[Teen Wolf Jump]
Welcome to Teen Wolf, a world of Werewolves, Kitsune, Kanima and all manner of supernatural beings. You arrive on the day where teenager Scott McCall is bitten by then Alpha Werewolf Peter Hale; turning him into a Werewolf and forever changing his life and starting everything off. Enjoy!
Here is +1000 CP for you to use!
Location:
You only have one location choice here, and that is Beacon Hills, a small city in central California. This is the main location in this jump and home to a quite sizable supernatural community. It is in this place that the Alpha Werewolf Peter Hale begins his revenge on those that murdered his family, where the Kanima Jackson committed murder on the behalf of his master, where the Alpha Pack was decimated leaving only one Alpha and two Beta's behind, where the Nogitsune was released and trapped again, where the Bone Woman and the Benefactor were beaten and that was just four of the six seasons; not including the film.
The Position In The Pack: (Gender - N/A) (Age - N/A) (Origin 1 - The Drop-In) (Origin 2 - The Alpha) (Origin 3 - The Genius) (Origin 4 - The Hunter) (Origin 5 - The Druid)
Gender is up to you, age is also your choice; however, if you pick companions, then you can decide for your age to be the same as them. You can alter your origins as well i.e. if for example in the companion section it says you have a parent, you can choose the parents to have passed away when you were a kid and you were emancipated (can also choose date of death, how etc and if you want you can actually the pain and loss of such an incident) or if the origins say you are not rich but you purchased millions or Beacon Hills well you do have/had rich ones etc. And for those the same age as the main cast, you are students at the same high school as them in the same classes.
The Alpha
You didn't grow up in a gigantic house with rich parents, you grew up with a single parent working a normal job to support you. And this shows in the person you are, a person who is pure of heart and willing to do whatever it takes to help others, a person who isn't arrogant or spoiled, a person who has your back when and if you need it. A person who comes along once in one hundred years.
The Drop-In
There is nothing to say here, you are no one, you have no history, no background, no friends, no allies, nothing. What you make of yourself in the here and now is up to you.
The Druid
You stumbled upon the supernatural by chance, however while others became supernaturals and gained power through that you took another method and decided to master the supernatural using the greatest gift that humanity possesses; intellect. You learned the rules and history of the supernatural, the power that lies in the natural world and more importantly, your place within it.
The Hunter
You hunt those who hunt you or you protect those who cannot protect themselves; you have made it your mission to follow one of the two codes. To hunt supernaturals either because of vengeance, bigotry or to protect the innocent. Regardless, the life of a Hunter has bestowed you many gifts, the gift of violence, the gift of knowledge and the gift of death. How you use these gifts is up to you and the Hunter you are is a choice you must make for yourself.
The Genius
You grew up different from everyone else, you grew seeing the world different, thinking differently and being all around different. Seeing links that others couldn't and having interests that others didn't get. It wasn't until a while later that you found that the best way to become social with others was to hide who you truly were; squirrelling away your true personality and masquerading as someone else.
The Gifts For All:
Pain - (Free)
I'm pretty sure every character (barring a few exceptions) in this setting has been tortured at least once, whether by having electricity forcefully running through them, fingers cut off, shot, stabbed, had holes drilled into their heads etc. They have all been subject to inhuman suffering and sorry to be the bearer of bad news, but chances are you are going to be the newest member of the let's be tortured club. So to be merciful I'm giving you an immense pain tolerance letting you stand being shredded by two out of control Beta's, electrocuted, talons being plunged into your neck and so much more.
The Bite - (-200 CP)
Turning into a Werecreature isn't the only outcome of a bite, sometimes the body rejects the transformation with the recipient dying slowly and often in great pain. It is the same with the Chimera's, bar one all of the ones bestowed powers by the Dread Doctors began to leak mercury and die as their conditions worsened. However, for one reason or other, your body does not seem to suffer from incompatibility with any biological or supernatural 'upgrades' or 'treatment' you receive; your body accepts them as if you were born with them without any issues whatsoever. And for 200 CP, you can take it with you into future jumps allowing your body to possess universal compatibility towards any biological or supernatural enhancements and changes.
Hollywood Cast Looks - (-50 CP)
The most common perks in the history of Jumpchain, but then again, Jumpers are vain beings and what embodies vanity more than appearance. You are quite attractive with a flawless appearance; out of 10, you are now an 11. Your appearance, skin colour, skin texture, hair, height, endowments, how large your muscles are and their appearance (for free, you gain physical qualities equal to the build you go for, for example a bodybuilder, swimmers etc, you gain physical capabilities equal to them or you can say build like Derek Hale), how much hair you have on your body and face and if any grows and where, what you naturally smell like, etc all of it is up to you (for endowments and skin texture you can just say silky smooth skin and just stacked if you want and your Benefactor will do the rest); and your Benefactor will tweak and improve your build so if not already there it will reach 11 out of 10 looks things like dental hygiene you no longer have to worry about your teeth will always be sparkly white and perfectly healthy no matter what. Lastly, your build and fat (which you have a healthy amount of), muscle etc does not change no matter what you eat or how little you exercise but you can improve your body's capabilities by exercising and working out, it is only static in the sense that it does not degrade but it can be improved. Basically, you are everyone's type.
Enough To Fill The Pages Of A Bestiary - (-100 CP)
Sometimes you need to bring a little excitement into the world, sometimes you need to open the door to a little fantasy, open a door into the supernatural; turning a world filled with normality and make it into one filled with Druids, Darachs, Werecreatures, Kitsune, Hellhounds, Ghost Riders and all manner of supernatural entities, materials, locations etc. And you can do this in every world you go into. Making it as dangerous as this one and make no mistake, this place is dangerous e.g. the Kanima a creature that could easily viscera the humans, the Ghost Riders who could wipe out entire towns and erase beings from existence, the Anuk-Ite who led to the creation of a world wide army of hunters. The way this works, is that there has always been a supernatural element to this world just hidden.
One Size Does Not Fit All x4 - (-1200 CP) (The Alpha, The Druid, The Hunter, The Genius)
People don't always fit into group or cliques do they, life is just not that simple it's kind of like the opposite of the saying that one size fits all, everyone is different and trying to confine them to a group or origin just doesn't work; especially for beings like you. So you can now pick a second origin with the perk discounts that entails including getting the 100 CP perk free. And you get an extra 600 CP to spend but only on the second origin. This can be taken to future jumps, allowing you to choose a second origin. However, whether or not you take this to future jumps is up to you; you can choose for it to apply only to this jump if you want. THIS JUMP ONLY - Can be purchased multiple times
The Alpha (+600 CP)
Not Even A True Alpha - (100 CP/Free for The Alpha)
No one is above greed and selfishness, not a priest, not an Imam, not a Rabi, not even a True Alpha. Except, you didn't hear me say not a Jumper did you; because you are above all of that. You cannot be manipulated or controlled or swayed by things such as money or power or men/women etc. You are now and forever more incorruptible.
Empathy - (-200 CP/-100 CP for the Alpha)
A unique and rare ability in this and every world, the power to understand and intuitively sense the emotions of others regardless if they are animals, humans, and supernatural creatures (which coupled with super senses could allow you tell an individual was having an epileptic attack or is about to faint etc) as well as the ability to lead them. Whether through charisma, presence or empathy (hint, it's not the first two) you know how to get others to listen to you, how to get those with opposite personalities to work together, how to boost morale, to inspire others and gain their loyalty, to think on your feet and use your enemies weaknesses against them and outthinking others from a few decades old Hunter to a thousand year old Nogitsune. To be a leader is to take responsibility for the lives of those who follow you, to be an Alpha (even when you are technically not an Alpha) to be a light that leads others to be the one that just being around always gives hope and the day you stop believing in it, will be a very dark day.
