Generic 50s Sci-Fi
Generic 50s Sci-Fi
Version 1.0.0
The year is 1950. The atomic age has just begun, and humanity looks towards
science as a source of wonder and adventure. The potential is limitless, or at least no one
can find these limits yet. Rocket ships to other worlds could be just around the corner,
near limitless energy from splitting the atom, advancements in science and civilization.
But there are dangers too. The bomb is a weapon that’s too powerful for mankind and
could destroy it if man does not learn to be better than himself and leave savagery and
barbarity behind them.
Beyond that these nuclear tests may have spawned strange mutations in animals
and plants. Who knows what this power could do to a creature, or how it could change
them. And if science can create wonders, in the wrong hands it can create horrors.
Science has begun to delve into the strange and the wondrous, the science of the mind
beginning to show hints of the potential of psychic powers which could unleash beasts
from the very id of mankind.
You arrive in this world of scientific optimism and fear. Where the sword of
Damocles hangs over humanity in a way it never has before, and which its awareness of
will never be so great again. It is a world of science and adventure, but also monstrous
horror. Expect to meet something weird, likely alien, and certainly not of this Earth. And
to help you with that, take these:
+1,000 CP
Location:
If you took the Film of Choice toggle you begin at the locations of the movie in question,
otherwise roll 1d8 or pay 50 CP to choose:
1. San Francisco, California. Rumors say something has been coming out of the bay
at night. Something unnatural.
3. New York City, New York. A major trade and cultural hub. It’d be a shame if
something went on a rampage here, but what are the odds?
4. A small town in the American west. A nice peaceful place. There’s a military
research base not too far from town, and plenty of its engineers and researchers
live here. Some kid is talking about having seen strange lights in the sky last night,
and people behaving oddly but it’s probably nothing.
5. A rural English village. A nice peaceful place. Someone moved into the old house
outside of town recently, there’s been strange noises in the woods at night, and
three hunters have disappeared in the last week. Odd how that goes.
6. A South American tribal village. An untouched tribe never before contacted by the
outside world, except some of their other tribal neighbors. Rumors tell that they
have a powerful tribal juju… and a vengeful tribal god.
7. A rocket ship. You are currently on a rocket ship hurtling away from the Earth
towards another celestial body at extraordinary speed. Hopefully you’re supposed
to be here and not an unwanted stowaway. Hopefully there’s some survivable
location when you get there, there’s some reason the designer, and head of the
expedition, wants to go to this specific point. Right?
Drop-In (Free): You aren’t from around here are you? You bring something that’s not
quite of this world. Whatever your nature you have no memories or connections in this
world, and must make your way alone. You appear at your starting location with
whatever you had on you in the last jump.
Civilian (Free): You are an ordinary individual of this world. If anything makes you
really stand out from others, it’s how average and normal you are. Or maybe your
surprisingly pretty face. You might be a child, a journalist, a housewife, or any number of
non-military and non-scientific roles. Don’t think that being merely an ordinary person
means you can’t have an important role to play in this world.
Crackpot (Free): Yours is a superior mind for a superior man. You have what these
others lack, a will to power and the ability to rise above the restrictions of common
human morality. You are not the scientific hero of the Scientist, or even really his equal,
but you may have a mastery of the more parapsychological sciences, or an idea where
and how to find a monster that could terrify the world.
Scientist (Free): This was an age where media saw science as the great answer to all
threats, and it shows. You are a scientist. Not a mad scientist, but a proper scientist.
Willing to put your life on the line again and again to save others, and with a mind that’s
trained to learn, understand, and figure out how things work. You have at least a PhD and
you may find that your scientific skills are truly heroic.
Soldier (Free): You are an agent of the - most likely US, maybe British, and possibly
even Japanese or somewhere else - government and more specifically their military.
Whether a private, a non-commissioned officer, or someone higher in the military
hierarchy, you are a representative of the military force with which your government
protects its people from threats both of this world and from beyond it.
Them (Free/200 CP): You are not human, at least most likely, and certainly have no role
in human society. Whether a creation of mad science, a lost horror from a forgotten age,
or an alien monster from another world, you have come from outside human society. You
must take the Inhuman drawback for no points or else pay 200 CP to take this
background. In exchange you can take Monstrous Features without requiring the
Radioactive Mutant or Advanced Being perks, and you can choose your discounts from
among Monstrous Features. Unlike other backgrounds you do not have to take the
Feature Presentation drawback, but you still can take it if you want points (or want the
0 CP version to guarantee an adventure).
Perks
General Perks
Life Skill (50): Select one civilian job available in 1950s America outside of scientific
and academic fields which does not require a college education. You possess training and
5 years of experience in that field.
Psychic Perceptions (200): You have ESP. Oh this isn’t anything like full-fledged
telepathy, and definitely doesn’t include telekinesis or psychic teleportation, but you have
a sixth, psychic sense. As far as mind reading goes, if someone concentrated on an image
hard you might be able to pick it up, but there are better ways to become a mind-reader.
What this does is make you sensitive to psychic/spiritual phenomenon, able to perceive it;
you could see ghosts that are only visible to certain people, for example. Beyond this
classic second sight, you are able to get occasional flashes about the future; not detailed
visions, but oddly prescient dreams or feelings and premonitions. For those you care
strongly about, you might get a sudden feeling of them being in danger when it
approaches, or have a vague general sense of their well-being. With aid - like a hypnotic
trance or technological assistance - you might even be able to form a mental link with
your own past lives, manifest poltergeist activity, or clairvoyantly picture a distant
location.
This perk can have special combinations with others; check the notes.
Radioactive Mutant (300): Radiation has changed you and made you better. You are
immune to any deleterious effects from radiation and what’s more you find yourself
improved physically. You are significantly stronger and more durable than you ought to
be able to tear through steel doors or concrete walls and shrug off handgun fire like one
might a cap gun. You heal better as well, healing wounds which would take weeks to heal
in days and even possibly regrowing lost limbs and organs. Finally as a mutant horror,
you may take Monstrous Features without being one of Them.
If you have the Them background you may use one of your discounts to discount this
perk and may make it part of the race designed with your Inhuman Form feature.
Unexpected Survival (300): Sometimes an alien biology, and impossible durability is
just not enough. For when that’s the case you have this. Once per jump when you would
normally die, circumstances will conspire to prevent your death from being able to be
confirmed and instead of dying you will escape to a safe spot in which to recover from
your wounds. This works even when your death should have been absolute and certain
(like if you would have been erased from reality), but only once per jump.
Them may use one of their discounts on this perk as if it was a Monstrous Feature, but it
is not applied to their Inhuman Form.
Drop-In Perks
Discounted for Drop-Ins with the 100 CP perk being free instead.
Actor (100, Free Drop-In): Who’d have thought you’d know how to act? Well if you
didn’t before you do now. You have all the skills needed to be a professional movie actor
and are able to put on a first rate performance, and can control your voice at least well
enough to fake an accent. . You are especially good at faking (or hiding) emotions and
reactions, able to do so well enough that it would take a mind-reader (or other means
beyond those available to normal humans) to see through your reactions of shock or
surprise. This does nothing to improve your looks or give you charisma. Still assuming
you get the chance you could do well as a movie star.
Strange Happenings (200, Discount Drop-In): You have a tendency to stumble into odd
things, or maybe the weirdness is drawn to you instead. Whatever the truth, strange
happenings are the norm for you now. Meteor with an alien life form crashes onto the
world? It crashes a few miles from you more likely than not. Mad scientist’s giant shrews
escape captivity? You happened to decide that was the perfect island to vacation on. In
short you’re a weirdness magnet, and whatever weirdness might happen in a jump seems
to happen far more often around you. Jump-chan isn’t completely cruel, though, so you
can toggle this off whenever you wish so that your life doesn’t get too exciting.
B Movies (300, Discount Drop-In): Your life seems to be one. You can exert an
influence on the world to make it more like a B movie causing people’s behaviors, and
even the laws of physics, to work more in keeping with their tone. This does not directly
affect you - your own thought processes are clean and clear - and assuming you’re genre
savvy you can even take advantage of it after all people are more likely to commit
cliches. This effect takes time and proximity to you, its effect slowly growing the longer
you keep it active. You can toggle this ability on or off whenever you desire and its
effects fade significantly quicker than they are applied.
Radiation Wizardry (400, Discount Drop-In): Radiation doesn’t really make creatures
turn into fire breathing giant versions of themselves, we know this, and yet there’s
something quite appealing about the idea. Well now when in your hands radiation does do
that. You can cause radiation to work on the sort of logic that it does in old monster
movies, and beyond that you can control its effects far better than you should be able to.
It’ll still take research and effort but not only can you make it so that radiation does make
ants grow to giant sizes you can figure out what dosage you need to get them to the size
you want and control to at least some extent what changes and mutations it causes. Make
your own radioactive abominations.
Advanced Being (600, Discount Drop-In): Did we say you were human? Well it seems
we were mistaken because you are something far more advanced. You are some advanced
alien species that merely looks human but has lived far longer and grown far wiser.
Though merely average for your species (without outside perks) your intelligence is
easily as great as any human who has ever lived, probably significantly greater, you are
able to perform calculations like a supercomputer, and possess wisdom on par with that
of Solomon. This advanced mind improves any psychic powers you may possess from
this jump or any other, though this does not give you psychic abilities on its own; check
the Perk and Item combinations in the notes for examples with ones from this jump. Your
life span is substantially enhanced and you are much more resistant to disease and illness.
