If you are using the jumper legacy for a LARP character, reference the merits on this page instead of the core legacy page. Though some merits are untouched, others are adjusted to better facilitate live-action play.
In-Person Teleports
A jumper’s ability to teleport is generally limited by line-of-sight. Within a LARP, players need to remember to limit their teleports to what their character can see – which may not exactly line up with what they can physically see. For example, for a LARP located within a single large room, each table may represent different scenes far away from each other, and a jumper can’t simply teleport to those scenes because the player can see the tables representing them.
Similarly, a player’s physical carrying capacity may act as a guide line for how their character can carry, but the character may be weaker or stronger than the player. If a jumper wants to pick up another character before jumping, that does NOT require the player to pick up the other player!
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 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 jumpscar 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
WIP