Purely On The Strength Of Character - (-200 CP/-100 CP for the Alpha)
Among Alpha's, there lie the greatest of them all; Alpha's who did not have to kill to gain their power, who became Alpha's based on the strength of their character and because of that strength, they are able to gain power without the whole murder aspect. And you too can partake of such chances, allowing you to acquire abilities, increases in power or status, new transformations etc without any pre-requisite requirements only your willpower so for example, if you were a Werewolf as an example; you could by using your willpower ascend to the level of a True Alpha; of course, it isn't as easy as it sounds, you have to possess an incredible quantity of willpower.
True Alpha x2 - (-800 CP/-400 CP for The Alpha)
To make a long story short, this gives you 2400 SP to use in The Bestiary & The Gifts section. For an extra 200 SP, you now possess 3200 SP instead for use in The Bestiary &/or The Gifts section.
The Drop-In
Story Demands It - (-100 CP/Free for The Drop-In)
Classic plot armour, nothing more to say really.
Something Truly Good - (-200 CP/-100 CP for The Drop-In)
To create true evil is only by corrupting something truly good, something like you, someone like you. Someone who is more than willing to help whenever and wherever they can, someone whose heart is so pure and is so inherently good that they are willing to do whatever they can to help others, one who could become a monster and still not do monstrous things, one who is always about one thing - willing to do anything and everything to save those they love and whose ability to see the good in everyone allows them to bring out that goodness in those around them as well, with them becoming better than they were before.
Bring Her Back - (-400 CP/-200 CP for The Drop-In)
As I mentioned in the New Moon perk below, death for quite a few characters just doesn't stick with all of them getting second leases of life and another chance. For some it took decades, others it took months and for a select one individual it took a few days. For you, it takes a day for you to be brought back to life, your body regenerating all damage and your mind if harmed brought back. However, if you died or were buried with no clothes then you will be brought back naked; and if buried and trapped underground, your resurrection will break open the ground allowing you to escape. Can only be used once per jump (if you decide to stay or post-jump it's once every decade but old age doesnot count). You can decide the reason for this e.g. was your regeneration supercharged, did it actually not kill you it was just close, are you just in-between life and death with your healing body keeping you anchored etc. You can also choose an aesthetic for your regeneration. If you chose a companion below as a result of your connection, they will know you are still alive and among the living.
Walking Talking Mountain Ash x2 - (-800 CP/-400 CP for The Drop-In)
Not literally of course that would be preposterous, what this does is far less stupid than becoming living Mountain Ash. It just renders you immune to supernatural abilities as well as nullifying the abilities of all supernaturals and supernatural materials upon physical contact. The latter is quite obvious, when you touch a supernatural; their powers are nullified no supernatural strength, speed, pyrokinesis, venom etc they can't use any of the abilities that stem from the supernatural (and this will also affect the Dread Doctors as while their powers were acquired via science, they are still supernatural) and before anyone asks this works through clothes, armour etc. The former aspect works by nullifying any supernatural abilities used on you e.g. if a supernatural uses electrokinesis on you it will not affect you as it is a supernatural power, if an incredibly physically weak individual were to strike you with their strength coming from their supernatural physicality or telekinesis instead of any muscles they possess than you would not feel it, a Hellhound tries to burn you with it's flames, you would not even singe and a Banshee screams in front of you you would not be affected at all etc. Comes with a toggle if you want and if you want this can be a supernatural ability like those from The Gifts section. For an extra 200 CP, the range at which you can nullify supernatural powers and materials is enhanced to 20 metres; with you being able to feel when a supernatural enters your range as well as allowing you to select what abilities you wish to nullify and which to keep active. Regardless of which price you paid, your ability can possess an aesthetic e.g. glowing supernatural eyes (if you have them) when in use, a glow surrounding those affected etc your choice (if you want there to be one).
The Druid (+600 CP)
The Balance - (-100 CP/Free for The Druid)
To maintain the balance of nature requires more than just courage, sometimes it requires the deaths of innocents and the loss of life. Sometimes, to maintain the balance it requires one to be cold and distant, to have no feelings, to have no empathy.
Neutrality - (-200 CP/-100 CP for the Druid)
Druids are emissaries caring only for maintaining the balance of nature; because of that, they are known to be neutral; at least that is how it's supposed to work. Of course, things don't always go the way they should with some Druids actually being targeted and killed. However, so long as you stay out of supernatural situations (giving advice doesn't count), you will be deemed as neutral and left completely alone.
Wise Oak - (-400 CP/-200 CP for The Druid)
To be worthy of the name requires one to have more than just power, to be a Druid is to be foremost a scholar, a philosopher, an intellectual, it requires one to possess information on a variety of topics from botany, to pharmacology, to folklore to anthropology, to mystical rituals toherbs and plants. To be a Druid is to possess knowledge of a variety of subjects, to not be a jack of all trades but a master of all.
Druid x1 - (-600 CP/-300 CP for The Druid)
Congratulations, you are now a fully fledged Druid with all of the abilities that role entails. First is mastery of the use of Mountain Ash, allowing you to use your own willpower to manipulate the ash into the shape you require as well as the ability to control it e.g. forcing the ash into a supernatural creature's nose, creating a perfect circle or straight line by simply throwing the ash in the air. The second is the ability to partially manipulate the transformations of others; more specifically forcing a supernatural creature back into their human form e,g, forcing a transformed Werewolf back into their human form and thirdly (and an ability that I giving to you as you are paying CP) is telekinesis; more specifically, the telekinesis that the Darach had (just without any sacrifices that she may have performed to acquire it). This telekinesis isn't like comic-book telekinesis but it does afford you some power. For example, controlling dozens of shards of glass with expert control and directing them with just a thought with the force of bullets, pushing others back by just pressing the air, creating pulses to damage objects, cutting a piano wire to slit someone's throat from another room, things like that. For an extra 200 CP, you have acquired further abilities of the Darach; most specifically, the Warrior and the Healer (again without the whole mass murder sacrifice thing). With the Warrior, you have acquired the strength of an Augmented Alpha (now the Darach acquired strength was greater then the Augmented Alpha Kali but it was far below Deucalion but you are paying CP so itis) equal to Deucalion (250 SP) letting you crush metal with your bare hands, break a Beta's ribs with a single hit and snap the neck of an Alpha with no issue. And with the Healer, you have acquired the power to heal yourself and others manifesting in an accelerated healing factor (400 SP) and a healing ability (600 SP) (which is augmented compared to what the Darach got)
The Hunter (+600 CP)
It's Perfectly Reasonable - (-100 CP/Free for The Hunter)
For you to have a 175 lb draw tactical crossbow, carbon steel Marine combat knife, a 50 Desert Eagle (handgun) and a smoke grenade with pull ring ignitor. What, you don't know what that is? Oh right, I haven't exactly given you the perk yet have I?; oops, basically what you are going to get is all the knowledge of the myriad weaponry that "a highly respected private security consultant and a federally licensed firearms dealer" has. As well as the abilities to disassemble and reassemble all the weapons you possess knowledge of.
Argent Family History - (-400 CP/-200 CP for The Hunter)
In the supernatural world, the Argent family is legendary. You see, it states in myth that silver kills Werewolves; however in reality it is the Argents (the French word for silver) that performs that task. Their family name is forever immortalised in history as Werewolf killers. And as a result of their legendary history, the Argents have amassed a bestiary containing knowledge of the myriad supernatural creatures walking this world including their supernatural characteristics, strengths, weaknesses and their nature. But come on, who the hell can remember that, seriously, I mean sure you might be able to for some supernatural creatures but not all of them; but for 400 CP, you possess a self-updating grimoire inside your head concerning all supernatural beings existing in this world, all the stories, all the folklore everything ever written and passed down and so much more which updates as you travel from jump to jump or as things change in this world. You decide how you got this knowledge and if you were taught e.g. by Satomi Ito she will possess the same knowledge as well.
