DC Universe Jumpchain
DC Universe Jumpchain
CYOA written by
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cause I didn’t lol
The lists of superpowers and weaknesses are taken from the DC Wiki, and have been
reproduced here for ease of access. Some entries have been removed, added, or modified to
better fit this format.
The DC universe is long and storied one, in more ways than one. It’s a universe filled with
adventure around every corner, not least among them on Earth, an unassuming but cosmically
significant planet out of the way of most space territories. Heroes and villains, from the bottom
of the Dark Multiverse to the top of the Monitor Sphere, endlessly struggle for justice, for power,
and for control over the fate of the very multiverse itself.
You start with 1000 Cape Points (CP). Discounted options are 50% off. Discounts only apply
once per purchase. Free options are not mandatory.
Continuity
=== === === === ===
Continuity doesn't change during your time here, since each continuity has a past and a future
unconnected to the Crises. If you're in Post-Crisis you'll blow right through 2011 instead of
seeing Flashpoint. This changes if you take the relevant scenarios. You can choose your
starting date.
This continuity occurred in the late 1930s, and takes place in a single universe.
This continuity occured between 1938 and 1956, and takes place in a single universe.
This period came to a violent end with the rise of the Anti-Monitor, as he destroyed every
universe but the amalgam one of New Earth. Every other universe, and every living thing who
didn’t survive the alteration, had simply never existed.
This continuity occured between 1956 and 1985, and takes place in an infinite multiverse.
Post-Crisis (PC)
Default Start Date: 1985
New Earth was a world of revised and consolidated backstories, rewritten to make it easier for
new readers to jump in and follow the plotlines. Entire planets had their histories turned
upside-down, and many characters were left behind entirely. However, this wasn't a true
reboot, and for the most part characters' lives continued on the same path they'd been on before
and didn't start over from square one, barring prequel-style backstory comics.
In 2006, the Crisis survivors who'd been living in a pocket dimension utopia attempted to bring
back their homeworld. They failed, but their actions had grave consequences, bringing 51 other
universes into existence alongside New Earth, and Mister Mind would go on to alter the histories
of each in his hyperfly form.
This continuity takes place in a single universe, until it becomes a multiverse of 52 universes in
2006.
New 52 (N52)
Default Start Date: 2011
In 2011, a certain character entered the multiverse, a character who should not have existed
there. Dr. Manhattan and his unwilling agent Pandora tricked the Flash when he went back in
time to undo the Flashpoint timeline, giving Manhattan the opportunity to remove a few years
from the time stream. The aftershocks of this act rivaled the chaos of the Crisis on Infinite
Earths, rewriting history once again and creating another infinite multiverse.
Infinite multiverse.
Rebirth (Re)
Default Start Date: 2016
Elseworlds
You can go to any DC continuity without a jump, like the DCEU or Last Knight on Earth.
Mainstay Character
By default, your visit here will last for ten years. A long time, but nothing compared to the
timescale of many events here. If you want, you can stay as long as you like. But be warned,
for as much adventure to be found here, there is just as much danger lurking in the shadows.
You can optionally set the jump to end at the time of your natural death.
Legacy Character
If you’ve been to a DC jump before, you can go back to the same continuity for this jump, or
have that continuity be an alternate reality present in this multiverse.
Multiverse Alignment
=== === === === === === === === ===
Light Multiverse
You were born in one of the worlds of the positive multiverse. As you grew up, you saw heroes
triumphing over villains, leading the world into idealism and hope. You carry this message with
you and fight for the peace and safety of all good worlds. Although there may be a cost, heroes
have the advantage and will always triumph in the end.
Dark Multiverse
You arose from one of the worlds of the Dark Multiverse, a failed creation damned to sink and
disintegrate, annihilating everything and everyone within. Dark Multiverse worlds are created
from the fears and mistakes of those above, and due to their instability they degrade and
collapse when the person they originated from overcomes their struggles. Pain is inevitable
here, and the villains have the advantage and will always come out on top in the end. If your
world is destroyed before your time here ends, the Batman Who Laughs will arrive and offer you
a position as one of his Dark Nights.
