&ll=4.409753552491401%2C0
&z=2&mid=1yDxmOGmR6-pyoARD58V2lCi7g3uaGiY8
Perks:
100CP perks are free for their origins and other perks are discounted for the
associated origins.

CSD Perks:

Speak Clearly, Please (100CP):


In whatever place you may end up, you will usually get a direct answer on just
where exactly you are being imprisoned or taken to. Although, this is most
effectively done when asking politely to those in charge.

Second Sense (200CP):


You have a knack for sensing trouble long before it happens, whether you call it
intuition or gut-feeling. You will always beware of danger and avoid being caught
off-guard.

Days Without Incident (400CP):


When interacting with RPCs, you are less than likely to suffer any major dangerous
or fatal incidents during experimentation. This does not make you immune to
deadly RPCs, just easier time surviving most encounters with them. Post-Jump,
you will have an easier time avoiding getting injured or killed at dangerous jobs.

I Know My Rights! (600CP):


It seems some types of law enforcement don’t understand the concept of human
rights, believing they can walk all over the little guy. Whatever the case may be, if
you ever find yourself arrested by local cops or a prisoner of some secret
organization, you will always be given a fair trial and due process, and law
enforcement is more empathetic to your needs.
Researcher Perks:

Clean Organizer (100CP):


You certainly have a knack for keeping things sharp and in top shape. Whether you
are writing down research notes on RPCs, correctly filling status reports on
experiments, and remembering important events. You will never look messy and
sloppy to your peers and managers.

Cold Scientist (200CP):


In a detached sense, others will think you possess no soul or seem apathetic. But
quite simply you rather not be hindered by emotion or rash action, it is better to
maintain a cool head during heated situations.

Analytical Mind (400CP):


It seems your mental wits are very sharp, even for a researcher. When it comes to
RPCs, your enhanced mind can think logically, analyze data, develop hypotheses,
and draw conclusions from your experimentation with them.

Spark of Discovery (600CP):


There lies within you a glimmer of genius, putting most other professionals to
shame. You can come up with ideas that would surprise most people, your curiosity
concerning RPCs can rework them into a better and improved manner. Your strong
creative abilities can solve any anomalous puzzles like a child's playtoy.
Security Perks:

Death Defying (100CP):


Being a security guard at the RPC Authority, you’re faced with death at every turn.
However despite this, you have a habit of narrowly escaping death most times you
should've died. Your quick reflexes are more faster and agile than most people,
allowing you to stave off the reaper for another day.

Guard Autopilot (200CP):


Standing at your post for long hours of the day and night can be very tiring for
even the most energetic guard. Luckily for you, there is a way to make time fly fast
by turning your brain half-sleep. This will put your body in a state of autopilot
doing a repetitive task or something else while your mind rests.

Shell Proof (400CP):


Dealing with RPCs on a daily basis can take a toll on some people, especially if the
anomaly is horrifying and hard to keep under lock and key. But it shows that your
time at the Authority has made you highly resistance to things that could even give
hard veterans nightmares, whatever the case may be, things like PTSD, Shell
Shock, and Mental Trauma has little to no effect on you.

Combat Ready (600CP):


Over a course of several years, you have gained enough experience and gone to
numerous warzones to be promoted to the status of field veteran
within the Authority. Simply put, you're a military trained professional that has
experience in Special Forces operations, intelligence gathering, communications,
interrogation techniques, weapons training, sniper skills, demolitions, covert ops,
and other special forces tactics. You’re always ready to go to war at a moment's
notice.
Anomaly Perks:

Unusually Unique Physiology (100CP):


Your Anomalous Nature has altered everything about the body, even down to your
genetic code. This changes your biology, giving you bizarre but seemingly
beneficial abilities. Much like a tardigrade, you possess a extremophile resistance
to extreme temperatures, able to withstand absolute zero at lowest and volcanic
magma at highest, your skin is durable enough to shrug off tank rounds point
blank, your lungs might as well be considered an optional organ as you no longer
require oxygen to breathe, your bizarre metabolism has strength to break any
compounds into harmless waste byproducts, making you completely immune to
poison, disease, and getting drunk. Even mundane malaries that plague most
people such as thirst, hunger, and sleep no longer affect you, such things are
optional for you.