New Moon - (-800 CP/-400 CP for The Hunter)
Why can't people stay dead, I mean first Peter, then kind of Kate, the Beast Of Gevaudan and then Allison like seriously, can't anyone just have the decency of staying dead after all the effort (or lack of effort when it comes to Kate) towards killing them in the first place. So tell me, why can't people have the decency to stay dead in this world; I mean, people you kill stay dead and buried, no coming back for them or anything like that so why can't everyone else. For an extra 200 CP, your ability to bring true death has been augmented where before to bring true death, you had to work hard to bypass accelerated healing, immortality and the like which basically prevents them/makes it difficult for your target to die. Now, any injury you inflict onto another that would normally kill an ordinary human will kill your target regardless of how durable they are, what regenerative abilities they possess or whether they would even die from that injury in the first place. Regardless, if an ordinary human would perish, so too will your target.
The Genius (+600 CP)
Being Stiles - (-100 CP/Free for The Genius)
Say what you want about Stiles, no matter how bleak or tense a situation, he always manages to brighten things up. A smirk on his lips and a joke just waiting to be unleashed no matter if it's running away from an enraged werewolf, tending to a coach pierced by an arrow or even being held prisoner in another dimension, he always manages to bring a sense of humour to it; something that you also seem to possess, always bringing a smile and a laugh to your surroundings and turning the most tense of times just that little bit more bright. Also, for free this comes with a mind incapable of fear such that nothing and no one, not even the famed Anuk-Ite, is capable of inducing fear into. Lastly, this comes with the ability to know exactly what to say in any situation whether it's a rousing speech or comforting a crying classmate; you always know what to say.
Career In Law Enforcement - (-400 CP/-200 CP for The Genius)
Why not? You certainly have the mind for it, being able to decipher clues and recognise patterns, being inquisitive, asking the right questions that seem to always lead to clues and epiphanies, connecting the dots with all the pieces of information you possess as if by magic. Give me one good reason why not!
170 x2 - (-800 CP/-400 CP for The Genius)
Your IQ which I am told is quite above genius range (Hawking apparently had an IQ of 160). And we all know what someone with a genius or above genius IQ can do; learn new skills with incredible ease, absorb knowledge with an almost voracious hunger and acquire immense quantities of academic knowledge with little to no trouble, who can by seeing the little things differentiate between reality and an illusion that is indistinguishable from the former. For example, Lydia, the other individual who has a 170 IQ will be able to develop a company that will try to develop a way to convert any sound energy into green energy. This comes with a free add-on perfect memory with instant recall. For an extra 200 CP, this comes with a unique specialty; the manipulation of the supernatural via science. In essence, the specialty of the Dread Doctors. With it, you can create objects and machines that could turn humans into supernatural creatures without them actually being supernatural, create masks that can harness electromagnetic forces, give others abilities while still remaining human, resurrecting the soul of a deceased and so much more; with this you can blend and break the laws of science and the supernatural.
The Armoury:
Can discount two items of each price tier barring 600 CP items which you can discount only one and 100 CP, which you get for free and can discount one other. Unless stated otherwise, all items can be purchased multiple times and if the first purchase was discounted then future purchases are also discounted.
Jumper House x2 - (-200 CP/-100 CP for Discount) (Import: The Pad)
An incredibly large brick house with a spacious yard in the front and back, ten 350 square feet bedrooms, complete with 12x14 feet walk-in closets each, five bathrooms (100-square feet), a kitchen, dining room, office, armoury (you can choose to discard this if you want), attached garage which can fit quite literally dozens of cars, large driveway and a finished patio complete with a gigantic swimming pool in the back. And, for those Jumpers who want a little extra, you can also get a hot tub, jacuzzi, home-gym, sauna (one for free each gender), state of the art cinema room & state of the art wine cellar filled to the brim with the very best and kept at optimal temperature and humidity but this is optional. All of the services are automatically paid with money periodically leaving your account but it's up to you to clean the place and have it fully stocked. As for furniture and other amenities, you Jumpers can choose and your Benefactor will add it to the house and wire it up if needed for free just this once. For an additional 100 CP, your house has also been supernaturally 'blessed' for lack of a better term preventing any and all supernaturals (and those with supernatural abilities who are not naturally supernatural for example, Chimaera's) from entering without your permission (which can also be revoked). You can decide an in-jump reason for this e.g. there is a long lost ritual etc. For free, your home will never be bugged by anyone or anything.
The Jeep x1 - (-100 CP/Free for Discount) (Import: The Car)
A 1980 CJ5 Jeep, immune to breaking down, possessing infinite fuel (you can decide how this works, e.g. is it powered by an experimental source and not petrol/diesel, is it just magic etc your choice), cannot overheat at all - again decide the reason, cannot be stolen and damaged as if a guardian Angel is watching over it. This Jeep can hold five people, three in the back and two in the front. You decide the colour. If taken with insert and you choose to be Stiles, this Jeep is his with the upgrades. If however you don't want a Jeep, you can choose to get any car with the upgrades and I mean any car e.g. Pagani Zonda, Lykan Hypersport, Bugatti Bolide, Bugatti La Voiture Noire, Toyota Yaris etc. However, the seat size is not an upgrade. And no one will ever think it is suspicious that it is never damaged and if you pick a white colour for your vehicle, it will never get any dirt or mess on it remaining pristine. Purchases after first are discounted.
Green Energy - (-200 CP/-100 CP for Discount)
Not really, but it is a way to for lack of a better term generate it (even though energy cannot be created or destroyed). You see, this contains instruction as well as the science behind converting energy from all sounds into green sustainable renewable energy. With it you could make the world a better place or make yourself filthy rich.
Dread Doctors Research - (-300 CP/Free For 800 CP 170 Perk)
This is a whole compilation of the research of the Dread Doctors from their experiments into the creation of chimaera's, to their dabbling into electromagnetism to achieve supernatural abilities, to their knowledge of bringing back the spirit of a deceased and allowing it access to a host body. Every single iota of knowledge that the Dread Doctors possess and have uncovered is all here.
The Gun & The Whip - (-600 CP/-150 CP for Ghost Rider + 1 Discount)
With this purchase you get two weapons. First is a gun that possesses the ability to fire magic bullets with those who are hit being erased from reality and sent to the Phantom Train Station (post-jump, those who are hit are simply erased from existence) and which can also extinguish a Hellhound's flames. The second weapon is a whip that cannot only bind someone but can also be used to break through Mountain Ash barriers as well as possessing a venom (made up of nine different venoms) that can prevent wounds from healing even in those possessing accelerated healing and can kill a normal human with enough exposure; though it can be reversed with a potion made up of nine herbs to counteract those nine venoms. Exact appearance of the whip and gun is up to you.
The Bestiary: (+3200 SP)
1 CP = 2 SP (-500 CP) (+1000 SP)
All Jumpers gain +1000 SP to utilise for this and The Gifts section. For those who took True Alpha, you gain the 1000 SP on top of the 2400/3200 SP.
Jumpers can improve their powers by purchasing new abilities below or upgrading existing powers e.g if you possess 200 SP strength and want 300 SP strength yo just require using an extra 100 SP. However, if you purchase the same ability o tier more than once or pay the full cost of a higher tier for example usin strength you purchase 350 SP strength twice then you are twice as strong as The Beast Of Gevaudan or if you purchase the 300 SP & 350 SP strength option you will have the strength of The Beast and a Hellhound/Ghost Rider, or if you purchase the pyrokinesis ability twice than yours is twice as strong as a Hellhounds.