Race
=== === === ===
Human
0 CP
Homeworld: Earth
At first glance humanity is a weak, powerless race. They have comparatively primitive
technology, and no innate superpowers of their own to defend themselves with. What they do
have is potential. The potential to master skills that put the inherent abilities of aliens to shame,
to hone themselves into living weapons, to wield all manner of scientific, divine, and cosmic
powers...and in time, to take up the mantle of the gods and bring the Fifth World into being as
the inheritors of the multiverse. Of course, that’s all just potential, possibility. The future is
anyone’s game.
You can take Cosmic Predator and Anti-Life Equation Fragments for free.
Homo Magus
100 CP
Homeworld: Earth
(SA/PC) One of two branches of humanity that evolved thousands of years ago, Homo Magi
came into being alongside Homo Sapiens. The two lines are capable of interbreeding without
issue, and are remarkably similar even beyond that. The primary difference is that while Homo
Sapiens were learning the use of tools and science, Homo Magi were one with the natural order
and were capable of using sorcery. Homo Magi and their descendants are capable of using
direct magic, compared to pure Homo Sapiens who are only able to use indirect magic such as
rituals. Early history was a paradise for them, able to conjure anything they needed or desired,
while ordinary humans were still learning how to fashion stone tools. However, a quirk of Homo
Magi psychology caused them to fall immediately and totally in love with the first Homo Sapiens
of the opposite sex they laid eyes on, causing most of them to sequester themselves away in
hidden communities where they would be safe from this effect.
(N52/Re) Following the Flashpoint disruption, they were taught magic at the Rock of Eternity,
before spreading it across the world upon their return and establishing empires that were
ancient when Atlantis first rose to prominence. A branch of these Homo Magi went on to
become the Atlantean races.
You can take Cosmic Predator and Magical Blood for free, and Anti-Life Equation fragments at
a discount.
Animal
0 CP
Homeworld: Earth
(All) You’re a normal animal, like a housecat. If you really want to, you can drop down to
animal-level intelligence (housecats specifically are intelligent enough to have a language here),
but you won’t get any extra points for it.
Atlantean
100 CP
Homeworld: Earth
Inhabitants of Atlantis. Mildly superhuman but on land they tire out faster.
Amazon
100 CP
Homeworld: Earth
Inhabitants of Paradise Island, Themyscira. Unaging warrior women. Mildly superhuman.
Have trained in combat and warfare for thousands of years.
N52: Your emotions are bound to your queen, and you feel a powerful echo of what she feels. If
you’re a male starting after Donna Troy’s slaughter, you’re the last male Amazon.
Android
Homeworld: Earth
A robot built by one of Earth’s scientists, most likely Dr. Ivo or Dr. Magnus. You don’t need to
eat, drink, breathe, sleep, or rest, and you run off an energy source other than calories.
Upgrading your body and mind is easier than for wetware organisms.
Intelligent Gorilla
Homeworld: Earth
A gorilla from Gorilla City.
Demigod
500 CP
Homeworld: Earth
The son or daughter of one of the many gods of Earth, your divine ancestry has awarded you
many advantages over your mundane brethren.
God
800 CP
Homeworld: Earth
A very long time ago, humanity looked up and wondered where they had come from. They
didn’t know yet, so they told stories. And stories are powerful things, powerful things indeed.
So they created those that had created them. But now humans have moved on, leaving their
old stories to fade, to be forgotten. To die. Somehow, you’ve found a way to survive since
then, eking out an existence in some corner of the world or another. Your once-great power has
diminished, barely a spark now of what you once were, but you are still formidable enough to
alter the course of history should you so choose. And, the possibility of rising once again is not
entirely beyond you, although such a feat would be truly herculean.
(PC) You require worship to survive, although helping mortals engage in your domain counts as
‘worship’ even if they don’t realize the full extent of their actions.
(N52/Re) Without worship you will merely be weakened, but will become wholly mortal should
the Fates be killed without you having sufficient power of your own to fall back on.
