[The Pirate's Fate Jump]
By: DOOM-Knight009
(Yes, this is Furry. Just bear with me.)
Jumper, welcome to a world I am willing to bet is unlike any you've set foot in before. Primarily due to the above, the talking animal-people. Honestly you needn't make a big deal about it, no one else even notices unless some massive change occurs in someone. Anyway! There are still some similarities that you should be able to seize upon, the primary one being rather obvious. Pirates. The land you are stepping forth into is firmly standing in an age of pirates, of, varying degrees of notoriety. Piracy is still completely illegal, as per the decree of the current monarch, Queen Nahkta, punishable by hanging without a trial or any consideration whatsoever. More important than all of that, and plenty of reason in and of itself to flagrantly defy the edict, the magic coins. No, no, don't walk away, I know that doesn't sound too special. But trust me, Jumper, these are some really powerful coins. Change your life, rewind and screw with time itself, erase the concept of death! Do I have your attention now? The latter, of course, requires all the coins together to achieve this, but I'm sure gathering them would be a trivial matter for a being like you, eh?
Origin: (Purity)
Technically speaking, there is only one Origin, Drop In. Where the differences come in, however, is what kind of person are you? Here… this single Coin ought to make things abundantly clear…
Empathy
A warm hand and an inviting, soothing smile. You are the kind of person that is always willing to sit down and try to talk things out with genuine good intentions and eager understanding, perhaps even if the person you're talking to doesn't deserve it. On the more positive side, you'll surely be a beacon of optimism to your friends.
Independence
There is a thing to be said about blazing your own path, regardless of who, what, or what social mores say otherwise. Just keep charging ahead with the simplest path to what you want firmly grasped in your mind. You might lose friends, sure, but it's really all about you and what you believe is right, right?
Purity
Those that strive to be objectively good would do well to learn from your example. You are peaceful, kind, and passive. You wouldn't hurt a mosquito on your own arm because 'it has a right to exist too.' Naturally, the evil people of the world will attempt to take advantage of you. But the good people of the world will likewise see you as someone to protect and support. Just, try not to get too judgmental, ok? Too much 'good' can easily become tyranny.
Pragmatism
The solution to all of these problems is just so simple… now if only more than just you could see that, unclouded by those petty things such as "morality" and "acceptable." So what if the most efficient solution is murder? It's efficient, in both time and effort! Sure you might get called a monster, or a demon, but you get results.
Perks:
Discounts are 50% off. 100 CP Perks are Free to respective Origins.
General Perks
No Furry x1 - (Free/Temporary)
A courtesy, Jumper. Considering that opinions on Furry range from "Yeah!" To "Meh." To "PURGE IT WITH HOLY FIRE!!!" This is a, shall we say, an aesthetic filter. If you want Furry, you can have it at your discretion. If you don't, you get to decide how far down you want to turn it. Whether you want to dial it down to "monster-girl" or just wipe it down to human. As a bonus, you can do this on a character by character basis. And no, no one else will notice even if you're standing there flipping through a character's potential appearances like a roll-a-dex. For 100 CP you can keep this Perk for future Jumps.
Transformation Immunity x2 - (-400 CP)
A personal safety assurance, Jumper. I mentioned the coins could change your life, well, I meant that very literally. The most common type of coin is innocently called "Become What You Seek." And, those coins are very sensitive. Touching one and having the slightest idle thought sparked by the surroundings could set it off. With this Perk, you won't have to worry about that. Or involuntary transformations of any kind. 400 CP to keep.
Coin Artist - (-400 CP)
Ergo, 'this isn't what the coin is supposed to do, but I don't care' the Perk. For magical artifacts with a rather narrow scope of purpose, people have found many different ways to use the coins. Such as, sticking one in an oven and baking the best, addictive, pies anyone has ever eaten. You could finagle a way to enchant, say, an egg with particular circumstances to force someone you gave it to to always tell the truth. Post-Jump, you can milk similar "not as intended" uses out of equally powerful, but narrow of scope, artifacts.
Purity Perks
Inner Goodness - (-100 CP/Free for Purity)
Some people have a moral compass that spins like a top at the slightest provocation or opportunity. You are not, or at least able to abstain, one of those people. No matter what situation you find yourself in, you will always be able to determine, easily, what available option to you is the most "objectively" Good. It won't make new options appear if you happen to be in a lose/lose scenario, but at least you won't have to beat yourself up over the choice you had to make.