Finally as an alien, you may take Monstrous Features without being one of Them.
Civilian Perks
Discounted for the Civilian with the 100 CP perk being free.
Bombshell Beauty (100, Free Civilian): You’re a real looker, a top class beauty who
could easily compete in and win a beauty contest of a national or even international scale.
Whatever sort of beauty you want, dashingly handsome, girl-next-door style looks, dark
and debonaire, classic femme fatale, athletic and sporty, tall dark and handsome, you
name it you can choose it from this perk.
Bonds Forged in Radioactive Fire (200, Discount Civilian): There’s something likable
about you. Oh this is only a mild boost to your charisma, likability, and romantic appeal
in most situations, as where you really shine is when you are going through danger with
someone else. You find that in dangerous situations you possess those qualities needed to
act as the glue that holds a group of strangers together, and that those you live through
such situations with will quickly come to regard you as a valued friend. In addition, those
who you directly save and protect, or who save and protect you, are much more likely to
develop a romantic interest in you.
Damsel (300, Discount Civilian): The plot seems to have decided that you are an
important character but not the hero. You’ll not be collateral damage of an event as long
as there’s any chance that it could miss you, stray shots avoiding you, and if you’re
actually targeted by something which is only targeting you by convenience or random
chance you will find that even a usually unerring marksman will miss you giving you at
least a chance to avoid it. Even when you are specifically targeted, enemies which
possess an advantage over you tend to take more time than they normally would to deal
with you, and someone is much more likely to arrive to rescue you.
Light in the Dark (400, Discount Civilian): Traumatic experiences and horrible dangers
can happen all around you turning your life completely upside down and you just seem to
roll with it. You do not seem to suffer permanent effects of psychological trauma, and
even physical effects heal more effectively than normal, never being scarred and making
a full recovery if it is at all possible. Even in the short term while you still feel stress, fear,
and despair, you will find it never seems to paralyze you, and you can always find the
strength to act to bring a better tomorrow. Beyond your own resistance to trauma you
seem to provide others with resistance when they are around you as your presence seems
to heal mental wounds and scars, helping to make them fade and those who have been
hurt move on, and those in the grip of despair to find the strength to continue on.
Human Heart (600, Discount Civilian): You have a truly human heart. This gives you a
deep well of powerful emotions should you choose to indulge them, increasing the effects
of any emotions you feel, and how well they can be used to power anything. It also
provides extremely keen and effective empathy. You have a natural feel for the wants and
needs of others, able to easily pick up on how they are feeling or if there is something
wrong with them. This is strong enough to even bridge the gap of species giving you an
idea of an animal’s - or even something far stranger still - wants and desires with just a bit
of interaction. You could possibly serve as the bridge between humanity and an alien
species from a wildly different world and mindset, as just as you can understand the
inhuman, you can - with time - teach humanity to those that lack it. This comes with
strong resistance to going mad from being put into contact with truly alien minds.
This also ensures you will never lose that aspect that makes you human. No matter how
advanced your mind or existence becomes you will remain able to empathize with
humans, and see things from their point of view. No matter how long you live you will
still be able to feel with the freshness of a person in the full bloom of young adulthood.
No matter how you change you will never lose the ability to feel as a human does, or to
put yourself in another’s place and understand why they might act as they do. At least not
when you want to.
Crackpot Perks
Discounted for Crackpots with the 100 CP perk being Free instead.
No Scruples (100, Free Crackpot): You have no need for scruples or a conscience, and
as such you can turn off your conscience whenever you desire like flipping off a light.
When you turn this mental switch you find that you can perform any deed without
feelings of guilt or remorse, playing the role of a villain to perfection. You can flip this
switch back on, allowing you to be constrained by moral scruples once more, as easily as
turning it off, and will even do so automatically before doing something you’d truly
regret long term.
World Traveler (200, Discount Crackpot): You are well-versed in information about
other cultures and places. You know the customs and obscure rituals of far flung places,
from obscure Nepal villages to the darkest depths of the African jungle, to rituals of
Native American tribes. Your knowledge of primitive cultures especially would put an
anthropologist to shame in its sheer breadth and obscurity. This of course focuses on their
more quaintly interesting occult customs and their superstitions. And in future jumps you
will have the same knowledge of the customs and superstitions of cultures in the new
world.
Victim Hunter (300, Discount Crackpot): Sometimes you just need a human subject for
something they would never agree to. You have the knowledge and skills of a serial killer
or professional kidnapper. You know how to find an isolated target, convince them to
trust themselves alone with you, and to knock out - or kill - an unsuspecting victim with
relative ease. You are also fairly capable of sizing up who has local connections and will
be missed, as well as the basics of covering up the scene afterwards. This isn’t a
guarantee you’ll never be caught - serial killers do get caught from time to time after all -
but you know how to minimize the chances.
Hypnotist (400, Discount Crackpot): You are a fully trained and professional hypnotist.
Not just in real world hypnotism, but in Hollywood hypnotism. You can cause people to
remember their past lives, regress people into childhood, plant post-hypnotic suggestions,
put people into trances where they are more psychically attuned, modify memories, and
generally perform the tricks shown by Hollywood hypnotists.
Monster Magnet (600, Discount Crackpot): Radiation isn’t the only way they make
monsters in this age; chemistry, biology, past-life regression and more. No matter the
world you find yourself in you are able to make or find monsters. This doesn’t help you
keep them contained, or make them obedient, but if you go looking for monsters you will
find yourself stumbling on chemical formula to make animals grow into deadly monsters,
discovering a rare plant in the rainforest that transplanted from its natural habitat
becomes a destructive carnivorous plant, or maybe an alien frozen long ago in the ice.
These monsters will usually be related to whatever fields of research you are in, even if
they are fields like anthropology (beasts worshiped by lost tribes as gods), psychology
(beasts drawn from the subconscious minds), history (lost Greek gorgons), volcanologist
(a volcanic eruption releases an ancient pterodactyl like monster), or something odder
like architecture (somehow designing a house that summons an extra dimensional entity
or something). You will find, however, that the monsters made or discovered from this
perk are always very hard to replicate - perhaps the chemical formula was modified by
some random factor outside of your experiment - so while you can amass an army of
monsters this way, you will not - without other perks and abilities - be able to mass
produce a specific monster.
While the monsters found will adapt somewhat to match the setting (in Naruto they’ll
likely have some relationship to chakra, in Harry Potter they’re more likely to be magic
in nature, in a superhero setting they’re more likely to have power levels to make them
relevant threats in a superhero setting), they will always be something new and outside of
the normal for the setting where that’s even possible.
Scientist Perks
Discounted for Scientists with the 100 CP perk being Free instead.
Doctorate (100, 1 free Scientist): You possess a doctorate either in a scientific field of
your choice or a medical doctorate with the specialty of your choice. This includes all the
training which comes with it, as well as years of experience in the field chosen. You may
purchase this perk multiple times selecting a new field each time.
Wonders of Science (200, Discount Scientist): You have an absolute and unyielding
faith. Not in some higher being, but in science and mankind. Your optimism is nearly
boundless and despair and ennui can never find root in your heart for you will always be
able to find hope that mankind and science can find some answer to whatever problem
would despair you. This doesn’t blind you to danger or cause you to sit idle, but instead
spurs you forward: Science will find a way - and mankind will learn to be better than its
warlike ways - but it needs people to act for that and you will be one of them.
Renaissance Man (300, Discount Scientist): Science is made up of many fields and for
a single man to truly push its frontiers he must often work in multiple of these fields at
once. You now possess the knowledge and ability to do just that. Just by taking this perk
you have the equivalent knowledge of a contemporary (1950s) bachelor’s degree in every
field of scientific study, and a master in at least a few disparate fields, but this is just a
foundation. You gain an extraordinary talent in learning anything related to science, doing
so many times faster than a normal person, as well as an aptitude for developing
experiments, deciphering results, and coming up with ways to apply your findings.
Man of Science - Man of Action (400, Discount Scientist): The 50s was a time when
the scientist was seen as one of humanity’s greatest heroes and seemed to take on all the
traits one would normally expect to see from a hero. Now you too are one of these men of
steel finding your nerves steady and calm even in the greatest crisis, easily holding back
fear to think calmly and clearly so that you can perform as needed. Perform as needed
you will as you seem to grow smarter in moments of clear and immediate danger, your
mind speeding up to figure out how you need to act to see you and those you care about
through the moment of danger. This also grants you general competence with weapons
and unarmed fisticuffs, you might not be a military sharpshooter or a master martial artist
but you can hit what you shoot at better than most soldiers and throw a punch so that your
opponent feels it.
Come Up With a Plan (600, Discount Scientist): Not all disasters are singular moments
of crisis, and you are at your best when you have time to analyze a problem. You are
highly skilled at discovering how anything that threatens you - or what you care about -
functions, quickly understanding how it works, its strengths, and its weaknesses patching
them together even from mere chance observations and indirect clues. Once you have
found a weakness you are also skilled at coming up with a plan to exploit that weakness,
and any scientific and engineering capabilities you possess are heightened many times
over when it comes to inventing something to put an end to a threat to the world or even
just your country. When humanity is faced with superior technology or strange alien
powers it will be glad it has you.