Now these races can be alt-forms, you can turn your base form into the chosen races or choose to simply gain the powers without any changes or alt-form.
If you Jumpers decide to create a new supernatural species (and yes purchasing the ones down there and purchasing new abilities can count or or you can just choose to be one of the races below with just a few extra powers like a once in a thousand years mutation), you can choose to create a legend about them in this world e.g they existed for centuries and you are the last one left or just fanwank. Or you Jumpers can choose to remain completely human with just abilities and again create a legend that states that once in a millennia or something a human is born with abilities that allow them to tap into the supernatural while still retaining their humanity or something like that or you just are more evolved etc. And yes these abilities can be passed down to your progeny with 100% success rate. For Supernaturals, your children will either be your race or your partner's race or an amalgamation of both (but which one it will be is up to chance).
Race prices can be decreased by 'giving up' racial abilities for example, using the Hellhound option as an example by giving up the Immortality ability the pricedrops by 150 SP (and that applies to all races except The Beast Of Gevaudan where if e.g. again you give up the Immortality ability the price drops by 300 SP as The Beast price is not discounted). Or by giving up SP and reducing abilities to lower tiers e.g giving up 100 SP from Kitsune to reduce Longevity to the 100 SP tier which reduces the price by 50 SP.
Chimaera - (Varies)
A living being possessing more than one set of distinct DNA in their genetic makeup and also used to describe those bestowed abilities of at least two supernatural species by the Dread Doctors. You are much like them in the regard that you are a hybrid of more than one supernatural race; containing both abilities within yourself affording you immense power. However, unlike the Chimaera's that will one day be created, you are not artificial and birthed by science but are natural; one born the way they are and the children of two/three different supernatural species. The way this works is that you can purchase two or more of the races above paying the full cost of the two most expensive races (including any additional points for power ups e.g. 900 SP for Werewolf with advanced shapeshifting and 300 SP for True Alpha) and half price for the second or third race if both or all three are same price than just discount whichever one. (If the combined price has 25 SP e.g. 1225 SP at the end round it to 1200 instead I'll take off the 25 for you or if the price ends with 75 SP round it to 50 SP, the same rule with discounts that you get for abilities as well. Banshees cannot be taken by male Jumpers).
Jumpers can also choose to reduce the prices of the races by discarding certain abilities e.g. reducing the prices of Ghost Riders by 500 SP by discarding Reality Warping so while Ghost Riders in universe possess the power for one reason or another you don't. As for any discounts the races might possess, if all the races you pick possess the same discounts then it is triple-discounted or you can instead discount three purchases letting you purchase the ability three times at discounted price.
(Italic Gifts mean they are given up for cheaper purchases in the Beaastiary)
As for weaknesses e.g. Mountain Ash, Wolfsbane, Electricity etc, if one of the races has Supernatural Immunity then that basically gets rid of ALL of them but if both have the same weaknesses, nothing changes in the sense that you are NOT doubly or triply weak to them compared to others. And yes for whatever reason you can choose to purchase the same race twice or even three times for whatever reason even if technically and genetically that doesn't make you a Chimaera and instead you are simply a member of one race but just more powerful.
You can decide how you are a Chimaera e.g. as above-mentioned, you can be the children of two supernatural races, you can be one supernatural race and the ‚genes' of that race activated dormant ones inside you or something else entirely or you can choose to just possess the abilities of that extra race without any DNA change and you just possess those powers. You can also choose to just be a new supernatural species that just contains the same abilities as the ones you picked and if you choose it, it will create a legend of your species in this world. As for supernatural eye colour in the case where all the species have different ones; you decide how it works e.g. does each eye have a different colour belonging to two of the three races, have both colours mixed, is it just one colour etc your choice.
Ghost Riders - (-3200 SP/-550 SP for Reduced Price)
Otherwise known as the Wild Hunt. The Ghost Riders are an incredibly powerful group of supernatural beings who utilise their abilities to ride the storm and collect souls and erase others from reality for all of eternity. Jumpers before you ask do not need to look like Ghost Riders and for those who don't want to can choose for their eyes to glow green instead if they desire (like a Werecreatures supernatural eyes). You Jumpers can choose how you gained these powers and/or how you are a Ghost Rider for example, was your mother pregnant when she was taken or were you exposed to the Ghost Riders in-utero, were you forcefully turned but your will was too strong and you gained the benefits without the drawbacks etc. Either way, you decide the backstory and no before anyone asks you not dead or undead so unlike other Ghost Riders you can tire and still need sustenance.
Ghost Riders possess:
- Teleportation (300 SP - Free With Atmokinesis)
- Power Granting (100 SP)
- Telepathy (100 SP)
- Rift Manipulation (200 SP)
- Immortality (300 SP)
- Super Strength (300 SP)
- Super Speed, Agility & Reflexes (300 SP)
- Visual Identification (300 SP)
- Super Durability (400 SP)
- Adaptive Camouflage/Dimensional Shifting (600 SP)
- Pathokinesis (600 SP)
- Atmokinesis (700 SP)
- Electromagnetokinesis (700 SP)
- Compulsion (800 SP) - Ghost Riders possess the ability to compel Hellhounds.
- Reality Warping (1000 SP)
Ghost Riders have been shown to possess few weaknesses. One is that they are vulnerable to Mountain Ash, but it can be broken through with assistance, such as using the whips of a rider with enough force or compelling a Hellhound to use their fire to burn through the barrier. Additionally, they can bypass Mountain Ash by teleporting through lightning strikes to the location they want, however, this can be hindered if the Ghost Rider is in a location that is immune to lightning strikes. Another weakness are relics, which are objects belonging to victims that are for some reason or other not erased with them. Which with time can help a person to regain their memories of the erased.
Lastly, the Wild Hunt are not indestructible and while considered dead can still be physically hurt and killed for example, having a chunk of their skull eaten, having their internal organs being damaged irreparably, stabbed in the throat and shot with their own weapons.
Hellhound - (-2200 SP/-1500 SP for Reduced Price)
Now this one is a bit special; you see, a Hellhound is not born; but is instead formed or made when an amortal supernatural spirit possesses the bodies of humans.
Normally, when a Hellhound is first created, the spirit and the host are separate with the spirit controlling the body and repressing the host during the night and the host being unaware of their supernatural identity. However, you have fully merged with the spirit, allowing you to become one with the Hellhound and it with you, bestowing you conscious control over your abilities (and no, you and the spirit cannot separate and no you are not two separate beings just one). Also, normally a Hellhound can be controlled by Ghost Rider or a being who possesses a Ghost Riders abilities; but as you are paying CP, you are immune to that ever happening to you; additionally, you are immune to having your powers deactivated by the Ghost Riders whips or guns preventing you from becoming vulnerable to them.
The abilities a Hellhound possesses are:
- Harbinger Connection (100 SP)
- Shapeshifting (200 SP)
- Super Senses (200 SP)
- Immortality (300 SP): This isn't fully proved that a Hellhound cannot age, but because you are paying CP, you are now biologically immortal. Ifdiscarded you still get the first tier Longevity for free as a result of your healing factor but again you can discard that.
- Super Durability (300 SP)
- Super Strength (300 SP)
- Super Speed, Agility & Reflexes (300 SP)
- Accelerated Healing (400 SP)
- Rift Manipulation (400 SP)
- Premonitions (500 SP)
- Pyrokinesis (600 SP)
- Supernatural Immunity (800 SP)
Werewolves/Werecoyotes/Löwenmensch x2 - (-1200 SP/-700 SP for Reduced Price) (Löwenmensch Alpha)
The most common supernatural species in this world, Werewolves/Werecoyotes are shapeshifters who have the ability to transform from an ordinary human appearance to a partially-wolf/coyote form which includes glowing eyes (which can range from gold, blue, or red), pointed ears, mutton chops, claws and fangs, and a ridged brow. However, there are cases where Werewolves/Coyotes possess advanced shapeshifting capabilities that allow them to transform into a real wolf.