Thanagarian
100 CP
Homeworld: Thanagar
(SA) Originally a peaceful race, having advanced the sciences and solved their societal ills, the
Thanagarians fell victim to a series of invasions and conquests that devastated their culture.
The Manhawks reintroduced the long-forgotten concept of crime and spurred on Thanagarian
thrill-thieves, the entire race was subsumed into a plague becoming a hive mind swarm, and
they were freed only to be shackled to the rule of Panala Hyathis and led into a war with the
Rann. Now a group of Thanagarians desperate to rebuild their society have come to Earth,
hoping to rebuild their society with the use of an absorbascon to take control of the planet.
(PC) When the Crisis on Infinite Earths rewrote the multiverse, Thanagar had become flipped.
It’s days as a slave world of Polara were long past, the days of folklore now, but it’s present is
one of a cruel and oppressive empire founded on slavery. Thanagarians believe themselves to
be the leaders of the universe, the most advanced and civilized species in a cosmos of
backwards savages and ‘unclaimed’ riches unfit to belong to these peoples. The Thanagarians
themselves live on floating cities held aloft by the Nth metal mined from their planet’s extensive
deposits. This Upside lies in stark contrast to the Downside, the surface-level home of the three
billion cast-off slaves and laborers and held in check by the ruthless and corrupt Wingmen.
Thanagarians are remarkably similar to humans but slightly more powerful, being stronger and
tougher and possessing sharper senses and a longer lifespan than humans. You may take
Galactic Imperialism and Artificial Wings for free.
Czarnian
800 CP
Homeworld: None; you start off wandering through space.
One of the last survivors of the same race as Lobo, somehow you survived the genocide he
commited against his own people. Whether you can survive further will be up to you.
Tamaranian
300 CP
Homeworld: Tamaran
More powerful than an Amazon, capable of energy blasts and flight. Powered by ultraviolet
light.
Angel
800 CP
Home Dimension: The Silver City (normal) or Hell (fallen)
Servants and messengers of the Presence, Angels are ageless and sexless winged beings.
Demon
500 CP
Home Dimension: Hell
Old beings, from even before Lucifer was cast down into Hell.
Capable of magic and hellfire blasts that attack the soul directly and bypass durability. Weak to
iron and holy water.
Fae
300 CP
Home Dimension: The Fair Lands
Ruled by Queen Titania, Fairies are beings of both powerful magics and ancient rules.
You may take Magical Blood, Magical Talent, and Magic (Glamour) for free.
New God
1000 CP
Homeworld: New Genesis or Apokolips
You may take Cosmic Math/either Life Equation Comprehension or Anti-Life Comprehension at
a discount.
Coluan
800 CP
Homeworld: Colu
Kryptonian
Homeworld: None; you start as a wanderer in outer space or the Phantom Zone.
(DA - 100 CP) :
(SA - 3000 CP): Absurdly powerful. Physically powerful enough to tow multiple solar systems at
a time with ease. Can perform any task to a literally super level of capability.
(PC - 1000 CP): A cold and sterile race that originated on the planet Krypton, the Kryptonians
neglected the outside worlds and turned inwards, advancing their knowledge of science to an
incredible degree even as their society stagnated. This proved to be their downfall, as reactions
within the planet’s core converted it into the radioactive kryptonite before detonating and killing
all but a few, with almost none off-world at the time to survive.
Kryptonians are identical to humans under the light of a red sun, such as their home star Rao,
but when exposed to yellow light their cells store the energy and use it to great effect. Their
(N52 - 1000 CP) : Before the Worldkillers destroyed Krypton, killing almost every Kryptonian in
the universe, you escaped in a space pod. Don’t need to eat, sleep, or breathe under a yellow
sun. Capable of bench pressing a mid-size planet for days after a couple decades of growing in
strength.
You may take Linguist (Kryptonian) for free and up to 8th Level Intellect at a discount.
Martian
1000 CP
Homeworld: None; you start as a wanderer in outer space.
Green (or white) shapeshifting inhabitants of Mars. Or they were, until they all died.