Soldier Perks
Discounted for Soldiers with the 100 CP perk being Free instead.
Pilot (100, Free Soldier): You have the physical fitness and skills needed to drive or pilot
any civilian or military aircraft of this period, including space rockets experimental or
otherwise. This comes with the reflexes and skills necessary to become an ace pilot in
combat situations.
World War II Veteran (200, Discount Soldier): You have actual experience with
mankind’s most horrible war. Besides the military training of a WWII soldier, you have
the experience and skills acquired by living through some of its worst battlefields -
perhaps you were in the D-Day Landing, or a Marine on the Pacific Front - and the
instincts honed by surviving them on the front lines. All without any chance of PTSD. In
future jumps this will update with the training - and experiences if you desire - that would
fit a soldier in the most significant war in the last generation.
Evacuation Procedures (300, Discount Soldier): When you are part of an evacuation
process you will find that it moves much more smoothly than it otherwise would and
people get out of the area much more quickly than might be realistic. The more deeply
you’re involved and the higher up your authority the more effect this has. If you drive a
single truckload of refugees out of there and then leave this will be rather minimal, if
you’re in charge of planning the entire evacuation and overseeing it as it is carried out
you might evacuate a city in a tenth, or less, the time it would normally take.
Four Stars (400, Discount Soldier): This perk doesn’t necessarily make you a general,
but you might be able to succeed as one thanks to it. You are skilled in the logistics of
quickly setting up a military operation in an emergency situation, and of getting men and
resources into place to protect an area. Of course getting men into position doesn’t matter
much if you can’t do anything with them, so you are also skilled in using military forces
to distract, harry, and position a singular superior enemy. You know how to set up an
operation designed to drive an enemy into a position you want, even if the weapons you
possess deal only negligible damage, and to hold them in that position at least for a time;
so that you can hit with the weapon that will actually work.
Good Help is Easy to Find (600, Discount Soldier): The military in this era of films is
heroic, but rarely can they provide a functional answer to the threat faced to mankind
alone. No, it is up to science to help destroy the monsters that science has created. But the
military isn’t useless even then. When you cannot provide a solution for a problem
yourself you are skilled in finding and gathering those who can, figuring out what
incentives you need to convince them to help, and handling the logistics of gathering
them and providing them with the resources they need to find a solution. In addition to
this mundane mass of skills, you possess luck that helps you find those who can provide
the skills you need.
Monstrous Features
Only those with the Them background, Radioactive Mutant perk, or Advanced Being
perk can take Monstrous Features.
Them may discount 1 100 CP or less Monstrous Feature, 1 200 CP or less Monstrous
Feature, 1 300 CP or less Monstrous Feature, 1 400 CP or less Monstrous Feature, and 1
600 CP or less Monstrous Feature. They may discount Radioactive Mutant or
Unexpected Survival as if it was a Monstrous Feature.
Inhuman Body (Free, Mandatory for Them): You are not human and it shows. You
may have the body of any terrestrial animal between the size of a cat and a lion, or a
smaller animal increased to that size (this mostly follows the square cube law so your
strength will be roughly that of a natural animal of that size), or you may be a humanoid
creature. On its own this will not put you significantly above the physical capabilities of a
human or a natural earthly animal. If you select an animal you gain its natural senses, but
do not gain any venom it possesses (for that takes Venomous Bite). This body is that of
your species and any Monstrous Features you purchase (as well as Advanced Being,
Psychic Perceptions, and Radioactive Mutant if you purchase them) are considered to
be part of this species. Post jump this becomes an alternate form - though you may
choose whether other Monstrous Features perks you have purchased are linked to this alt
form or active in your base form.
Animal Hybrid (100): Want to have the advantages of being an animal but still have
hands and a humanoid form? Choose an animal, you are now a hybrid between it and a
human(oid). You will have strength and physical abilities somewhat greater than a
human’s, as well as any senses that the animal chosen might possess. If the animal is
venomous you even get venom, but no matter how deadly the real world animal may be
this venom will not be at the level of the Venomous Bite perk. If the animal can fly, you
will be capable of awkward and slow flight.
Environmental Adaptation (100): Choose 1 extreme environment such as the Earth’s
mantle, single digit Kelvin temperatures, outer space, acidic atmospheres, or the bottom
of the sea. You are adapted to it and are able to survive - even thrive - in these conditions.
While this will give you what you need to survive in the environment it will not give you
super strength or great conventional durability even if it logically should - you could
survive and act normally in Jovian gravity but would not be immensely stronger than a
human on Earth. This applies to environmental hazards not weaponized effects, so as
illogical as it is you might be able to survive on the surface of the sun but not survive a
flamethrower.
For an additional 200 CP (undiscounted) you no longer have to choose 1 environment,
instead you can simply survive in almost any naturally occurring environment on Earth or
space outside of black holes, or similar phenomenon.
Monster from the Dawn of Time (100): You have existed since long before mankind
and if they do not stop you then you will exist long after them as well. You no longer age
past your prime and can enter a state of hibernation until disturbed in which you have no
need to eat or drink as your entire metabolic apparatus is put on indefinite hold,
continuing as if you were in total stasis.
Venomous Bite (100): You possess a deadly venom which you can inject with a bite. A
single bite can inject enough venom to kill a dozen men, though it does have a metabolic
cost to you to produce it. The more venom you use the quicker your victim will die from
it. Should you grow substantially larger than a lion you will find the amount of venom
you can inject growing as well. If you would prefer a stinger of some sort as opposed to
venomous fangs, you may instead have an insect-like stinger that can be used to deliver
this venom.
Deadly Touch (200): Something about your touch is deadly to other organisms - at least
when you want it to be - capable of killing a person simply by grabbing onto them and
holding them for a few moments. This can be some form of bio-electricity, poison, or
even direct life draining as you choose. No matter how strong you become you will find
that this deadly touch adds a noticeable addition to your blows if you wish it to.
Terrible Visage (200): Whatever monstrous shape you possess it is particularly hideous
and terrifying. Looking at you may cause the faint of heart to collapse into a faint, and
even give pause to brave and heroic men. This effect will fade with repeat exposure, but
should be useful for a first encounter.
Tentacles (200): You now possess four long, highly flexible tentacles, which you can
retract into your body or stretch out to approximately 25-ft if your body is roughly human
in scale. These tentacles are each approximately as strong as your legs, but are prehensile.
For every additional 50 CP (undiscounted) you pay you may have 2 more tentacles.
Winged Horror (200): Your form now possesses wings which, assuming a human size,
allows it to fly at speeds comparable with cars. This flight is surprisingly easy, seemingly
no more tiring than running at a long-distance pace, and you can carry aloft almost as
much as you could carry on the ground. If you are larger than a human you will find that
your speed increases proportionate to your increase in scale, so that if you doubled in
scale (octupled in volume) compared to a human you would fly at twice the speed. If you
were a 50-ft tall giant you might be flying at roughly the speed of sound.
For an additional 100 CP you do not need wings to carry you aloft but fly through some
manipulation of magnetism or telekinetic force.
Decentralized Anatomy (300): You now lack vital organs. While you still have sensory
organs (eyes) you no longer have a brain, heart, stomach, or any organ that the loss of
which would kill you, allowing you to theoretically survive as long as a head-sized part
of you remains intact. This also provides you the plant-like ability to photosynthesize
(and you may be a plant if you desire) in place of eating, though this requires sunlight,
water, and rooting yourself in the soil for at least a time, as well as the ability to acquire
sustenance via draining blood. This does not however grant you any substantially
improved regenerative ability or ability for disembodied limbs to function without the
muscular system of the rest of the body, so you might be able to survive and think as an
arm, but barring other powers (such as extraordinary strength in your fingers) it is not
going to be getting up and moving about on its own or regrowing your entire body.
It Spreads (300): Many of the monsters from the films of the 50s had the disturbing
ability to multiply and threatened to overrun the world with their numbers if not stopped
before reaching critical numbers. Now you too can spread your race in such vast
numbers. You have some way of multiplying at a rate much greater than that of most
macrofauna producing dozens of spawn in days, hundreds in months. These spawn
possess whatever species you created for your Inhuman Body and nothing more; if you
do not have Inhuman Body they are instead average humans albeit ones with greatly
increased maturation rate and the ability to learn at a similarly accelerated rate until they
reach physical maturity.
Your species reaches full maturity in weeks at the most and mentally matures at a similar
rate. They are capable of learning at a rate appropriate for their maturation at least until
they have matured.
For an additional 200 CP (undiscounted) you have some form of control over your
spawn, your descendants and theirs naturally obeying your will and instructions.
Will Projection (300): You are able to project your thoughts, and will, into the minds of
others. While recognizably foreign to your target you can use this power to compel
actions - or inaction - from others. You will need to have a significantly stronger force of
will and personality for this to succeed, and will have difficulty affecting more than one
being at a time. You must be able to see the target with your unassisted eye to establish
this link, but once established you may maintain it from any distance.
If you have the Psychic Perceptions perk you may take this Monstrous Feature without
being one of Them.
Alien Mind (400): Your mind is truly inhuman and you can use this to your advantage. It
is extremely difficult for anyone to read or otherwise pry into your mind, and similarly
difficult to control as many means which would control a human mind will not work on
yours. Attempting to contact your mind may even cause damage or madness in the minds
of humans who do so, and if you had a means to project your thoughts you could even
weaponize the alien logic of your thoughts.