There are two ways to be a Werewolf; one is to be born a Werewolf and the second is to be bitten by an Alpha. However, in some-rare occasions, the claws of an Alpha can turn a human into a Werewolf if they are scratched deep enough (you can choose to be born a Werecreature or being bitten). Though, the children of Werewolves have been known to be born human so it isn't a certainty for an child of a Werewolf to be Werewolves themselves. With Werecoyotes, there is only one way to become a Werecoyote and that is to be born from one. It has been shown that during the birth of a Werecoyote from a Werecoyote mother; the mother loses part of her power with that going to the child (however, the same may happen with male Werecoyotes at the moment of conception but as you are paying SP, the child still gains power from you, but the portion given regenerates immediately). A Werewolf/Coyote is strongest when they are in a pack with one Alpha and at least three Betas with the Alpha drawing power from their Betas, and vice-versa, making them stronger, more mature and more effective in battle. However, those without a pack are known as Omegas.
Now, a Werewolf/Coyote gains their power from the moon, full moons (and especially on supermoons, when the full moon is even closer to the Earth than it normally is) are when they are at their strongest. However, this also causes their animal instincts and heightened aggression to be at their peak, resulting in them being more likely to lose control and causing harm to or killing another byaccident. As a result of this, most Werewolves are trained to control themselves on a full moon, some utilising an anchor (which can be a person, a relationship, an object, emotion or a Werecreatures own will) to help them remain connected to their humanity.
As you are paying SP, you possess the control of Satomi Ito a 110 year old Alpha Werewolf who possesses an exceptional amount of control and is capable of remaining completely human, even during full moons with your anchor being your own willpower (or you can choose one of your companions either in this jump or previous jump companions if you have any to be your anchor) and regardless of whether Satomi can or not, your control allows you to remain in control no matter how long it has been since you were last exposed to the full moon (think lions being starved in the colosseum to make them more ferocious with the moon being the food) as well as during a supermoon. You can also control your body enough to hide your scent as a supernatural being. For free, you can alter your background so that you learned this and the mastery of your Werewolf/coyote/Löwenmensch abilities from Satomi Ito and as such have a history with her; you decide the particulars.
There are three 'kinds' of Werewolves/Coyotes. An Alpha who are the strongest of the Werecreatures and are distinguished by their red supernatural eyes. There are only two ways for Werecreatures to become Alpha's; first is by killing another Alpha and stealing their powers and the second and more rare case is by ascending due to the sheer force of will.
As aforementioned, Alphas are the only beings capable of turning humans into other Werecreatures (normally Werewolves and in some cases a Werejaguar as well as activating latent supernatural genes for example, in the case of Lydia it activated her Banshee abilities inherited from her grandmother). Alpha's also possess the power to force other Werecreatures to turn into human forms or partially shapeshift using their roar and the injuries they inflict on lower-ranking Werewolves/Coyotes take much longer to heal.
The Second kind are Betas, werewolves/coyotes who belong to a pack,Betas possess the abilities of an average Werewolf/coyote, with them either having Gold eyes or Blue Eyes; the latter being the result of having taken an innocent human life regardless if it was an accident, cold-blooded murder or mercy killing someone to end their suffering even with their permission.
The third type are Omega's, Werewolves/coyotes who regardless if they are Alphas or Betas do not have a pack.
The abilities of a Beta Werewolf/coyotes are:
- Longevity (100 SP)
- Pain Absorption (100 SP)
- Super Speed, Agility & Reflexes (100 SP)
- Super Strength (150 SP)
- Super Durability (150 SP)
- Super Senses (200 SP)
- Shapeshifting (300 SP)
- Memory Manipulation (300 SP)
- Accelerated Healing (400 SP)
- Animal Instincts: Not an ability but as Werewolves/ coyotes are apex predators, they can assert dominance over other animals such as dogs, cats and deer; forcing them to be quiet, leave the area, stand down if they are acting aggressively etc.
Werewolves can become Alphas by killing Alphas and taking their powers but that is the only power theft they can perform.
Löwenmensch: A species that are much like Werewolves except Löwenmensch's are half-wolf and half-lion, whereas Werewolves are not (and yes you will be this regardless of whatever canon says). The exact abilities and weaknesses of a Löwenmensch are exactly the same as a Werewolves. Now, Löwenmensch may be stronger given they are half lion; however, since we cannot be sure we'll just say power-wise they are equal to Werewolves. They also gain power from being in a pack like Werewolves and no it doesn't have to be made of other Löwenmensch.
For an additional -300 SP, you can choose to become a True Alpha, an Alpha that does not need to kill to gain their power, one who rises on the strength of their convictions (and who's power can only be taken by a Beta of their own making). This new status is proven by the Red Glow of your eyes (for those who truly want to prove you are True Alpha's in universe, you can take this with all the abilities and just choose for your eyes to remain gold until you choose to become an Alpha whereby your eyes will turn to Red permanently or you can choose for the tale of you being a True Alpha to have spread throughout the supernatural world but no one knowing your name only knowing it's a Werewolf/Werecoyote/Löwenmensch in Beacon Hills and for some reason no one has come yet (obviously different supernatural entities will come as the series progresses)).
By taking this, your abilities are augmented to:
- Power Granting (100 SP)
- Super Speed, Agility & Reflexes (150 SP)
- Super Strength (200 SP)
- Super Durability (200 SP)
- Healing Disruption (300 SP)
- Healing (600 SP): Alphas can also heal however it requires a ritual of sorts and comes at the price of losing Alpha status. This works as a more advanced form of Pain Absorption; but, instead of simply taking away pain, it also takes away wounds and injuries. However, as you are paying CP, you can heal without losing your spark and it does not require any ritual at all. Also, regardless of what canon healing is capable of, yours can do exactly what the ability states; although be warned, you will feel the injury and pain the target feels as you are absorbing it all (before anyone asks, you will not suffer from what you are absorbing).
- Alphas can also force other Werewolves and Werejaguars to transform via their roar.
For a further -200 SP, you can choose to gain the powers of an Augmented Alpha-the equal of Deucalion the very strongest of the Augmented Alpha. Now before you ask, this just comes with the power of an Augmented Alpha your powers are not corrupted, your eyes truly bright red and not the faded or the dull colour of the rest of the Augmented Alphas and you have not killed any Beta's or stolen any powers (you are still a True Alpha). You can also choose to have a transformation similar to Deucalion because to be honest I think it looks cool but it is optional and will look different for Werecoyotes & Löwenmenschs but will have the same overall appearance.
- Super Strength (250 SP)
- Super Speed, Agility & Reflexes (250 SP)
- Super Durability (250 SP)
Werewolves/coyotes however while powerful do possess weaknesses:
- First is Wolfsbane which is extremely toxic to Werewolves/coyotes with most forms killing a Werewolf/coyote if the wolfsbane reaches their heart.
- Second is Electricity which Werewolves/coyotes are incredibly vulnerable to and which interferes with the nature of their powers.
- Third is Letharia Vulpina, a species of lichen which while not fatal to Werewolves, Werecoyotes and Kitsune weakens them for several days until it wears off.
- The Fourth weakness is the Full Moon which while it does provide a Werewolf/coyote it's abilities, comes with a price, which is that during a full moon; the Werewolf/coyote becomes extremely feral, bloodthirsty, and easy to anger. And during times when the moon is covered up I.e a Lunar Eclipse, Werewolves/coyote will be cut off from the source of their powers (though as Jumpers are paying CP, this does not affect you but the full moon still gives you power).