Daxamite
1000 CP
Homeworld: Daxam
The little brother of the Kryptonian race. Same abilities, but with a weakness to lead instead of
kryptonite. I mean seriously, lead?
Genius Loci
Variable CP
Homeworld/Home Dimension: Earth, or yourself if applicable
You exist as a living location, with total control and awareness over your environment.
Street
200 CP
City
400 CP
Geographic Region
600 CP
Planet
1200 CP
Star
2000 CP
Dimension
2000 CP
If Planet-sized or above, you may take Antezenith for one emotion and Unbreakable for the
other six for free. Refer to the Retroactive Reveal section to design your body.
Unmentioned
Variable CP
Homeworld: Variable
If there’s another race you like that isn’t present here, you can start as one of them instead.
From the Aellans to the Nerieds to the Zwenians, you can be any race shown in DC comics, or
create a new one with the Retroactive Reveal section. Recreate their natural abilities in the
Superpower section, and use the CP price as the racial cost. You have [average of free options
other races get] floating free options up to and including 600 CP, and have [average discounts
other races get] floating discounts up to and including 600 CP.
Hybrid
Variable CP
You’re a member of two races. Your parents must have quite the story. You have the powers
of both at half strength, and pay half the cost of both racial prices.
History
=== === === ===
Native Heritage
Cannot be taken with Alien Heritage
You were born on the planet you grew up on. You can start anywhere on that planet that
someone of your origin could reasonably go to. Your friends and family are all here. This is
your home.
Alien Heritage
Cannot be taken with Native Heritage
You came from another planet as a young child, too young to remember anything but your new
home. This is your home now, but your heritage lies elsewhere, destroyed or otherwise beyond
your reach...for now. Regardless, you may take 200 CP in exchange for having arrived as a
teenager or young adult, having grown up on this other planet. You’re of their culture, and the
world you’ve arrived in is strange and unfamiliar. In all likelihood you’re the only one of your
kind on the entire planet, separated from your home by the vast reaches of space.
Choose a different planet from your homeworld to start on, anywhere your spaceship or flying
self could have landed or been taken.
Clone
Modifier to Heritage
You're a clone of another person, possibly multiple people. You share their appearance and
genetics, although powers and other traits will depend on what you purchase below. You’ve
recently escaped from containment. Or, take 400 CP in exchange for still being held captive by
the people who first created you, unable to escape just yet without great difficulty and being
used for testing and experimentation.
Reincarnation
Modifier to Heritage
You’re the reincarnation of someone who’s lived and died here before. You still have to pay for
your skills and everything.
Family
=== === === ===
American Dream
200 CP
Your family was perfect. Your parents raised you right, and if you had any siblings you grew up
the best of friends. The bond between you all is deep and unbreakable, and you would do
anything for each other. You can visit your family anytime and expect a warm and loving
welcome, and they’ll always have your back no matter what.
Broken Home
+200 CP
They say every functional family looks the same, but every dysfunctional family is broken in its
own unique way. However it happened, your family life was cold and hard, and every day was a
struggle. Maybe you found out your father was secretly a supervillain, and he reacted violently
when you refused to follow in his footsteps. Or perhaps your older brother turned you in to the
police after you came to him for shelter, betraying you and turning his back on you in your time
of need. You either have painful memories of your childhood that you’ll have to deal with
sooner or later (and you will have to deal with your past in some way or another, whether you do
it on your own terms or try to run until it catches up with you), or members of your close family
are actively hostile to you.
Orphaned
+300 CP, can be taken with Broken Home
You had a great relationship with your family, and you all loved each other more than anything.
Then your parents were killed, right in front of your very eyes. After this event you were either
raised in an orphanage, by a responsible older sibling, or by a family friend. You never fully
recovered from the trauma, and while you can live a normal life the memories have haunted you
ever since. Expect to have nightmares, as well as issues with raising a family of your own. If
this is taken with Broken Home, one of your family members directly caused the death of the
others, the ones who truly loved you, and will resurface sooner or later with plans for you.