Body Snatcher (400): By killing a victim and consuming the majority of their body in
some manner you are able to take on their form and appearance gaining the ability to
assume their shape as an alt-form. If you consume their brain you also obtain their
memories, but not the emotional connections which give them weight or make them an
unconscious part of their actions and behavior.
Immune (400): Select one of fire, radiation, electricity, poison, or a form of damage with
a similar scope outside of direct impact force based damage (no kinetic force, explosives,
bludgeoning etc). You are now immune to harm from that source. If you selected fire no
flames no matter how hot could hurt you, thermite flames, the surface of the sun, the heat
of an atomic bomb (the radiation and shockwave would still likely kill you if you were
close enough though).
Military Grade Durability (400): You are much more durable than you should be, and
this durability only increases with the scale of your size. At human size your durability
compares somewhat favorably with a tank’s. This durability scales favorably with
increases in size. Were you the size to tower over tanks you’d be able to survive direct
hits from artillery, and if you were able to grow to something like 50 meters there might
not be any conventional weapon in this era that could stop you.
Phantom from the Chain (400): You are completely invisible. This doesn’t extend to
clothing you wear or objects you carry, but visible light passes through your body without
being diffracted. Be careful as you will find yourself visible under ultraviolet light. You
may choose to turn this power off if you wish to be seen by others for some reason.
Attack of the 50-ft Whatever (600): When you take this perk you gain the ability to
grow to 10 times (in each dimension) your normal size. This growth takes time, you may
somewhat regulate the speed of this growth - from not happening at all to taking a
minimum of about 48 hours to go from normal size to max size - and each alt-form you
possess grows separately. This growth is immune to the disadvantageous nature of the
square-cube law, and you will retain the proportionate strength of your original size (that
is if you could lift 5 times your weight at your normal size you can lift 5 times your
weight at this increased size). Since you’re paying so much for this you can reverse this
growth, though it will take twice as long to shrink as it did to grow (minimum of 96 hours
from full size to normal size).
If you want to be able to grow even larger you may add 5 times your normal size to the
maximum growth for each additional (undiscounted) 100 CP you pay to a maximum of
25 times normal size (roughly the height of daikaiju of this era for a normal human; this
would cost 300 extra CP).
Cloud of Icy Death (600): You naturally produce a thick cloud of mist or fog around
you. This cloud brings with it deathly - to humans - cold. By remaining in an area for
several minutes you will find the temperature reducing to well below -30 degrees
Fahrenheit, remain substantially longer and the temperature will continue to drop until it
is in the single digits Kelvin. Powerful heat sources can negate this ability. By taking this
power you become immune to the ill-effects of cold in the range that this cloud can
induce. You also find that your ability to see through clouds and fog is increased to the
point that the dense mist you produce merely obscures your vision as a light fog might a
human. You may turn off this power at will, though the cloud will take time to dissipate
and heat must return naturally to the area.
Slime Monster (600): You are a blob of homogenous slime. While in this form you lose
your human shape, becoming a blob of slime. As this slime you are highly resistant to
harm from impact, stabbing, or other such methods. Extreme temperatures may still hurt
you, maybe specialized chemicals and high explosives, but no matter how many bullets
they put in you you simply won’t fill it. In addition your body is highly corrosive, able to
melt through materials, especially organic ones - such as human bodies. You are also able
to grow by consuming materials, though with just this perk you won’t get too far beyond
the size of a large animal, maybe reaching the size of a small house at most.
X the Anon (600): You are a creature capable of absorbing and consuming energy -
electrical, extreme heat, and/or radiation - pulling it into yourself and using it as fuel for
your own body. You may absorb radiation fairly freely, as well as electricity, but you may
only absorb heat if it is significantly above that of boiling water. Besides making you
nearly immune to these effects, this absorbed energy can be used to substitute for food, or
to recharge other reserves of energy you possess.
Items:
All items allow like/similar items to be imported into them unless otherwise noted (melee
weapons into melee weapons, mounts into mounts, pets into pets, buildings into buildings,
etc).
All items may be purchased multiple times, though only the first copy is ever Free.
Some items may be merged. If you do so you lose both unmerged items, but gain a merged
item as described in the notes. If you want an unmerged copy as well you can buy the
items multiple times.
General Items:
A Handy Handgun (50): This simple handgun will never jam and will automatically
reload itself if you cease firing it for 30 seconds. Not much to it, but it may prove useful.
Mini-Monster (50): Select any monster from a film released between January 1st 1950
and December 31st 1959. You now possess a miniature (cat size at largest) version of that
monster. Any of its powers will have been reduced to be non-dangerous (or at least no
more dangerous than a small dog), and non-offensive powers are likewise reduced until
of minimal functionality. Its intelligence will also be reduced to that of a (clever) animal.
It seems to like you, though, treating you as an affectionate dog might its owner.
MST3K Collection (50): A fair number of these films made an appearance on Mystery
Science Theater 3000. You now have a complete collection of every MST3K episode that
was based on a sci-fi or monster film from the 1950s, as well as an episode of MST3K
based on each previous jumps you have gone to. At the end of each jump (including this
one) you will get an MST3K episode based on the jump.
Prop Controls (50): This set of two levers can be placed in a vehicle to replace all
controls necessary to serve as the main controls of that vehicle. While it won’t replace all
crew positions in a battleship or the like, it could replace all controls that would go in the
cockpit, or main helm. To use these levers you simply have to move one of the levers
while thinking about the desired result and control.
You may choose which vehicle these levers are installed in at the start of each jump.
Rainy Day Fund (50): Here, have $2,000 in 1950s money; a little less than half the
median annual income of a family in 1955 or 1956. It ought to be enough to keep you in
style for a while. You get the equivalent in local currency (adjusted for inflation) at the
start of each jump.
Teleporter Pods (200/300): These 2 porta-potty like pods are linked so that when
activated the contents of one pod will be instantly teleported into the other pods from any
distance. Unfortunately if two creatures are in the pods this will result in their DNA
mixing (thankfully it seems bacteria, viruses, and gut flora are exempt from this) and
turning both into deformed hybridized monsters. Thankfully your version of these pods
has a safety mechanism to make them not function if this would be the case, though you
can turn it off if you want to.
For an additional 100 CP (300 total) you also get fiat-backed blueprints ensuring you can
create more of these pods with technology, tools, and parts available to civilians of 1950s
America, and they will not only function in future jumps but can have the same fiat
guaranteed safety mechanisms.
Antibiotic Serum (400): This serum will immunize the recipient to all diseases, even the
common cold and magical diseases. It also protects the recipient from instant death rays,
and other causes of instant death based on Clarketech or supernatural principles. It won’t
protect you against anything that affects objects, but if it just causes death through sudden
shut down of life with no structural damage you’re safe. You get 8 doses a jump, but may
reverse engineer the serum with sufficient knowledge and skill.
Atomic Blaster (400): This is a handheld weapon which fires some atomic powered
beam of heat and energy. This beam is powerful enough to melt through any material
which can be produced on Earth in the real world with a sustained beam, and can
maintain a beam at full power for over a minute straight. It will fully recharge itself over
the course of 1 hour without use (or a little under 2% each minute it’s not in use), just in
case you manage to empty it of its power supply. Comes in handgun and rifle sizes; their
maximum destructive power at any one point is roughly the same, but the rifle will have
longer range and be able to affect a larger area at one time.
Electronic Brain (400): This is the most powerful computer humanity can make. Larger
than most rooms, it is a highly powerful supercomputer. While a 1950s supercomputer is
not that impressive to us today, while this computer will never shrink in size (though it
may grow larger), it will automatically update to always be a more powerful
computational device than the best computer you - or a companion - have personally
constructed, or the finest computer modern human technology can produce in any jump
you visit.
Martian Mind Control Implants (600): These implants can be surgically implanted into
the base of the human brain through the back of the neck. The process leaves an X shaped
mark on the neck where the implant is placed. These implants, made from a certain
crystal and platinum, allow you to program the behavior of those affected in certain ways,
though their behavior will always be somewhat stiff, robotic, and abnormal for the
individual, with a tendency towards evil smiles. You can send messages to these devices
through radio transmissions, or telepathic powers should you possess them, and each
device also has its own specific self-destruct signal which will cause it to explode and
induce a cerebral hemorrhage in the brain. You get enough of these implants to take over
a small town, and instructions on how to make more.
Radiation Cylinders (1200): This small, translucent container cannot be opened by any
known force other than your touch and will. Inside of it are three cylinders containing
radioactive elements of an unknown kind. By holding one of these cylinders and thinking
about spatial coordinates in 3 dimensions, you can release the radiation held inside. Their
maximum range is enough that if all three cylinders were used at once this radiation
could cover the surface of the Earth to such an extent to effectively wipe out all human
life (perhaps some isolated island or Antarctica would be missed), though you may use
them with substantially reduced ranges. This radiation can also be set to only affect
certain creatures. By default they affect only human life, but it can be changed with
sufficient scientific knowledge to affect other species instead. Greater scientific
knowledge will allow you to perform more precise changes such as modifying the
radiation so that it only affects humans who are your ideological foes enemies of human
freedom and progress. This radiation is guaranteed to be powerful enough to kill any real
world animal or life form that it is keyed to within its range; beings sufficiently hardier
may be able to survive.