- The Fifth weakness is the fact that a Werewolf's/coyote's transformation can be easily triggered by intense emotions.
- The Sixth weakness is Loud Noises with which Werecreatures can be incapacitated especially at extremely loud decibels, as well as sounds at ultrasonic and subsonic frequencies. The last and most common weakness with all supernaturals barring one or two exceptions, is Mountain Ash.
The Gifts:
All the abilities here possess no inbuilt limitations meaning that with time, training and effort there is no limit as to how powerful they can become. And you begin with utter mastery over your powers as well as the ability to teach others with similar or the same powers to master them as well. Taking abilities more than once increases their power, range (but if tactile they will remain as such) and speed for all of them barring shapeshifting. Jumpers who took Gifts without changing race don't have weaknesses to things like Mountain Ash but Kanima Venom, Electricity and other things can affect you unless you take Supernatural Immunity.
Scent Inhibition - (-50 SP)
As the name states, this is the ability to quite literally turn off your own scent making it so that you do not smell of anything, preventing Werewolves and others with super senses using their noses to track you. Comes with a toggle if you want.
Pain Absorption x3 - (-300 SP/-200 SP for Werewolf)
The power to absorb pain from animals, humans, and other supernaturals via physical contact. This ability works by touching the person who is in pain and drawing that pain into themselves which manifests as the user's veins darkening. At the beginning, a user is only capable of taking a part of a being's pain, but with practice, they can learn to take it completely. But, as you are paying SP, you acquire complete mastery. For 200 SP, you can possess the (non-canon ability) to also take mental pain and conditions as well as physical; when I say mental, I mean for example a person suffering from anxiety, stress, panic attacks and depression or a Banshee being bombarded by voices and noises etc; you can syphon their conditions away giving them moments of reprieve and again you have complete mastery but before you ask, you will only feel what they feel for a short period a few seconds at most. For 300 SP, you can choose to acquire the advanced version belonging to the Nogitsune which gives you power and sustenance by using the pain you absorb.
Power Granting x2 - (-200 SP/-100 SP for Ghost Rider) (Activation - Touch based)
The ability to endow humans with supernatural abilities and in basically all cases, turns the recipient into another species. For Werewolves, this is limited to Alpha's who can turn humans into Beta Werewolves (though in some cases, they can be turned into Werejaguars) through a bite or a deep enough scratch. However, as you are paying CP, both Werewolves/coyotes and other supernatural beings can decide how you turn ordinary humans into others of your kind; meaning the way it is done is up to you, e.g. do you require a bite or scratch like Werecreatures or can you do it with just a touch and a few seconds of time up to you and you do not have to worry about a recipient rejecting your bite; it is now universally compatible. Lastly, you Jumpers can decide what in-jump abilities you pass on to recipients. For 200 SP, while not a canon power you can bestow both supernaturals and humans with out of jump powers with just a touch (or a bite depending on how you can turn others) without needing to convert them into others or your kind. Of course, you can give both supernatural and out of jump abilities and change races as well.
Super Durability x7 - (-400 SP/Free for Ghost Rider)
The first purchase gives you the durability of a Kitsune able to survive being stabbed in the heart for a shortperiod, having a lightning rod stuck into your eye and handling slashes on your legs, arms, and across your abdomen with no issue. The second purchase (150 SP) gives you the durability of a Beta Werewolf, able to let you survive gunshots, stab wounds, claw wounds etc but without regenerative healing, you could die from such injuries after a while. The third purchase (200 SP) gives you durability equal to an Alpha letting you survive direct impalement through the chest, superheated wire sharp enough to remove heads and a nick from the whip of a Ghost Rider. The fourth purchase (250 SP) gives you the durability of Deucalion letting you be hit with a telekinetic attack from a Darach empowered from nine sacrifices (who could beat other lesser Augmented Alphas) with literally no issue and have the durability of an Alpha and a dozen Betas. The fifth purchase (300 SP) gives you the durability of a Hellhound who can handle wounds from The Beast Of Gevaudan which can easily rip apart normal humans and Werewolves with ease with only silver bullets to the head being able to kill them. The sixth purchase (350 SP) gives you durability equal to The Beast Of Gevaudan bestowing invulnerability to conventional weaponry such as firearms, arrows and blades and supernaturals such as the claws of Werewolves. The seventh purchase (400 SP) gives you the durability of the Ghost Riders, which basically makes you near unstoppable; capable of surviving firearms such as handguns, assault rifles, M24s etc, bladed weapons such as arrows and knives, the claws of shapeshifters etc with the only thing capable of taking you down being a Banshee's screams (and not for long) and a Ghost Riders whips and guns.
Super Strength x6 - (-350 SP/-50 SP for Hellhound)
A very common supernatural ability, the first purchase bestows you the strength of a Kitsune, able to break katana's in half, sink swords into cement and break off obsidian into shards. The second purchase (150 SP) gives you the strength of a Beta Werewolf which gives strength great enough to break through chains and deadbolt locks, punch through brick and marble, throw grown men across a room with no issue and snap a neck with one's hand. The third purchase (200 SP) gives you the strength of an Alpha who can easily throw several grown humans at the same time, cause multiple spiral fractures with simple flicks of their wrist, break apart gigantic stone entrances with a single punch. The fourth purchase (250 SP) gives you the powers of the Augmented Alpha Deucalion, one of the strongest Werewolves to exist, hisstrength was such that he can casually slaughter other Alpha's, crush other Augmented Alpha's skulls and possessed the power of an Alpha and a dozen Beta's. The fifth purchase (300 SP) gives you the strength of a Ghost Rider and Hellhound (they possess the same level of physical strength) a supernatural strong enough to flip over jeeps and easily beat an Augmented Alpha with relative ease. The sixth purchase (350 SP) gives you strength equal to The Beast Of Gevaudan, physically the strongest being in this world.
Super Speed, Agility & Reflexes x6 - (-350 SP/-50 SP for Hellhound)
The first purchase gives you the level of a Beta Werewolf able to let you keep up with motorbikes and cars (normal cars like jeeps not sport cars) at top speed, jump several stories with no problem, perform acrobatics like professional gymnasts and dodge speeding bullets. The second purchase (150 SP) gives you the level of an Alpha, the third (200 SP) to the level of a Kitsune, the fourth (250 SP) to the level of an Augmented Alpha, the fifth (300 SP) to the level of a Hellhound who was able totake a body impaled with a steel pipe, clean up the the crime scene and vanish in less than a minute. The last (350 SP) level takes you to the level of The Beast Of Gevaudan who is so fast that a Hellhound can barely keep up with it.
Super Senses - (-200 SP/Free for Hellhound)
As the name says, this bestows Enhanced Senses. Allowing for the ability to see in total darkness and across large distances with incredible clarity, track scents for up to several miles as well as smell and interpretchemicals that can indicate identity and emotional states (including sexual desire) and hear whispered conversations across distances and from outside of buildings with ease. A supernatural can via using supernatural eyes allows for the perception of supernatural phenomena that cannot be perceived by human eyes, such as a Nemeton, or a Kitsune's aura. Those who take this gain supernatural eyes if they did not possess them before and colour is up to you or the same as mentioned in the race description e.g. Ghost Riders but you can choose to simply gain the enhanced senses without the supernatural eye colour change or anything like that. Purchases after the first increase the strength and range of your senses.