Object Creation (200CP):


Either your hobbyist tinker or naturally good workmanship, you possess a great
skill at creating new anomalous items and trinkets serve a useful function
somehow. Of course you cannot create these objects out of thin air, you require
ingredients and materials to construct such items, like a bouncing bowling ball that
hits as hard as it looks to a gun can that shoots giant fireballs. As long as you have
the necessary supplies and ingenuity, anything is possible.

Vagabond (400CP):
Being confined in a sedentary enclosed cell might be something that not everyone
finds appealing, especially those who would prefer to be on the move. Fortunately
for a nomad like yourself, you can worry no longer about being tied to one place,
you have inherited an ability to freely travel and teleport to anywhere you think of.
Although you start to be able to travel only in your local region, but with growing
skill and experience you are able to travel to places usually inaccessible to most,
perhaps you may be able to travel to other worlds.
Force of Mind (600CP):
The mind is a powerful thing, your mind especially so, you possess the power of
Telekinesis and are able to crush metal, lift objects and throw them like baseballs,
as well as push away threats with force. This ability will most likely get attention
from the Authority and others, so Mandatory, you must take the “Hunted”
drawback for no additional points.
Items:
Items are discounted for their associated origins. Anomalies get two discounts and
a free 100 CP item.

Cash Money (100CP):


A Wallet with $100,000 inside, the money refills every month if you happen to
spend it all at once.

Standard Jumpsuit (100CP, CSD):


A regular Jumpsuit worn by CSDs, the Jumpsuit is always nice and comfortable for
the wearer, it also comes in three colors: yellow, orange, and red. The Jumpsuit is
dry cleaner safe too.

Security Clearance Card (100CP, Researcher and Security):


You now have a Security Clearance Card. Such cards are required for security and
research personnel in order to have access to information regarding anomalous
objects and entities in containment. You can also access RPC files regarding the
anomalies.

A Bottle of Sprite Zero (100CP):


How refreshing, you found yourself a bottle of RPC-703. While ordinarily labeled
as “Sprite Zero”, this peculiar soda every 24 hours undergoes a “zero state” in
which it will attain a specific attribute that becomes exactly zero, this range from
zero temperature to zero mass to even zero gravity. Drink responsibly.

Balls of Iron (200CP):


An interesting set of five large metal balls, RPC-016 effects begin by directly
holding one ball in your hand, the ball gives the holder the knowledge to create
shapes that form weapons from the ball’s own material. Be wary the longer the
holder possesses the ball, the more the holder’s skeleton is replaced with the ball’s
material.
The Reality Cube (200CP):
You have found one of Amazing! Co.’s fun products. The Reality Cube or
RPC-027 as the Authority likes to call it, is a small black cube made of unknown
material. The cube can simulate any major conflict throughout human history
ranging from the Neolithic Revolution to the Vietnam War is possible. The Reality
Cube is group fun for all parties.

Standard MST Gear and Custom Rifle (200CP, Security):


A large duffle bag. Inside, the bag contains medium body armor, a gas mask, a
bulletproof vest and a Rifle that looks similar to FN SCAR that is open to
customizable modifications.

SEEK II (400CP, Security):


SEEK, short for Secure Electronic Enrollment Kit, is a device designed to identify
fingerprints when normal identification methods are insufficient. The device is
shaped like a backpack and is light to carry.

Research Laboratory (400CP, Researcher):


A standard science lab you would see in any other technical institute, the lab even
comes with an attached containment cell for anomalies. You are the owner of this
laboratory.