You gain replacements for any used cylinders at the start of each jump.
Solaronite (1200): This material causes a transformation in sunlight when it is exposed to
sunlight (or perhaps it’d be better to say when sunlight is exposed to it). This
transformation turns the solar light into an explosive energy, which will transform other
light into more of this explosive force even as it explodes. Supposedly this will result in a
chain reaction that will destroy the universe so handle it with care.
Drop-In Items
All discounted for Drop-Ins, the 1st copy of the 100 CP item being free.
Geiger Counter (1 Free Drop-In, 100): This geiger counter is highly accurate, but that’s
not its true value. By pressing a button on its side it stops detecting nuclear radiation and
instead is able to detect residual traces of alien and monstrous creatures. The more
recently they were in the area the more powerful the readings will be. This will also
detect such creatures when you cannot see them because they are invisible, hiding, or
disguised as a human.
Map to the Unknown (Discount Drop-In, 300): This map leads to adventure in some
forgotten or under explored part of the world. Maybe it will lead you to tunnels into a
subterranean world, a lost Amazonian tribe with a resurrection ritual, or an strangely
recent alien crash site. In this world you can be guaranteed that wherever it leads you will
lead you to be involved with some sort of monster, but in future worlds the map will
simply lead you to a setting-appropriate adventure after your own interests. The map only
updates to a new adventure once per jump, but to make up for that it does come with a
guarantee that if you survive it the adventure will leave you better off in some way than
before; maybe you’ll find wealth, love, or personal growth.
Servitor (Discount Drop-In, 600): This entity, which counts as a follower unless you
import it as a companion, is only capable of rudimentary independent thought but will
still be very useful in this world. When you buy this item select if it is a highly advanced
robot or a psychic projection.
● If you select a robot this servitor is a machine somewhat larger than a man but
basically of humanoid design, completely loyal to your commands obeying them
above any other individual’s. While relatively incapable of self-direction, it is
highly capable of following commands whatever they may be. This robot
possesses powerful atomic rays able to destroy tanks or jets with a single attack,
force screens able to survive an indirect hit from an atomic bomb and completely
ignoring any conventional weapons available to humanity in this period, in
addition to a body of advance space alloy which renders it relatively invulnerable
even without its force screens, and the ability to release an electromagnetic pulse
that can shut down unshielded electronics within a space of several city blocks.
This robot’s only true flaw is that it is relatively slow moving, able to move only at
the speed of a fast walk. If this robot is destroyed or damaged it will be good as
new within 1 week.
● If you select a psychic projection this servitor is instead a monstrous creature
constructed of purely psychic energy. It is almost as tough as the robot above, able
to survive any conventional weapons of this period, and while it lacks any
projectile weapons it is strong enough to rip apart the armor plating of tanks and
even battleships with ease; there is not a material which man has designed in this
era which can do more than slow it down slightly. This projection is created by
your unconscious mind, able to receive and act upon your unconscious desires
from any distance, disappearing when you have no desires for it to serve, and
reappearing within a range of several miles (potentially more if you have some
other source of psychic power or a superhuman mind) when you need it again.
This requires a well controlled mind, otherwise it might act on some murderous
desire, but allows for much more autonomous action on its part than the robotic
servitor above. An additional bonus is that this projection may be visible or
invisible as you desire. This projection is also substantially faster than the robot
above, able to run faster than a man, despite weighing far more than a beast of its
size should be capable of being and still walk. If this projection is somehow
destroyed it will be impossible to project it again for 1 week, though if it is
damaged it will recover after a mere hour of not being projected.
Civilian Items
All discounted for Civilians, the 1st copy of the 100 CP item being free.
Evil Detecting Dog (Discount Civilian, 300): This pet dog is an extremely good judge
of character. Evil businessmen, mad scientists, disguised aliens, or monsters passing by
the house; if this dog starts barking angrily it’s a sure bet that there’s something nearby
with evil intent and if it starts acting hostile to someone you can be certain they’re not
your friend.
A Wealthy Family (Discount Civilian, 600): You come from a very wealthy family. If
your parents are alive this provides you with a trust fund that provides you an allowance
capable of keeping you in relative ease and comfort even if you never lift a finger to
work, and a father who has various business connections which keep the whole family in
style and provide various social connections. If your parents are dead - or you’re a
Drop-In - you simply get all the wealth you would have in your trust fund up front at the
start of each jump. Enough money to live a decade in relative comfort and luxury, if you
don’t burn through it quickly on frivolous things.
Crackpot Items
All discounted for Crackpots, the 1st copy of the 100 CP option being Free.
A Loyal Manservant (1 Free Crackpot, 100): This loyal servant, usually foreign, is
your accomplice in any act you choose to perform. They seem to lack any scruples or
qualms about these deeds, but are at the same time highly loyal and devoted to you.
While far from an expert scientist by any means you will find that they possess the
necessary skills and abilities to be a useful assistant to you in any field of research you
enter into. They won’t be moving it forward on their own, but they will be helpful in the
lab even for the more esoteric experiments. Counts as a follower not a companion unless
you import them as a companion.
A Murderous Tree (Discount Crackpot, 600): By default a carnivorous tree, but that’s
actually optional, it could be a strange apparatus, voodoo altar, or something else. The
central function of this object is that if you feed living people to it, it can produce minute
amounts of a serum which in sufficient quantities will revive the dead as long as their
body is mostly intact and has not proceeded too far into decay. Even sacrificing its
preferred victims (beautiful, young women seem to produce more of the serum) you
won’t come anywhere near enough serum to revive a person with a single sacrifice,
maybe a small animal. The serum might also be able to be used to heal injuries and other
damage to the body in lesser portions but that will likely require some research on how to
stabilize it so that it’s safe for the still living.
Scientist Items
All discounted for Scientists, the 1st copy of the 100 CP option being Free.
Academic Credentials (1 Free Scientist, 100): You possess the various licenses,
diplomas, and certificates which provide a paper trail for any scientific or academic skills
or knowledge you possess. These credentials update for your experiences and knowledge
in other jumps and will continue to come with you when you go to other jumps so that
even as a drop-in or a child you can prove you’re a doctor of volcanology, nuclear
physics, and Mexican folk dance.
Protective Suit (Scientist, 300 CP): This protective environmental suit will keep you
safe from many hazards. While it’s worn and sealed you will be protected against any
pathogens, poisonous substances, radiation, and heat and cold within the range commonly
found in environments of the Earth. It can even double as a diving suit or a spacesuit in a
pinch. This suit holds enough oxygen for 1 hour of continuous, airtight wear, and will
continue to mostly protect against radiation, heat, and cold when you wear it with the
faceplate open. When not worn it recovers oxygen at a rate of 1 minute of oxygen for
each minute it’s not worn.
A Government Lab (Scientist, 600 CP): You are now funded. This lab, designed to aid
you in whatever research you happen to do, is well-stocked and well-supplied. It always
seems to be well-stocked and well-supplied by the standards of the local setting. But
that’s not its real purpose. First is that when there’s some major threat requiring
emergency science the local government is very likely to come to this lab to hire them for
the task; this won’t work if you’ve not got any reputation for science or have repeatedly
tried to hold the world for ransom but it will help put you on their shortlist. Second is that
when there’s a major looming threat to civilization and you are performing research on
how to deal with it you will find that the tests, experiments, and research all go faster
than they should, the shorter the deadline before the threat must be dealt with. Something
that looms 50 years in the future will see little to no effect from this, something that’s
only 5 days away and you’ll find yourself doing a year of research in days.
Soldier Items
All discounted for Soldiers, the 1st copy of the 100 CP option being Free.
Flare Gun (1 Free Soldier, 100): While you could use this flare gun to alert others to
your location, that’s not the true purpose of it. You will find that if you shoot a creature
with one of the flares it will catch on fire far more readily than it normally would, the
fires will burn hotter than normal, and burn away at the creature far faster than normal.
For when you just need to kill it with fire. While this flare gun will not reload itself, you
will find you always have a flare available to reload it when you need to.
Experimental Rocketship (Discount Soldier, 300): This is the cutting edge of human
space technology. This rocketship is significantly more advanced than those which the
real world would see for centuries following, capable of traveling between Earth and
Mars in a matter of weeks, and taking off again for the return voyage.
The National Guard (Discount Soldier, 600): This may not be the solution to whatever
problem is plaguing the Earth, but it certainly is a tool to help buy time till the solution is
found. This is about 3000 members of the US National Guard personnel and the required
(1950s American) military vehicles, armaments, and gear needed for their mobilization.
While these are followers, by default they are reserve members who have a full time job
and if you want to keep them constantly mobilized you’ll need to provide them food,
shelter, and salaries which do not come bundled in this item; as long as you’re only
calling them for short periods however they will find their own day jobs and ways to live
in the world they find themselves in.
Them Items
All discounted for the Monster, the 1st copy of the 100 CP item is free for Them.
Transportation Meteor (1 Free Them 100 CP): This large meteor may, once per jump,
rise up into the sky and launch itself with you inside of it to travel to another location of
your choosing. This transportation is fast, moving at hypersonic speeds through the
atmosphere, accelerating to relativistic speeds within minutes in space, and becoming
FTL within hours, continuing to accelerate until it can reach anywhere in the local
multiverse within 2 weeks at the most. This meteor unfortunately only has room to fit you
when traveling in this manner, and only functions in this way once per jump.