Shapeshifting - (-400 SP/-100 SP for Werewolf)
The ability to alter your shape in a number of ways, e.g. growing claws, fangs, changing the colour of your eyes, increasing height and physical size etc the changes and alterations are dependent on the nature of the supernatural in question. For example Hellhounds can alter their bodies so they can have glowing orange eyes, black charred claws, fangs and a magma looking body that gives off heat as well as engulf their entire or part of their body with fire. Nogitsune can have their eyes glow white. Löwenmensch can cause their eyes to glow as well as grow fangs, claws, mutton chops, pointed ears etc. Werewolves and Werecoyotes can turn their features into that of a partially lupine form, which involves glowing eyes, fangs, claws, a ridged brow, pointed ears and large sideburns and in some rare cases (or if you pay 300 SP), a Werewolf and Werecoyote can turn into a complete full Wolf and Coyote, Löwenmensch can turn into (I believe) a complete Lion or Wolf (one of the two) and Werewolves/Werecoyotes taking this count as Evolved Werewolves and Werecoyotes & Löwenmensch as Evolved Werecoyotes & Löwenmensch's (though this part is not canon or mentioned so you might want to fanwank). For all supernaturals with this power, they can transform only a few selective features as needed, such as only extending their claws, their fangs, or simply making their eyes glow to enhance their eyesight or display their nature (for forms like the Hellhounds which burns clothes or the full animal form of 300 SP shapeshifting you can decide for your clothes to either for example to be fireproof or when you transform for them to magically disappear and reappear when you transform back but that is if you want it.).For 400 SP, you instead of the normal shapeshifting I described above possess a more advanced form seen by only one individual; The Beast of Gevaudan who could summon and draw shadows and darkness to himself to form a shell around his body to create his Beast form which was an nine foot tall monster that was so powerful that it took most of a pack as well as a Hellhound to defeat him. Not to mention, while in this form, Sebastian possessed a continuous aura of shadows that surrounded him as he moved. But you can choose what this looks like or how you transform. Also, as you are creating what is basically a shell around your body, you are not naked when you transform back.
Supernatural Sensitivity - (-200 SP)
The ability to sense, seek out, and identify supernatural energy and supernaturals themselves. For example, the Banshee Meredith is/was able to sense the supernatural identities of various supernatural creatures in Beacon Hills.
Healing Disruption x1 - (-300 SP/Free for True Alpha)
An ability that has been thus far unique to Alpha's, this is the power to inflict injuries that can take much longer to heal. Now, normally this is only effective for lower-ranking supernatural creatures but as you are paying for this, I will say that you can inflict injuries that take longer in those weaker than you and I mean weaker as in you could kick their ass weaker. These can be claw marks, busted ribs, cracked bones etc so long as it was inflicted with your bare hands. The source of this power is due to a mystical energy that you possess which impairs wound healing. While not canon, you can choose for wounds you leave behind that this ability used on to have an aesthetic for example, do they glow gold, are their blue flecks on the wound, is energy wafting off the wound/s etc, your choice. If purchased more than once this increases the time it takes for injuries you inflict to heal.
Memory Manipulation - (-300 SP/Free for Werewolf) (Activation - Touch based)
An ability unique to just Werewolves/coyote's /Löwenmensch's, the ability to perform a memory-sharing ritual, which by sticking their claws into the back of a person's neck allows for the viewing of a person's memories, sharing their own with the target, creating false memories, placing entire lifetime worth of experiences into others or even suppressing, stealing or removing them entirely etc. Lastly, while it is not proven that Peter used this ability to connect his spirit to Lydia's, you now can, allowing you in the event of your death for you to 'haunt' one being that you previously used this power on. Which at first, will manifest as hallucinations and flickers of you but as time goes on, your control will begin to grow until you are able to control what the target sees even eventually enabling you to have conversations with them but it is not compulsory so you don't have to acquire it if you don't want and you can choose to simply acquire the second section that is just coming now. The knowledge and ability to remove the spirits of others. Using the Peter & Lydia example, you could if you desired cut the connection between Peter's & Lydia's spirit, removing him from her mind and curing her. For those not comfortable sticking claws into peoples necks or not liking inflicting pain onto others you can choose how to utilise this ability or simply make it so that when you utilise this power when you insert your claws into their necks the one the ability is used on feels nothing.
Teleportation - (-300 SP/Free With Umbrakinesis)
The ability to travel from one place in the range of five miles you can teleport others by touching them if more than two people, so long as the ones you're touching are touching them you can bring them with you. You can choose the aesthetic of this ability.
Visual Identification - (-300 SP/Free for Ghost Rider)
The ability to know and target individuals who have seen you, as well as letting you locate them.
Accelerated Healing - (-500 SP/-100 SP for Hellhound)
The ability to heal quickly from gunshots and stab wounds from minutes to hours (depending on the severity of the wound) broken arms, legs, and spines near instantly, slit wrists immediately with blood loss being replaced and a buckshot to the stomach within minutes. Also, those with this ability are immune to the vast majority of human illnesses and conditions such as colds, cancer, epilepsy, asthma, etc and cannot get high on drugs or get drunk. Also, as a result of the increased cellular healing; they possess incredibly heightened lifespans letting them live a few decades into the 100's. In the case of Hellhounds, the wounds literally smoke. For an additional 100 SP, you possess an enhanced regenerative healing factor akin to a Kanima allowing for near instant healing from injuries including entire clips of bullets blasting through you or crossbow bolts to the head with no problem or damage etc with you regenerating brain matter straight away (and I mean that). And regardless of price, any foreign objects will be dislodged by this ability. This does not increase your lifespan further. You can choose the aesthetic of this power regardless of race. As you are paying CP, you also possess the training that lets you utilise your own force of will to prevent yourself from healing so long as you are conscious; preventing others from realising your true nature which you can teach to other supernatural beings with this power.
Illusion Casting - (-400 SP)
The power to create and implant insanely realistic illusions into the minds of others. For example, tricking people that others are in danger, convincing Derek that the Darach was back, creating an illusion of an undead trickster to fight against others (if you possessed a telepathic ability to look into the minds of others). So powerful that if a person were to be injured via your illusion, they would actually believe and feel it.
Rift Manipulation x2 - (-400 SP/Free for Hellhound)
The unique power of the Ghost Riders & their famed dogs the Hellhounds. This is the ability to cross through rifts in the fabric of reality (for 200 SP) as well as utilise your physical strength to manually open a rift so that others can safely travel through (for 400 SP). Jumpers not Hellhounds can decide how they are able to do this; e.g. is your physical strength so powerful you are able to do so or is your durability and healing prowess so great that although you take damage, it automatically heals up etc.
Electrokinesis - (-500 SP)
The ability to generate your own electricity as well as syphon electricity from any source. You can choose the colour of your electricity or colours of it and if not obvious, this makes you immune to being electrocuted and affected by electricity.
Healing x2 - (-800 SP/-200 SP for True Alpha)
The ability to sense and heal others of severe and even permanent wounds and illnesses which even accelerated healing cannot overcome. This is done by touching the wound or person and focusing, and because you are playing CP; there is nothing you cannot heal, no genetic condition, no poison, no illness, no injury including mental attacks e.g. catatonic states brought about by memory manipulation rituals, coma's, broken minds etc, you can also heal things like scarred bodies e.g. the Darach, supernatural injuries for example, things caused by Wolfsbane like Derek in S1, Ghost Rider whips, rejection from a Bite, failing Chimaera's, a transformation into a Kanima and that means correcting the mutated genome and turning them into a Werewolf who will retain some Kanima features like Jackson and supernatural afflictions and maladies etc and the healed will feel no pain or discomfort and you will not be weakened (this ability can also work on dead bodies as well in case for whatever reason you want to 'heal' a corpse). Also, any foreign bodies in the wound are magically pushed out by your ability. For an extra 200 SP, your healing capabilities has been enhanced to a level beyond absolutely anything possible affording you something seen very rarely in this world; resurrection. Yes, you heard me right, you can literally resurrect another (so long as the body is intact and the injuries on the body are healed as there's no point resurrecting someone if their body is too damaged to sustain their life) and unlike with Werewolves, you no longer require an Alpha Werewolf, a worm moon and moonlight directly shining on the corpse to resurrect someone. However, this does not come without drawbacks; after all, you are going against nature here there have to be consequences. The first consequence being that you are only able to resurrect two individuals per month (at the beginning) and the second being that each resurrection drains you; nothing that a weeks rest won't cure with your abilities regaining their strength from their weakened state but doing both resurrections at the same time will drain you completely for a month meaning you will be as powerless as a human as your abilities return bit by bit. Lastly, you can choose the aesthetic of this power e,g, does your hand glow with a white light, do your eyes (if you have a supernatural eye colour) light up, does both happen, do your veins turn black as you absorb the injury etc your choice and yes like a Werewolf/coyote/Löwenmensch you can choose to feel the pain and injury of the target as you heal the injury and/or resurrect the person/s. And obviously, you do not suffer from what you heal/resurrect. After the first purchase of resurrection, to purchase it again costs 200 SP not 800 SP as 800 gives you both healing and resurrection.