Career
=== === === ===
Infant
0 CP
You’ve been reincarnated into this world. You start as a newborn in a family all but guaranteed
to wind up as you’ve chosen above. You’ll have a while before anyone expects anything of you.
Adolescent
0 CP
You’ve been here for a while, but not that long. Your age is 1d8+10, and you’re still growing up
with the family you chose above. You have some responsibilities, but you’re still a kid. You
aren’t expected to do much more than listen to your guardians and prepare for the rest of your
life. You have some friends you get along with well, but none of the bonds forged in fire many
superheroes enjoy.
Law Enforcement
0 CP
You’re a proud member of the local police or military, or have found work as a private detective.
As far as any of your colleagues and superiors know, you don’t have any superpowers and are
an ordinary member of your homeworld’s race. Depending on exactly where you work your
responsibilities are a little different. Police officers are expected to protect civilians from
unpowered and super crime, but unless you’ve got any powers or special training of your own
supervillains can be a real challenge to deal with. Soldiers are expected to sit down, shut up,
and follow orders, and will probably be used in conflicts by the local ruling powers. Detectives
will be hired by people looking for help outside of the jurisdiction of the police, often investigating
someone or uncovering some secret information that’s important to them.
Superhero
100 CP
You use your skills and abilities to protect the innocent and save lives. Choose one of the
following motivations.
● Justice
○ Fight to save others. It’s your choice, and you made it with a smile.
● Compassion
○ Fight to give others a better future. The choice was made for you; how could you
do anything but give your all?
● Vengeance
○ Fight to defend others. You never had a choice at all.
Criminal
0 CP
Supervillain
100 CP
You use your skills and abilities for your own benefit. Choose one of the following motivations.
● Self-Interest
● Revenge
● True Evil
Reporter
Sidekick
Scientist
Occultist
Tycoon
Playboy
Anything else
Retired
Team
=== === === ===
Bat Family
Batman, Inc.
Lantern Corps
Green, Red,
Alternatively, you can create your own Lantern Corps if you have a custom emotional spectrum
for them to use.
Teen Titans
Doom Patrol
Suicide Squad
Justice League Dark
Zatanna Family
Trenchcoat Brigade
Injustice League
League of Doom
League of Assassins
Court of Owls
Crime Syndicate of America
Legion of Super-Heroes
Requires you to start in the 31st Century.
Legion of Super-Villains
Requires you to start in the 31st Century.
Natural Abilities
=== === === === === === ===
Intelligence
The levels of intellect refer to how many distinct trains of sophisticated thought a being can hold
simultaneously, each working together to exponentially compound their ability to understand
patterns and solve problems.
By default, you start as a 0th level intellect, the human baseline. You can purchase more levels
for 100 CP each. For reference, the entire 21st Century human population together is 6th level,
Batman is 6th-8th level, Lex Luthor is 9th-11th level, and Brainiac is 12th level.
If you take at least 1st level, you get three specializations free and can pay 25 CP for more.
Specializations are fields of learning you're particularly talented in and enjoy doing, progressing
much faster in them than others.
Natural Aptitude
100 CP each
You possess talent with a certain skill beyond ordinary human levels, able to take it to
unprecedented heights with your proficiency.
Magical Blood
200 CP
You possess the ability to wield direct magic. Either because you’re a pure Homo Magus or
another magical race, a direct descendant of one, you grafted their DNA into yours, you stole
their powers in a magical ritual, etc.
Emotional Capacity
These use willpower as the default, as that’s the most useful in isolation. For other emotions
use the analogous amount.
Baseline
0 CP
Average human willpower
Indomitable
200 CP
Your willpower is roughly equivalent to that of Superman and Batman. Nothing can
break you down or make you give up, barring extremely specific circumstances that play
against who you are as a person.
Legendary
400 CP
Talk about stubborn. You have as much willpower as the average Green Lantern,
enough to overpower the combined will of your home planet. Your willpower is
functionally limitless, short of using a Lantern Ring and pushing it to your limit.
Antezenith
600 CP
Your willpower is roughly equivalent to that of Sinestro, with the potential to become one
of the strongest members of your relevant Corps.