Monstrous Dominion (Discount Them, 300 CP): This is an area of uncultivated land
with an environment which fits your survival and needs but is inhospitable to ordinary
humans. Perhaps it is high, Himalayan mountain peaks, a swamp full of deadly hazards, a
tropical rainforest, or a barren desert which has been left badly irradiated by nuclear
bomb tests. Whatever its nature it will be a place where you can survive but an
unprepared human cannot, and will cover several square miles, possibly even dozens.
While within this area you find signs of your existence easier to conceal - or even simply
be overlooked through no effort of your own - and those victims who you take are more
likely to be blamed on other more natural dangers.
Invasion Craft (Discount Them, 600 CP): Given the number of aliens involved in the
monsters of this period you had to know this was coming. Your very own flying saucer
(and yes it is a saucer shape). This ship possesses resistance - though not immunity - to
radar tracking, impossible maneuverability in an atmosphere quickly changing its own
acceleration at levels which should be deadly to a human pilot, artificial gravity, faster
than light travel while in space, sensors capable of detecting the electromagnetic radiation
given off by advanced civilizations from lightyears away, defensive shields sufficient to
withstand the weapons of 1950s aircraft without being scratched, as well as an energy
weapon capable of killing a man or destroying any human made vehicle of the day
though it may take more than one shot even for a tank. It’s large enough to carry let’s say
a crew of 9 people.
Companions:
Companion Import (50+ CP): For 50 CP you can import 1 companion with 600 CP;
they gain a background as normal. For 100 CP you can import 3 companions with 600
CP. For 200 CP you can import up to 8 companions with 600 CP. If you want more than 8
companions you can pay an additional 50 CP per companion to give them 600 CP (and
ability to get an origin). You may pay 150 CP to import 4 companions if needed.
Companions with the Them origin may take the Inhuman drawback though they cannot
take drawbacks for CP.
Allied Conspirator (200 CP, Discount Them): This man (or woman if you prefer) has
vision which marks him above the common person; or at least he believes it does. They
possess all perks from the Crackpot tree, as well as a keen mind. This mind might be
perhaps a touch more cunning than it is intelligent, as while suited fine for scientific
pursuits, where it excels is in the pursuit of power, finding opportunities for personal
advancement, and manipulating political systems to get ahead either through choosing the
right allies or by twisting public opinion. They are highly skilled with propaganda and
other such tools of manipulation. They are also completely willing to watch the world
burn for the chance to join you as your loyal servant on your chain; after all just think of
the luxuries and benefits that could provide.
Friendly Alien (200 CP, Discount Drop-In): This alien - who looks remarkably
identical to a human - has the benefits of the Renaissance Man, Radiation Wizard, and
Advanced Being perks. They also have either the Psychic Perceptions perk, and a
knowledge of the science of psychic phenomena beyond any human of these times, or a
single item from the following list and knowledge of the science of their field enough to
produce more - albeit lesser - versions of that item (among other things these versions
will not automatically repair themselves): Atomic Blaster, Electronic Brain, Servitor
(robot version only), or Invasion Craft. A highly advanced species they are mostly
benevolent, but upon detecting your entrance into this jump have taken an interest in your
journey across reality and wish to join you upon it. Alternatively they may be from a
villainous advanced civilization which has begun to die out due to loss of one gender and
have decided that following you on your chain is the best way to ensure their
civilization’s continuation.
Military Hero (200 CP, Discount Civilian): Perhaps an uncle, father, or brother, or
maybe just who Uncle Sam sent in response to your call for aid (they may be a woman if
you prefer). This is a high ranking military official who comes with all perks from the
Military tree. In addition to that they have all the skills and experience expected of a high
ranking general in the US armed forces, and the charisma and political skills that would
be necessary to form, hold together, and lead a military coalition of various forces such as
the Allies’ forces in WWII. They may not want war, but when it comes they’re damn
good at it.
Pet Monster (200 CP, Discount Crackpot): This inhuman creature is surprisingly loyal
and obedient to you, seemingly unable to resist your will or commands. It has an
Inhuman Body, as well as 1900 CP to spend on Monstrous Features, Psychic Perception,
or Radioactive Mutant, but no discounts. Perhaps it will be the weapon with which you
bring down the nations of man and make yourself supreme.
Romantic Co-Star (200 CP, Discount Scientist): This lovely lady, or charming man, has
a personality and appearance fitting your ideal romantic partner, and is interested in you
as well. They have all Civilian perks, and seem to be something of your personal good
luck charm as when they are around you are just a bit luckier and better in all things. This
is a small effect - you might not even notice it without rigorous statistical study - but it’ll
be there. If you’d prefer a friend instead of a romantic partner, you will find that they
have the personality of your ideal buddy and pal.
Scientific Savior (200 CP, Discount Military): This is the man (or woman if you prefer)
you call when you have encountered strange phenomena beyond your understanding. A
brilliant scientific mind they have all perks from the Scientist tree. In addition they are
wondrously skilled in the art of reverse engineering, able to quickly grasp the underlying
processes and principles of even technology far more advanced than humanity’s. They
might not be able to replicate the device, but they could figure out how to stop it from
functioning, or even how to alter its function in a way beneficial to you.
Jumper Cuckoos (300 CP): This group of six infants are now in your hands. They all
possess strikingly pale hair, and strange, silver colored eyes, and none of them have an
identifiable father. As they grow they will develop the benefits of the Psychic
Perceptions, Will Projection, and Advanced Being perks, their mental (and to a lesser
extend physical) development noticeably outstripping the speed of normal human
children, and even from young childhood they show signs of a telepathic link between
them that allows any of the children to instantly access the information of any other one
of the children.
These children are relatively blank slates, they are just infants at the moment, and while
they may each have their own individual nature which will influence their personality, it
will be heavily influenced by how you nurture and raise them. Be sure to shape them
well; after all when fully matured their minds will be substantially beyond that of a
human.
In future jumps these 6 children share a companion slot, sharing perks between them
however you decide they should be split, and will not begin the jump as infant but will
remain matured. If you want more psychic children to raise you may add 3 additional
children to this group for every additional 100 CP you pay.
Drawbacks:
In case you need more CP for some reason you may take up to +400 CP in Drawback. If
you take the 100 CP version of Feature Presentation this increases to +800 CP, and if
you take the 200 CP version of Feature Presentation this increases to +1200 CP. Human
backgrounds must take at least the +0 CP version of Feature Presentation; and Them
must take Inhuman unless they pay 200 CP for the Them background.
Film of Choice (Toggle): Instead of being a generic world of 50s sci-fi horror you may
select a single monster movie made during the 1950s or of a similar style in the 60s and
enter into its plot. Ignore the location roll in this situation, as you will instead appear in
the main location of the film. You can also use this toggle to combine multiple films.
Remake (Toggle): Or maybe you’d rather go to a modern remake of one of these movies.
If you want to you can choose to do so.
Achilles Heel (+100 CP): Many of the creatures in these films have some significant
weakness where they are otherwise immune. Now you too share this trait. Select either a
visibly distinct region of your torso, fire, cold, electricity, radiation, or poison. Now you
will find that no matter how invulnerable you usually are, an attack with that method, or
to that point, can kill you.
All Just a Dream (+100 CP): Assuming you survive this jump you will discover that it
was all just a dream. While you will still keep your CP backed purchases, you will
discover any skills you learned during your time here will not be remembered, any
training will have had no effect, anything you created during this period will not exist,
and any objects brought into your warehouse from this jump will not exist either. In fact
outside of your CP backed purchases from this document, nothing in this jump will have
any lasting effect or existence save for dream-like memories of the time here. Even your
companions will not remember these events (though they too retain purchases from this
document). However if you chainfail this drawback won’t save you.
Attack of the Giant Animal (+100 CP): You find that giant animals are far, far, far
more common than one would ever expect. Unlike with Feature Presentations you are not
necessarily drawn into these events, but giant, killer animals will have a tendency to
appear near where you are. These won’t be enough to threaten a collapse of human
civilization, and the danger will be fairly predictable compared to Feature Presentations.
If you are one of Them, you will find that these animals seem to instinctively respond to
you as a threat to their territory, seeking you out in preference to humanity.
B Movie (+100 CP): The budget for this world seems to have been slashed. The writing
is a little worse, events a little more nonsensical, the people a little less attractive, and the
special effects somewhat cheap and shoddy. Nothing that will ensure you hate your time
here, but things will feel a little less realistic, and especially look a little off.
+Z Movie (+100 CP): Did I say events were a little more nonsensical? Well it
seems that the script is significantly worse, and so is the acting. People will have
strangely stilted ‘performances’ in everyday life, occasionally events will replay or
scenes that seem like they would better fit in an entirely different film potentially
where you can’t meaningfully interact with them because they’re using recycled
film of a dead actor, events will occasionally happen for absolutely no reason, and
the alien spaceship will be rather obviously tinfoil or a cardboard cut-out. This
doesn’t ensure you’ll hate it, but this world won’t make the most sense.