Innocent Mien - (-200 CP/-100 CP for Purity)
You're like this little bundle of childish purity that people want to protect, puppy dog eyes and everything. More importantly, you will never, A: be mistakenly accused of a crime you didn't do. B: if you happen to be maliciously accused, public opinion will so violently swing in your favor the case will need to be thrown out to avoid a riot.
Purity of Spirit - (-400 CP/-200 CP for Purity)
Though the inner self may lead itself astray, no outside influence will. Your spirit is incorruptible to all outside influence without your consent. You could be drowned in the very essence of Evil and you would inevitably recover who you were. Provided, of course, that you didn't dive in of your own volition. As a secondary benefit, you will always register as "pure of heart" for "tests" of that sort of thing.
Absolution - (-600 CP/-300 CP for Purity)
Do you recall how I said that too much "Good" can become tyranny? Well, you're just about there. At a glance, you can recognize the full breadth of a person's sins. Every single indiscretion they've ever even contemplated. Further, those you look upon that lack utterly heroic willpower will find themselves unable to lie while you hold their gaze. And those sins you see, under your gaze these people will feel the weight of these sins like heavy iron shackles. Let them be judged.
Items:
No discounts here, everyone has equal opportunity to grab everything. That said, take this small stipend of +300 CP for Items ONLY.
Morph Clothing - (-100 CP) (Import: Clique Clothing)
Want style? Here you go. This unassuming shirt and slacks combo is magical, in the way of altering themselves to whatever appearance you could imagine that is purely cosmetic. Ergo, you cannot make this outfit function as armor, nor can you acquire gemstones by morphing into an outfit of obscene opulence.
Treasure Map - (-200 CP)
Because what pirate could pass up treasure? This map of the world doesn't have a beautiful little X on it, yet. But should you declare a single item, one which you know for sure exists, this map will show you where to go to get it. You'll still have a, how to say, search area the size of a medium city, but that's far better than nothing. This map cannot locate items sequestered in pocket dimensions or on other plains of existence.
Jumper Pie - (-400 CP)
This bakery start-up is all yours, Jumper. While the kitchen is only large enough for a single chef, the oven has been fused with one of the magic coins so that anything baked within comes out frighteningly delicious, addictive even. Don't worry if you can't cook, this establishment comes with a portly, enthusiastic, live-in baker to keep the place running at capacity if you aren't around. Post-Jump this can either become an attachment to your Warehouse, or you can plunk it down nearby when you start a future Jump. The baker will only adjust her recipes if you specifically tell her to. Ingredients just appear in the back room, no purchase required, all profit.
Companions:
Canon Companion x1 - (-100 CP) (Morgana)
Do you have a particular affinity for a particular 'person' from this world? Bring them along! Hell, they can start out at your side with this purchase. Depending on your feelings on "furry" you can choose a particular "transformation" if the character in question has them. IE, 'dragon' Tam-Tam or 'fat princess' Morgana. Indigo cannot be purchased.
Drawbacks:
Doldrums - (+100 CP)
Given that the primary method of travel in this world is ships, the wind is what get you where you need to go. Taking this Drawback assures that at least once per trip the wind will die out and you'll be stuck out on the water for up to two days. Not inherently dangerous, but irritating.
Wanted - (+400 CP)
All 'pirates' are illegal according to the Queen, but you've got a price on your head. Expect royally sanctioned privateers to hunt you down at least once per year, and bounty-hunters to harass you in the meantime. If they catch you, you'll be dragged to Nahkta's gallows.
Evil Bunny - (+400 CP)
Rourke, most vile adversary of the typical protagonist, has set his envious gaze upon you, Jumper. He and his almost as vile crew, which will include an evil version of Morgana if you didn't buy her, will hunt you to the ends of the earth and back to take whatever you have, simply because you have it and he doesn't. Rourke also has a 'curious' talent for surviving things that should have killed him off, and talking your ear off about it when he catches up with you again.
Notes:
On the Coins: A wizard made them. That's all we're given. The wizard in question must have been obnoxiously powerful, however, given that the coins together can do such absurd things like "erase the concept of violence," which literally stops everyone ever from engaging in violence. Or erasing Lies, or Laws, or etc. Collecting all of the coins is an optional pursuit, but considering you are given one, people will eventually come looking for yours.
On the Coins 2: Should you collect all of the coins and make a wish, you cannot wish for your spark. And wishing for godly power automatically stops your chain as if you had elected to Stay.
Jumper Pie: The Baker is Kate, if you care to know.
Coins purchased here do not count towards the "gather all the coins" potential mission you have.