You may take a Lantern Ring and Honor Guard Illustres for free, and Clarissi at a
discount.
Zenith
800 CP
You could overpower the embodiment of all will power in the universe, including your
own somehow, through sheer will alone. Roughly equivalent to Hal Jordan. With
decades of time and experience it may even be possible for you to exist in a state of
pure willpower and forge permanent, physical objects out of your will, such as a new ring
for yourself.
You may take a Lantern Ring and Clarissi for free, and Abstracted Host and EM
Construction at a discount.
Godly Domain
Requires and free for Gods
(DA, GA, SA, PC): You oversee an aspect of reality, controlling it and drawing power from it.
(N52): You oversee an aspect of reality, controlling it and drawing power from it. Rejecting or
being unable to fulfill your domain will eventually kill you. Even when you cry it will be tears of
blood. You have to intentionally hold it in and not let it slip out since it represents your very
nature now.
Power in Faith
0 CP, mandatory for Gods, cannot be taken with Power in the Earth
You’re a being of belief, powered by faith. Without it you grow weaker.
Born to Fight
300 CP
Combat is literally in your blood, written into your very DNA. Everyone’s got ceilings to their
skills, points where training simply can’t take them any further, and although you’re no exception
yours are some of the highest ever seen. Fighting feels natural for you even without training or
experience, and you pick up combat-related skills much faster than most. You can master
martial arts and other forms of combat in years to a degree others couldn’t hope to reach in a
lifetime, as well as train your body beyond what’s normally considered to be the peak of human
potential. If taken with Peak Human this increases your capabilities from Batman’s level to
those of Lady Shiva.
Moirai
600 CP, requires God
One of the three Fates, an expression of one of the three Kindly Ones. You watch over and
control the lives of gods and mortals, although in broad strokes. You’re hardly omniscient or
capable of altering someone’s mind at will. You’re fate, not reality. You can import up to two
companions to take the place of your ‘sisters’ for 200 CP each. You can be from any pantheon,
and you become the successor(s) to the previous Fates if you choose one that already has
them.
Cosmic Predator
1600 CP
The more powerful someone is than you, the more dangerous you are to them.
Skills
=== === === ===
Skill Level
Any skill or field of experience. Skills related to your career above Basic level are discounted for
adults.
Basic
25 CP
Enough to complete your task competently.
Proficient
50 CP
A cut above the rest. You’ll quickly rise through the ranks of your career.
Expert
100 CP
As far as most people can go, but not quite the ceiling. Most others are faceless mooks
to you, but that’s all you are to the real titans. Equivalent of a Robin or an average
League of Assassins member.
Master
200 CP
One of the best in the world. When someone needs help, when they’ve got a problem
that seems all but impossible, you’re the one they come to. Equivalent of Batman, Lex
Luthor, or Zatanna.
Legendary
400 CP
The best, hands down. You’re the gold standard in your field, and all others are judged
by how closely they come to you. Equivalent of Lady Shiva, Brainiac, or Timothy Hunter.
Self-Assured and Confident
50 CP, free for Superheroes and Supervillains
You can act and speak as if your actions were planned out and prewritten, never being awkward
or bumbling.
Combat Training
100 CP
You've mastered a single warfare practice or martial style.
A Beacon of Hope
100 CP, free for Superheroes (Justice)
You’re like a ray of sunshine in the darkness of despair. The way you carry yourself, the way
you act, the way you speak, it unequivocally proves to everyone around you that they’re safe
now that you’re here to protect them. You know just what to say to lift someone’s spirits and
remind them that there are better days ahead. All they need to do is look up into the light.
Terrifying Presence
100 CP, free for Superheroes (Vengeance)
Monsters are real. There are t hings that go bump in the night. But even monsters check under
their beds before they go to sleep. They’re scared they’ll find you waiting for them in the
shadows.