Lockout (+100/200/300 CP): For 100 CP select one of your out of jump: perks, powers,
and abilities; items, your warehouse, and possessions; or companions, followers, pets,
and AIs. You and your companions no longer have access to them for this jump.
For 200 CP select two of the above options.
For 300 CP all of them are locked out.
It’s Just Your Imagination (+100/+200 CP): Are you a child? People certainly seem to
treat you like you are an overly imaginative child. Whenever you make claims about
happenings outside of the norm you will not be believed without irrefutable proof of your
claims. Even if aliens have invaded you small town 3 times in the last year they will
dismiss your claim of a 4th invasion as merely your imagination.
For an additional +100 CP, in addition to the above effect you are in fact a child. All of
your abilities, physical, mental, supernatural, or skills, are reduced in scale similar to a
child’s compared to an adult’s. Your superstrength will be reduced to a fraction, your
superhuman scientific brilliance will be reduced to the equivalent of a diligent grade
schooler compared to a college graduate, your magic will be similarly reduced to a
fraction of what it had been.
Mad Scientist in Exile (+100 CP): You have been deemed mad and dangerous by your
country of origin in this world, and this knowledge has been broadcast to the world. You
will find that any legal identification you have (from this jump or otherwise) is no longer
valid as you must hide your identity. And there will be agents of your home nation
looking for you. They may not want you dead, they may have decided that your powers
and science could be useful to them, but they will want to make sure you do not work for
their enemies.
If you are one of Them this means you’re an exile from your species (as designed through
Inhuman Appearance and any Monstrous Features you bought), and that there will be
agents of your species looking for you.
Scientific Illiterate (+100 CP): You are not a scientist, Jumper, and not a brilliant mind
either. You will find that your intelligence is limited to slightly above average for a
person, and that your scientific knowledge is limited to that of a highschool graduate of
this time. You will find any powers or abilities you have related to scientific skill and or
intelligence are locked for the period of this jump.
Uncertain Intentions (+100 CP): You find the natives of this world are not well suited to
figuring out how to deal with the sort of situations you’re going to find yourself in.
Whether the creature comes in peace or comes in violence you will find that humanity
will be unable to decide on the response, and will make the wrong decision at critical
moments shooting a peaceful alien who might bring a new age, or hesitating to bring
down the alien that actually threatens all humanity. You will find this tendency to mistake
intentions showing up in other aspects of your life, people generally misjudging ill-intent
when it would hinder you.
If you’re Them this will work primarily against you, preventing them from accepting any
time you try and come in peace, and generally ensuring you’ll make no friends here.
Daikaiju (+200 CP): This jump is primarily based on American and British films of the
period, not because Japanese films do not fit, but because Gojira already has a jump (and
a good one at that). Still the daikaiju genre was born in this period, and it does fit with the
science horror of the age. The biggest difference between Gojira (or Rodan) and many of
the giant animal films in this period is that Godzilla is bigger. Now you will find yourself
at least once a year in a city being attacked by a monster that’s not 50-ft tall but 50 meters
tall, powerful enough to completely ignore tanks and conventional weapons, and capable
of great destruction. The creatures will not necessarily come after you, but they will be a
source of great destruction whenever one of them strikes.
Double Feature (+200 CP): Whenever you find yourself encountering a serious problem
you will find yourself encountering another unrelated problem. A giant sea-monster is
rampaging through your home city? Well a dirty politician is trying to force your family
out of your home at the same time. Your brother’s wife murdered him to be with her
lover? Well a gang of thugs have moved into your neighborhood vandalizing the area.
The problems spawned by this drawback will not necessarily ally themselves with the
initial problem, but they will never prove useful in solving it (though it may prove useful
in solving the ones produced by this drawback).
Evolved Beyond the Flesh (+200 CP): You may or may not have evolved to the pinnacle
of the human mind, but your body has certainly been sacrificed. You are locked into a
physical form that is only a head, and a small amount of flesh outside of it. Your body is
unable to move save for those small motions necessary to speak, breathe, and eat,
requiring a more physically adept servant to feed you and tend to your physical needs.
Your mental capabilities, whatever they are, are unaffected, and the same is true of your
supernatural powers though your muscles will remain unable to meaningfully move
(supernatural flight or telekinesis are unaffected).
Inhuman Desires (+200 CP): Whether you’re human or one of Them you will find
yourself suffering from desires which are certainly not acceptable within humanity.
Whatever your nature there is something that will drive you to kill, and murder. It may
not be your main goal, but you will find that your scientific ambition pushes you into
some research that requires human lives to be sacrificed, or that you must feed upon
human flesh, or something else that will push you to kill humans again and again over the
course of this decade. Of course this drawback won’t force a conscience on you.
Judgment of Heaven (+200 CP/+400 CP): For +200 CP a race of sufficiently advanced
aliens from another universe has taken notice of you, and have decided to judge you for
your morality and ethics. They will delete your existence if you do not live up to their
(somewhat hypocritical) standards regarding the sanctity of all sapient life, free will, and
not using your superior power to influence lesser civilizations. You must not kill any
sapient being if it is possible to avoid it without allowing them to kill others, must not
interfere with free will except in the extreme and immediate case of protecting a life, and
must not use your power to intimidate or force lesser races (like humanity) to comply
with your will. It’s not advised to take this with Inhuman Desires.
For +400 CP you are not on trial directly. Instead all humanity is and you must make sure
they pass. You have 1 year to get humanity as a species to forswear war and mass
violence; there can still be individual killers and the like, but no substantial group that
advocates war. You must do so without removing their free will, or allowing humanity’s
population to drop substantially. Humanity then must remain a peaceful species until the
end of your jump. It’s not advised to take this with Hot War. The 400 CP version of this
drawback does not count against the Drawback Limit (meaning you could get up to
+1600 CP in drawbacks if you took it).
Radioactive Anthills (+200 CP): Apparently sometime before your arrival in this world
an ant-hive was bombarded with radiation which caused them to mutate growing to
human-like size. While they’re not strong enough to lift 50 times their own weight at this
size, they’re much stronger than an animal should be, and they have already begun to
spread, establishing multiple hives on every continent. They will continue their spread
across the Earth during your time here, beyond the capabilities of humanity to completely
exterminate, only seeming to become a more grave threat to human civilization with each
passing month.
Even if you’re a giant ant of some sort yourself you will find these ants as hostile to you
as to humanity. You must be from another hive.
Alien Atmosphere (+300 CP): You now find exposure to Earth’s atmosphere, or really
not being in a very unusual and specialized atmosphere, deadly. You can survive for brief
periods outside of it, but only for minutes at a time, and even that will leave you badly ill
for some time afterwards. To help you, you are provided with a bulky suit, like one might
wear for extra-vehicular activity in outer space, but it must be kept air-tight at almost all
times or else exposure to the outside atmosphere - and loss of your specialized
atmosphere - will kill you.
Hot War (+300 CP): Fear of nuclear war could be seen as the origin of many of these
movies. Now that fear has been realized. World War III was declared a few hours before
your arrival in the jump, the first nuclear bomb of the war being set off. You will find that
the West and the East both will refuse peace or compromise, and that even if one of them
nukes the other into oblivion the victorious alliance will soon fracture and turn against
itself. This constant desire for war will continue until the end of the jump, or until there
are no longer enough humans left for them to form tribes to war against each.
Radiation Poisoning (+300 CP): For all the radiation that makes monsters in these films,
actual radiation poisoning is surprisingly rare. Now, though, you have a particularly nasty
case. One would expect it to kill you, but you will find that you will never die from this
radiation poisoning, merely suffer all the symptoms and pain which it can inflict.
War of the Worlds (+300 CP): The Earth will be invaded by aliens in a full-scale
invasion. Their military technology will exceed the Earth’s to such an extent that
humanity will have no chance of victory without some outside assistance, and they won’t
be dying to the common cold or any naturally occuring disease. You’ll have to deal with
them, or they will work to wipe out every human on the planet. And in case you thought
you’d slip by them because you’re not a human, you’ll find that the aliens want to destroy
your species as much as they want to remove humanity from the Earth.
Outro:
Well you survived this world of science, aliens, and monsters. Whatever your impact was,
your time in this world has come to an end. All drawbacks are ended, their influence on
you no longer continuing past this world. And now it is time to make your choice:
Turn Off the Set: Tired of adventure? Maybe you just miss home. Either way you may
go home to the world you came from, ending your chain permanently but retaining the
benefits you have gained upon it.
Movie Marathon: Or maybe you’ve found this world to your liking and would like to
stay here permanently. If so, the option is here. You have become an inhabitant of this
world and you will remain as such. Your chain ends here.
Change the Channel: Or maybe you will choose the obvious choice. Your chain
continues, and you go to another world to explore what it has to offer to you and your
adventures. Enjoy.
Notes:
Jump by Fafnir’s Foe.
The jump started as 1950s Monster Movies, but I ended up including more and more
from ones that were more sci-fi adventure. Either way the intent is to be used for the sort
of subgenre of science fiction almost unique to the 1950s. Hopefully I did a good job of
grasping it and people will enjoy.
I tried to avoid drawing heavily on films that had their own jumps; Slime Monster
slipping through because I was working off of 2 year old notes that had it (and predated
the Blob jump). So I tried to avoid The Creature from the Black Lagoon, Godzilla, and to
a lesser extent Hammer Horror films (though The Quatermass Xperiment still made it in),
and Universal Studios’ Monster Movies (though those were mainly Abott and Costello by
this period); though to a greater extent Hammer and Universal Studios was ignored for
being gothic horror and a different genre.
