Skip to content

Jumper

Individuals with full freedom to travel and explore as they like, jumpers have been imbued with powers over space itself. Jumpers can teleport and go where they want.

To those who ordain order, jumpers are a problem. They are impossible to contain without some violation of human rights, and many are arrogant enough to ignore the laws and boundaries set by others. On the other hand, they also are the singular foundation that allows safe and fast long-range transportation and international trade in a world surrounded by shifting frontiers.

Jumpers are not invulnerable, and though quite evasive, even the most casual and least paranoid needs to worry about being caught by those who would force their service.

The LARP variation of this legacy can be found HERE

Playstyle

Jumpers are the most mobile characters, able to move all around terrain with minimal limitation. Some can move others, while others can  warp the space around them to create pocket realms and impossible architecture.

Play a jumper if you want a character able to get into places others want to keep them out of. If mundane travel feels too mundane.

References: Nightcrawler, Portal, 

Visual Identity

Jumpers have shifty mannerisms due to slight distortions in the space around them, causing subtle jumps in space as their hair blows in the wind or as they lift a fork to eat. Most jumpers wear light clothing and carry little gear, making it easier for them to teleport around without hindrance. Consider when their jumpscars have been forced open and what scars they’ve left behind on the jumper’s body.

Signature Ability: Teleport

A jumper can instantly Teleport themselves to any location they can see. When teleporting, a jumper brings whatever they are holding, whatever is wrapped around them, and anything else that is otherwise attached to them. However, their teleport is prevented if the total amount they attempt to bring along is more than they can physically carry. If something is partially wrapped around them, but not fully carried, like a rope that is partially resting on a table or the ground, then only the carried part is teleported with the remainder trail holding the jumpscar open.

When successfully teleporting, jumpers instantly appear in the nearest unoccupied location to the intended location. They also leave behind a Jumpscar in reality at the origin and end points of the teleportation. The scar gradually closes within 10 seconds of its appearance. Jumpers can reuse open jumpscars, their own and others’, simply by walking into them. Non-jumpers treat a jumpscar as though it were smoke, and it is similarly dispersible with minor effort.

Jumpscars are two-sided, with each side of the origin scar connect to a side of the target scar.

Disadvantage: Scar Feedback

When a jumpscar disappears it will attempt to shunt anything inside to one side or the other, whichever takes less effort. If a jumpscar is unable to shunt an object inside it away, it will deal 1 harm to both the object and the Jumper for every 30 seconds it remains open, until the object breaks.

A jumper’s jumpscar leaves behind a vulnerability many would take advantage of. If something as simple as a rope gets tied to the jumper before they teleport it will hold the scar open and the jumper will soon take harm from the scar. If that something is more durable than the jumper themselves, they may not survive the ordeal.

Rumors talk about criminal and less savory businesses tricking jumpers into creating a jumpscar while bound to self-repairing cables and other tools ; creating a permanent link between two locations that last much longer than the scar’s creator. Some jumpers even hunt their own kind, placing metal anchors through the escapee’s jumpscar.

Merits

Merits represent the core characteristics, traits, gear, and companions that a character has at their disposal.  Merits Tracks represent a form of character health, merits help make actions easier to perform, and many merits provide unique powers and abilities for a character to take advantage of.
Each legacy has 1 signature merit (underlined below), a powerful and complex merit that provides the core ability characters within that legacy are known for. Signature merits can be further enhanced with the meta merits of the same legacy, up to the number of Meta Slots the signature merit has (see the following list after regular Merits).

Signature Merit Effect Track Meta Slots
Teleport As an action you can instantly teleport to any location you can see, bringing whatever you are holding, anything wrapped around you, and anything else that is otherwise attached to you. Teleportation is prevented if you are unable to physically carry everything you would bring.
When you teleport, leave behind a jumpscar.
1 1
A jumper’s body is engraved with tattoo-like scars left behind from failed jumpscars.
Jumper Merits Effect Track
Swapper Gun Mark to swap the locations of two visible targets (a willing creature or object) of near equal size. Both targets must be on a stable surface and relatively stationary. 3
A two-handed sci-fi gun that seems to suck in smoke around it as it fires.
Immovable Rod Click a button on this rod to anchor it in space relative to something nearby (your choice). Click the button again to remove the anchor. 4
A stuttering, hollow, iron rod imbued with a jumpscar’s smoke
Retreat Motes Burn to place a retreat marker, a glowing orb of mana about the size of a pencil eraser. The marker is locked in the space it was created, relative to the ground beneath it. You can instantly teleport to any retreat marker expending it when you do. You cannot teleport to a marker if there is not enough space for you to fit where the marker is. This teleport does not leave a jumpscar 3
A bag containing a collection of glowing orbs of mana about the size of a pencil eraser.
Hammerspace You may carry any number of non-magical items within a pocket space only you can access. 3
A small jumpscar-like pocket that hovers in the air to your side.
Vanish Smoke Mark to disappear from existence for as long as you want. While vanished, you can think, but none of your senses work. When you reappear, you appear in an unoccupied spot closest to where you vanished. 4
A powder which turns cold and smoky when rubbed together.
Deflection Shield When attempting to dodge small projectiles, treat glances as hits. 4
A shimmering field of energy surrounding you.
Labyrinth Compass Mark to spatially warp a visible area of nearby size, allowing you to create impossible structures and looping paths. The warping lasts until you use this ability again. 3
A  clockwork compass with repeating cardinal directions that can be locked in place.
     
     
     
     
     
     

META Merits

Meta Merits alter or enhance a legacy’s signature merit and automatically extend that merit’s track with their own. Meta merits are unique to their legacy and cannot enhance any merit other than the signature merit of the same legacy.

Meta Jumper Merits Effect Track
Portal Gun Instead of teleporting you can shoot a jumpscar onto a physical object, creating a dusty appearance on the object until you create shoot another exit jumpscar.
The edges of these jumpscars have the strength of the material they are created on it, or of any material passing through it, whichever is strongest.
These jumpscars can be moved by moving the object they are placed on them, but moving it over an object requires strength as though one were pushing the object itself through the portal.
Anything or anyone can move through your portals and they last until a new entry portal is made (at which point the old starts to disappear like a normal jumpscar).
Waypoint When you teleport you can mark your teleport merit to make your jumpscar last indefinitely, if not disrupted by an outside force.
Motion Mover When teleporting, you can bring any object that you are touching, regardless of size and weight, but only if it is in motion and moving fast enough to exit the jumpscar before the scar closes.
Escape Artist When teleporting, you can choose to leave behind all things touching you, focusing only on yourself and anything physically embedded in you.
Mental Image When teleporting, you do not need to directly see your target location. However, if your mental image of the location is greatly different from reality, the teleport will fail.
Scarless When you teleport you do not leave behind a jumpscar.
Reset-port When you teleport you may change the orientation and lower the velocity of yourself and anything you bring with you.

Alternative Concepts

TBD