Guard Tower (400CP, Security):


A tall security tower used for monitoring escaped anomalies and CSDs, this
specific tower comes with its own arsenal and barracks. The top of the tower
houses a searchlight, radio, and radar. You are the owner of this tower.

Luxury Living Quarters (400CP, CSD):


A spacious room with high class furnishings that make this high above most CSD
living quarters. These luxurious quarters are stuffed with stainless steel faucets,
king-sized bed with cotton blankets, and a small private bathroom equipped with a
toilet and shower. You are the owner of this room.
AECR Blueprints (600CP):
The Anderson-Eckhardt Coherency Reader or AECR, is a machine capable of
producing a rough-estimate for a coherency level of a regional area. The machine
only makes use of a dozen or so sub-tests, meaning that the results are not very
accurate. (See Notes for AEC Scale.)

Biomechanical Module (600CP, Purchase Once Only):


Result of the combined efforts of bionic, engineering, and synthetic specialists
pooling their talents together, to create cutting edge prosthetics, advanced tech, and
augmentations. For a single purchase, you can get anything from an arm-cannon
prosthetic to an eye augmentation that can analyze threats.

Quantum Revolver (600CP, Purchase Once Only):


One of the most destructive anomalies discovered thus far, the quantum revolver or
better known by the Authority as RPC-002, is 1873 Colt Single-Action Army
Revolver that when loaded fires a bullet that causes physics-altering effects on any
object. The more the revolver sees use, the more it slowly grow more unpredictable
with its effects.
Companions:
Companion Import (50CP/300CP):
This is the Regular companion import option. Imports gain an origin and 400CP to
spend on perks and items. You can buy a full team of eight companions instead, for
300CP with that same option.

Canon Companion (100CP)


Perhaps you wish to recruit someone from this world. This option allows you to
recruit any person from this world, this includes Sapient/Sentient/Humanoid RPCs,
as long as you can convince them to join you of their own free will.
Drawbacks:
Unexpected Circumstances (+0CP):
There seems to be a change of plans for you, instead of working for the RPC
Authority, you’re now working at one GOIs (Groups of Interest) or the
governmental AOIs (Agencies of Interest). See the notes to decide which.

Creepypasta Crossover (+0CP):


This jump typically only deals with stuff within the RPC-verse, however with this
drawback you may now cross it over with other horror fiction. Want to see CSDs
chased by a tall man in a business suit, have researchers contemplate the meaning
of the photo with the smiling dog, or have an encounter with certain other secret
organizations.

Xenophobia (+100CP):
You have a strong aversion to either humanoid anomalies or people of other
nationalities or both, this will be a bit of a problem especially if you’re a
researcher.

Budget Cuts (+100CP, Incompatible with Anomaly):


The people in charge are looking towards saving money, unfortunately for you this
includes slashing the budget in the department or field, if you’re CSD expect even
worse living conditions. Everything is cheaper, weapons of shoddy workmanship,
cardboard body armor, equipment that seems to be entirely made of styrofoam.

Danger Close (+200CP):


No matter where you are in the world, you have the terrible habit of attracting
trouble. This negative attention can be unpredictably chaotic and has a high chance
of harming you and those around you.
Equipment Crapshoot (+200CP)
Faulty equipment is almost always a problem whenever you attempt to interact and
use it, even the highest quality of equipment will slow down at best and fall apart
at worst. Expect disastrous results if you have Object Creation.

Hunted (+400CP):
Whether from an anomaly or organization, you are on the run from your relentless
pursuers, as there is something about you that they are after. You may confront
your pursuers and deal with them swiftly, however know that for each group of
pursuers you beat, every six months a new group will just show up. Being caught
and killed by your pursuers counts as a chain failure. If you are an anomaly, the
pursuers will be the RPC Authority.

ACS Entropy (+600CP):


Your location has now been changed to alternate timeline ALTR-C44X, a world
that suffers from high levels of ACS Coherency, meaning the longer a person stays
here the more their five senses develop hyper-sensitivity to the flood of
information around. It’s best not to stay here too long before you end up like the
original inhabitants.
Your stay here is over, and a choice awaits you.