Radiation Wizardry and Monster Magnet both allow you to make monsters. Radiation
Wizardry only allows one method (radiation), and is much more controllable able to be
replicated fairly easily, but Monster Magnet can produce stronger monsters. Monster
Magnet will generally require out of jump resources to replicate results reliably; some
good reverse engineering perk at least, probably intelligence boosters and science perks.
Advanced Being + Renaissance Man would be a pretty good start but not enough.
At human scale Military Grade Durability makes you much more durable than
Radioactive Mutant. Radioactive Mutant also scales with height normally, where
doubling your size with Military Grade Durability will create a greater than expected
increase in durability.
Atomic Blaster is weaker than the robotic Servitor’s atomic weaponry (though probably
ultimately the same tech). It is stronger than the weapon on the Invasion Craft though still
probably the same tech.
The Wealthy Family gives you only the trust fund’s 10 year value (enough to tour the
world for 10 years in relative luxury though not the top tier superhotels) if you take it as a
drop-in or orphan. If you take it with a family you get the trust fund more slowly but
benefit from having a father/mother in the wealthy elite with all the connections that
come with it and they probably have more money than your trust fund if you can get it
out of them. As for how much money they have… In America they’d be in a fraction of
the top 1%, but they’re not in the top 100 wealthiest people in the nation.
The National Guard item will not be able to beat a Servitor or Invasion Craft in a fight.
But you get 3000 people who can do a lot of non-destructive things if you know how to
use them. If nothing else they cover a whole lot more ground.
Advanced Being + Human Heart: Your empathy is expanded to a more societal scale
helping you to analyze social structures and the nature of entire people, and figure out
their flaws, strengths, and how to help them reach a more enlightened stage of emotional
sophistication on a societal level.
Advanced Being + Monster Magnet: The boost to intelligence will help significantly in
replicating monsters. It will not be enough on its own, or even with Radiation Wizardry,
but it’s a step towards it.
Advanced Being + Will Projection: You will need a noticeably less dominant will and
personality than you would have otherwise, and you will be much more capable of
influencing multiple beings simultaneously. The range you can initiate this mental contact
will also be improved, merely requiring you to be able to perceive the target directly. This
is an example of how Advanced Being improves psychic powers.
Advanced Being + Alien Mind: Trying to read your mind would be like trying to read a
Great Old One’s, and trying to control it or understand it is much the same. Even minds
substantially greater than a human’s could go mad from contact with yours.
Hypnotist + Will Projection: You are capable of subtler control and influence, slowly
reshaping their thoughts potentially without them noticing.
Deadly Touch + Body Snatcher: If you kill someone with your deadly touch you may
choose to maintain the touch a little longer to destroy their body and consume it for the
purposes of Body Snatcher.
Deadly Touch + Immune: You can use whatever you’re immune to as your deadly touch
even if it is not on the normal list.
Deadly Touch + Attack of the 50-ft Whatever: Your deadly touch scales directly with
your physical strength, so at 10 scale it’d be 1000 times as powerful.
Deadly Touch + Cloud of Icy Death: You may have your deadly touch’s effect spread
through this cloud either in addition to or instead of the cold (in the case of heat,
radiation, or electricity all of which would counterproductively negate the cold).
Deadly Touch + X the Anon: You may choose to have your deadly touch be redirecting
the energy you absorb in the form of heat and radiation, if you do so you may now project
that energy outwards as an aura of extreme heat and deadly levels of radiation but that
can exhaust your energy reserves.
Winged Horror + Attack of the 50 ft Whatever: At full size you will find that your
wings create substantial winds enough to blow away people and damage structures. If
you were to fully upgrade Attack of the 50 ft Whatever you might create winds at levels
similar to hurricanes, or blow down buildings entirely like Rodan. Yes this is explicitly a
combination to be Rodan.
Winged Horror + Slime Monster: You are able to spread your body thin to create a
glider like structure and somehow flap your slime.
Will Projection + Alien Mind: You are able to use this power to project your alien
thoughts as a simple, mind-shattering weapon. This doesn’t give you the control of their
actions that you might be able to obtain with this power, but it is generally easier and
requires less concentration and will.
Cloud of Icy Death + Slime Monster: You can be a cloud instead of slime. Your
resistance to most physical attacks increases, but be careful for strong enough winds or
explosive force that might disperse you.
Cloud of Icy Death + X the Anon: You can now absorb heat above that of your cloud’s
cold. In fact you may have the cold of your cloud a direct effect of this heat absorption
and a form of feeding. You may also absorb electrical energy and radiation through your
cloud.
Cloud of Icy Death + Slime Monster + X the Anon: You are effectively immune to
anything other than specialized chemicals (which can remain liquid at temperatures on
par with liquid nitrogen) and powerful explosives. You may choose to exist in the form of
a cloud of energy.
Mini-Monster + Evil Detecting Dog: The mini-monster is now as large and dangerous
as a dog, and gains all the evil detecting dog’s qualities.
Atomic Blaster + Servitor: You may choose to have the atomic blaster built into your
servitor. If you took a psychic projection this merely gives it some ability to fire energy
blasts equal to the Atomic Blaster’s own. If you took the robot this improves its
weaponry’s range and power. It can destroy jets in full flight, and with a sustained beam
could probably cut through a battleship on the horizon. It has become a god of war.
Atomic Blaster + The National Guard: You may instead of having a full strength
atomic blaster equip your national guard with weaker rayguns, and their tanks and other
armed combat vehicles with stronger weapons closer to (though still a little weaker than)
the atomic blaster. While no single weapon is at its power, this is a whole lot more
firepower.
Antibiotic Serum + A Murderous Tree : The tree now produces the antibiotic serum in
addition to its resurrection fluid. Still requires feeding the tree living people.
Electronic Brain + A Government Lab : The electronic brain is in your government lab
and benefits from its circumstantial research speed enhancements.
Martian Mind Control Implants + A Murderous Tree : The tree now produces a mind
control drug in addition to its resurrection fluid. Still requires feeding the tree living
people.
Servitor + The National Guard: You may choose to merge these items. If you selected a
robot servitor your national guard is replaced with an army of much weaker robots,
including robotic tanks and weapons. While significantly weaker than the Servitor would
have been otherwise, they are still faster than the original servitor, and have force screens,
high end weapons (somewhat weaker than the Atomic Blaster), and are more than a
match one on one for anything Earth could produce at this time though it’s feasible jets,
bombs, and tanks of this time could bring them down with sufficient numbers. If you
selected a psychic projection they will instead become an army of nightmare creatures
drawn from your subconscious. Their vehicles will be replaced with fantastic animals.
While they will lose the servitor’s invisibility, they will retain much of its durability,
being highly resistant to physical harm. They will not inherently possess ranged
weaponry but they will possess hands and strength easily on the scale of a Radioactive
Mutant. Given they’re controlled by your unconscious mind and liable to act out your
stray thoughts be sure you’ve got good self-control.
Servitor + Invasion Craft: You may choose to merge these items. If you chose a robot
servitor, the Invasion Craft gains an AI on the level of the Servitor’s and its shields and
weaponry increase to match the Servitor’s. If you chose a Psychic Projection, the
Invasion Craft becomes a projection of your will. While retaining its previous
technological features, it can now turn invisible, and becomes much more durable should
its shields be breached, as well as being an aspect of your unconscious mind with the
same mental control as the Servitor and ability to be dismissed and recreated.
Servitor + The National Guard + Invasion Craft: This would provide you with a full
fleet of Invasion Crafts (same size as with National Guard + Invasion Craft) each
possessing an AI on the level of the Servitor. They would not have the shields or
weaponry of the merged Servitor + Invasion Craft, but they would no longer be weaker
versions of the Invasion Craft.
A Wealthy Family + A Loyal Manservant : You have a full staff of enough loyal
servants to man a stately house. This does not actually merge the items, just upgrades A
Loyal Manservant into a group of followers.
A Wealthy Family + An Isolated Home : The house becomes substantially larger and
more lavish. This does not actually merge the items, just upgrades An Isolated House.
An Isolated Home + A Government Lab : The lab in the isolated house gains all the
benefits of the government lab, expanding it substantially, giving it automatic supplies,
and the circumstantial bonus to research speed. The Electronic Brain can also be
combined here.
An Isolated Home + Monstrous Domain: You may have you An Isolated Home placed
within this domain. It will be well hidden, made to blend into the natural surroundings
and only accessible via secret doors. You may still use the An Isolated Home in other
mergers.
A Murderous Tree + The National Guard: Instead of 3000 men of the National Guard
you have 3000 murderous plant men which can drain the life from humans to produce a
resurrection serum. They have animalistic intelligence, and no ranged weapons, but have
no particular anatomical weakspots, and can live off of photosynthesis and are very loyal
to you.
The National Guard + Invasion Craft: Instead of a single alien craft you have a full
fleet of 60 of them. Each of these crafts has a two man crew (or your race as designed by
Inhuman Form if you took it), and possesses abilities which while notably inferior to the
Invasion Craft still leaves them more maneuverable, better armed, and better protected
than even modern aircraft.
Changelog:
Version 1.0: Posted.