Pathokinesis x2 - (-700 SP/-100 SP for Ghost Rider)
The ability to manipulate emotions, more specifically negative emotions such as fear, panic, anger etc. This ability allows the user to induce fear into living beings e.g. animals supernatural, humans etc on top of amplifying previously existing fear and other such emotions. This can be from asimple fear e.g. acrophobia to people being driven to violently kill others or even killing themselves. The first tier affords the capabilities as described above; the second tier allows you to feed on those negative emotions, making you more powerful.
Pyrokinesis - (-600 SP/Free for Hellhound)
The ability to produce flames from within your body. These flames can be used to produce several different effects. For example, using flames to ignite bodies, coating fists or your body with flames to enhance the damage of your attacks and set others ablaze with physical contact. The property of the flames can also be altered i.e you can choose whether or not the flames you produce damage others or not. As a 'side-power' of the pyrokinesis, you can generate immense quantities of heat which you can direct via your body e.g. sending out waves of heat to heat up guns used by Hunters, it is also this power that makes the Hellhound immune to Mountain Ash as it literally burns the mystical properties out of the material. And lastly, you are immune to fire and increased temperatures. You can choose the colour of your fire and you can choose for it to be more than one colour. For those who simply want to be immune to fire and increased temperature and not wanting anything else; they can simply pay 100 SP to acquire them.
Umbrakinesis - (-600 SP/-300 SP with 400 SP Shapeshifting)
The power to control, create, and manipulate darkness and shadows. The exact applications of this ability are limited to imagination and intellect. But what was seen was the ability to teleport through darkness within seconds (same range as teleportation and this works by summoning darkness around you), increase the amount of darkness present within an area, blend into shadows allowing for intangibility and creating a shell made of darkness and shadows. If Jumpers decide to use shadows and darkness to shapeshift like The Beast then this is discounted. And for free, you can create shadows and darkness much like how a Hellhound is able to create flames.
Power Theft - (-700 SP/-350 SP To Werewolves/Coyotes, Löwenmensch) (Activation - Touch based)
The ability to steal the powers of another gaining their strength, speed, durability and other supernatural abilities they may possess. Now normally, this ability is fatal and requires stabbing the target with your nails to trigger and requires a few seconds in order for the theft to be complete. However, as you are paying SP, you can steal the powers of others by just placing your hands or a hand onto the target and within a few seconds, you will have taken their abilities. When powers are stolen, your supernatural eyes (if you possess any) glow even more brightly than normal and can in the cases of Werewolves/coyotes & Löwenmensch be accompanied by a change in eye colour to reflect a new status as in going from Beta to Alpha. Also, your powers won't be corrupted and neither will you. Lastly, when all of the abilities of the supernatural are completely taken the target can become human and/or totally powerless (this will be your choice but you will have to choose which outcome it is now) and the abilities stolen by yourself can be transferred to another the same way you take them; however, those the abilities are transferred to do not become another race, they remain the same as they were before just with new powers and if you want, you can even transfer your own abilities to another. Post-Jump, this ability works on other powers such as quirks, X-Gene abilities, TVD vampires, werewolves, witches, Naruto bloodlines but not power sources etc. for Jumpers who want to add a time lag onto this ability you can so if e.g. you want so it takes 25 seconds to take abilities you can; this can be something you can only choose now or it can be something you could change at the drop of a hat. Before anyone asks, you decide how much of the targets abilities you take e.g, from a Werewolf you can decide to take their Alpha Spark but let them keep their powers or taking a Hellhounds pyrokinesis but letting them keep everything else. For an extra 100 SP, Jumpers can also possess the non-canon ability to instead destroy abilities rather than stealing them; why? Well the reason is up to you. And you Jumpers can choose which abilities you take and which you destroy. Jumpers can also choose to utilise this power (as a free add-on) to transfer their own abilities to others e.g. transferring their strength to another or just part of it e.g., using the supernatural strength example you could transfer 10% or 50% or 90% etc of your strength to another individual but of course, what you give will not return to you unless you take it back which will require physical contact to reclaim and yes if for whatever reason, you want to you can divide all of your abilities in and/or out of jump in half and bestow them to another.
Supernatural Immunity - (-800 SP/Free for Hellhound) (Appearance - Plain Immunity)
The ability to be immune to the effects of supernatural weaknesses. For example, being turned by the bite of an Alpha, not being paralyzed by Kanima Venom and crossing and using Mountain Ash. This also gets rid of other weaknesses as well, for example with Werewolves you are immune to Wolfsbane and all the other materials as well even if it doesn't count as supernatural, it also makes you immune to electricity. You Jumpers can decide how this works e.g. do they simply not affect you as if you are human, (if you have pyrokinesis) do you burn the mystical properties off of them, or kind of like Scott did against the Darach for example, does a blue mystical barrier appear when you attempt to cross mountain ash and you simply without issue force your way through either way it's your decision.
The Balance:
Mieczysław - (+100 CP)
To make a long story short, you have been burdened with a name that no one can pronounce, so if I was you I would try to make up a good nickname.
Der Soldat - (+300 CP)
It seems Garrett isn't the only one who fell victim to the Dread Doctors. Whether due to naivety on your part thinking that they could help you or an unfortunate abduction on the Doctors part you, like Garrett, have been injected with the Dread Doctors green serum and sedated, chained up, had an oxygen mask placed on you and have been imprisoned in a tank of their serum. And unfortunately unlike Garrett you will not gain any increased abilities.
Nope Three - (+300 CP)
No companions from outside of this jump are allowed here. If no companions from outside of this jump, then it's just a free 300 CP.
Deadpool - (+400 CP)
The Deadpool was a supernatural hit list created by Meredith Walker to kill every supernatural in Beacon Hills. As a result of it and thequantity of money offered, teams of hired killers swarmed the city in droves hunting down and murdering innocent supernaturals all for money. And now, that is going to happen a lot earlier with one key difference; the killers are coming after you, you see someone has put a hit on you and now nothing will stop the hit men, assassins and opportunists from trying to kill you. And no, you will not be able to pay them off.
Silver - (+400 CP)
IT'S ALIVE, IT'S ALIVE, jokes aside exactly HOW are you alive, I mean I'm no Doctor; but I would think getting shot in the head would, you know, kill a guy except you are obviously not dead. So how are you alive? Especially since you were shot by a silver bullet and it's you know melting inside you so how are you still talking to me.
Woden's Hunt - (+600 CP)
Imagine an army not burdened with the weakness of ordinary soldiers, men who don't need food, who never grow tired. An army of unstoppable warriors. The Wild Hunt, Ghost Riders of the Storm, an unstoppable army and made up of the dead and possessing great power. With there apparently being hundreds if not thousands of riders existing in the world. And all of them coming after your head. Good luck!