Go Home
You had enough mysteries and you now wish to return home. Keep everything you
collected.

Stay Here
You like mysteries and want to remain here? Very well, you keep all of the things
you have collected along your chain.

Next Adventure
You wish to continue on your chain and move on.
Notes:
RPC Authority is a community writing website focused on the anomalous. The
community makes stories centered around the unnatural, and builds itself on a
collaborative world. Everything written on the RPC main website is in the same
canon, all existing in its own self-contained universe.

http://rpcauthority.wikidot.com/

Spin-offs and Non-Canon Content:


At the time of the writing of this jump, only a small amount of content exists
outside of the Primary Canon. You may include them your version of the Authority
or jump separately from Canon.
http://rpc-wiki.net/alternate-realities

Additional Information Resources:


Eastside Show RPC
https://m.youtube.com/@EastsideShowRPC/featured
Dr. Pierson
https://m.youtube.com/@DrBlakePierson/videos

Anderson Coherency Scale:


The Anderson Coherency Scale measures the consistency of an attribute of a
reality known as its Logic System or more simply, by how coherent a reality
operates. The ACS scale goes by several classes below as detailed by the wikia
article:

● ACS-5: Extra-coherent reality. baseline reality would seem dreamlike in


comparison.
● ACS-4: Baseline level coherency. That of standard reality.
● ACS-3: Dream level coherency. Superficially similar with a mediate level of
inconsistency.
● ACS-2: Nightmare level coherency. Unstable to the point of being
"distressing".
● ACS-1: Restricted. The Deep was not meant for us.
● ACS-0: Closest approximation of a sheer void. Only theoretical at this point.
The timeline from ACS Entropy drawback is class ACS-5

Groups of Interest (GOIs)


● Church of Malthus
● Amazing! Co.
● Children of Nihil
● Righteous Central Protection Authority
● Kabushiki Kawaii
● Nucorp Industries
● Global Enterprise for Advanced Research (GEAR)
● German Anomalous Research Division (GARD)
● The Academy of True Art

Agencies of Interest (AOIs)


● People's Committee for the Acquisition of Anomalous Objects (China)
● Monarch Security (United Kingdom)
● United Nations Anomalous Activities Committee
● Project Blue Book (USA/NATO)
● The Vatican Secretariat of Supernatural Primacy (Vatican City)

RPC Authority Expanded Information:

RPC Authority Subdivisions Within The Three Major Divisions


Each division has subdivisions that deal with different fields

Research Division
● Office of Analysis and Science
● Anomaly Experimentation Team
● Bureau of Acquisition
Protection Division
● The Protectorate
● Authority Extraterrestrial Defense Force
● Authority Central Intelligence
● Mobile Specialized Teams
Containment Division
● Triform Axle
● Authority Security Force
● Maintenance Union
● Communications Department

RPC Authority 9 Global Commands


● NorthCom/Northern Command (Canada, USA, Mexico, Greenland)
● SouthCom/Southern Command (South America, Caribbean, Central
America excluding Mexico)
● WestCom/ Western Command (The entirely of Europe excluding Russia)
● EastCom/Eastern Command (Russia, Central Asia)
● AfriCom/Africa Command (Entirety of Africa)
● EurasiaCom/Eurasia Command (Middle East, India)
● AsiaCom/Asia Command (East Asia, Southeast Asia)
● OceaCom/Oceania Command (Australia, Rest of Oceania)
● AntarctiCom/Antarctica Command (Antarctica)

ChangeLog:
Version 1.0
● Jump Created
Version 1.1
● Changed Anomaly capstone from Reality-Breaker to Force of Mind
● Grammar Fixes
● Spelling Fixes In Drawbacks
Version 1.2
● More Grammar Fixes
● External Links Added
● Document Resized
Version 1.3
● New Item Added: SEEK II
● Spelling Fixed

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