Peace Talker
100 CP, free for Superheroes (Compassion)
No Time to Waste
200 CP, discounted for scientists
You can push yourself to work past what would be healthy, studying or experimenting for days
on end with no sleep and little to eat. Your work doesn’t suffer nearly as much as you’d expect,
and you keep almost all of your mental faculties intact up until you find what you’ve been looking
for or collapse from exhaustion.
Snap
300 CP, discounted for Amazons
You’re very good at locating and targeting the weak points of your enemies with brutal
efficiency. If you can get close in a fight it’s a simple matter to position yourself right and end
them in an instant.
Rhyming Demon
300 CP, Demons only
There is a hierarchy in Hell, a pecking order among the demons. A class of nobles and princes
have become known for their rhyming speech. They
That child was you. Your early life, from even before you could walk, has been violence and
little else. Hundreds of martial arts forms, the use of blades, guns, and the environment to kill,
even the thousands of little movements made before a punch is thrown, you can understand it
as easily as you would a spoken language due to the language center of your brain learning to
interpret movement instead of sound. Look at a person, and see how to kill them, just like that.
See what a room of trained fighters will do before they do it, predict and counter their every
motion, and deliver the killing blow, all as intuitively as simply listening and understanding. You
could weave through a storm of bullets, punch through solid concrete and steel, and even knock
out Batman or Lady Shiva in a fight, your aptitude having far surpassed what any training could
accomplish alone. However, this comes at a steep cost. Due to your upbringing you can’t
speak any human language, and any you did speak before will be removed from your memory
in order to make room for this new comprehension. Understanding them when spoken to you,
that’s different, but it’ll be one-way. You could sacrifice a portion of your skill to learn to speak
again, decreasing your fighting ability to Batman’s level, or resign yourself to only
communicating silently with others that share your intuitive understanding by allowing them to
read your movements. As an alternative to losing your ability to speak, you can buy 2 intellect
levels to dedicate to retaining both types of language rather than increasing your intelligence.
Prophetic Visions
400 CP
You can look into the future using magical techniques, divining the future of yourself and others
as well as important events. The farther you look, and the more widespread the vision, the less
detail you’re able to make out besides vague premonitions and emotional connections yet to be
made. Using tarot cards helps but you don’t need them, strictly speaking.
Plot Armor
=== === === === ===
Comics: *exist*
Physics: am I a joke to you?
100 CP
You have any required secondary powers that your primary powers from other jumps might
require to be used without horrifying implications. It just works.
You’ve also got a habit of digging up profitable business ventures and other ways to make
yourself very, very rich.
Geological Epochs
100 CP, free for Planets, Stars, and Dimensions
As a celestial body, you don’t experience time in the same way all those short-lived organics do.
Your lifetime is measured in the billions of years, and as such your mind is adapted to
comprehending and living through the long timescales. Your memory
Underworld Connections
100 CP, free for Supervillains
What, did you expect to be robbing banks and pulling heists to pay the bills? No, you’re above
that. You have the business acumen and know-how to start and run a multi-million dollar
company, as well as experience in dealing with the black market and other underworld
operations so you can get your hands on the more illicit substances your schemes require.
Earthling Whisperer
100 CP, free for aliens
Contrary to popular belief, most extraterrestrial races across the universe don’t all speak
English, and communicating with alien cultures can be tricky when such a language barrier is in
the way. You pick up new languages extremely quickly, and your overall communication skills
are improved. You could be speaking a language fluently after a few weeks of watching people
speaking it, and can get your ideas across with great clarity. Even if you don’t yet speak
someone’s language you can communicate simple concepts by universal signals like gestures
and facial expressions
Headliner
100 CP, discount Reporter
You have a sort of sixth sense to major events going on around you. You won’t know exactly
what they are or how dangerous the event will ultimately be, but you can tell when and where
they’re happening so you can be there on time to get the story. This will help you find
metahuman fights or similar confrontations. If you’re the type to intervene so it has a happy
ending, you won’t forget to set up your camera.
I Can Do Better!
100 CP, free for criminals
Your superiors are more lenient when you fail them. Insisting that you just need one more
chance will usually convince them to spare you. You can skirt the line, wearing their patience
thin for a lot longer, but be careful it doesn’t finally run out.
Public Perception
100 CP
You can change the cosmetic style of the world by changing your own style. Just like how
changes in movie costumes can be reflected in comics, if you change something like your outfit
style, the costumes of others would change to have a similar design philosophy, and so on.
Please, please don’t get a mullet with this.
Heroic Stamina
200 CP, discounted for superheroes
Your particularly tough constitution allows you to push through injuries and exhaustion much
further than normal. You can heal simple injuries like cuts and bruises by the next day and more
serious wounds like bullet holes and broken bones in a week or so. Your stamina sees a similar
increase, allowing you to operate at full efficiency with near-constant exertion and little to no
recovery, as long as you take some time to rest every once in a while. You can keep going and
going when anyone else would have needed a break. This also prevents you from accumulating
chronic injuries and scars, as your body heals itself to its normal state, so you can remain
effective well into your old age.
Help Wanted (200 CP, discount Supervillain) No matter how evil or dangerous your reputation
paints you as, people still flock to your side to work for you. They’re rarely competent unless you
actually go looking for people with the skills you need, but these are henchmen. Pushing your
deathtraps around and ganging up on unwary trespassers don’t exactly require a lot of critical
thinking. If you promote one to a higher position like team leader or personal assistant then
they’ll become more loyal to you over time and more easily gain useful skills.
Superdickery
200 CP
You can be a dick to your friends for no reason and they’ll act as if it didn’t happen. Even if you
straight up murder them or engineer elaborate deathtraps, they’ll be fine afterwards. This
doesn’t apply if you actually intend to do them lasting harm, emotionally or physically.
Superman’s Pal (400 CP, discount Reporter) You can always count on your friends. Whenever
you call for help, someone who’s best suited for the task at hand (out of the people you know)
will quickly arrive, whether it’s saving you from a supervillain or just hanging out when you’re
lonely. You can also specify a specific person to call out for. Overuse of this will see your friends
taking longer to arrive, if they make it in time at all, so try not to use this more than once or twice
a day.
Interrogator (400 CP, discount Superhero) Getting people to talk is a simple matter for you. You
can play both good cop and bad cop, gently coaxing answers out of them or intimidating them
into spilling their secrets, even when they know it’s in their best interest to keep quiet. When the
chips are down and lives are on the line your efforts are multiplied tenfold through your
desperation and determination to save the day. The experience makes it easier to tell when
someone’s lying to you or withholding information from you in your day to day life.
Evil Plans A through Z (600, discount Supervillain) Villains act, heroes react. And you know just
how to act to bring about your desired outcome. Booby-traps just where your enemies will walk,
inexplicable giant death machines you shouldn’t have had enough time to build or find,
elaborate schemes and plots that rely on a large number of moving parts, you can do it all. You
have a knack for coming up with plans that require ridiculous amounts of preparation to set up
and a good number of coincidences to go off without a hitch, and still making everything go
along smoothly.
Crisischasers
400 CP
You can always make it to major events that you don’t want to miss, even if by all rights you
shouldn’t have been able to be there.
Rubberbanding Competence
600 CP, discounted for humans with no superpowers
Almost as if to make up for your lack of powers, your competence and capability scale with your
teammates and the threat you're facing. Go from fighting mutant animals and deranged
chemists to intergalactic warlords to multiversal singularities.
Reality Resistant
600 CP, discounted for Monitors
You can’t just carelessly run through the different dimensions like a chicken with its head cut off.
Not when that would subject you to the whims of their conflicting, unpredictable natures.
Instead, you carry with you the laws and rules of your origin, behaving as if you were still in your
home universe. You can’t be made to swear like an edgy teenager and whip out lethal weapons
on a moment's notice just because you went to a universe that works that way.
Redefine Vicious
600 CP, discounted for Dark Multiverse inhabitants
Like a wounded animal, you’re at your most dangerous when you’re at your lowest. The more
you lose, the closer you come to complete and total failure, the stronger and more capable you
become until the war is finally won. Your drive to endure and to snatch victory from the jaws of
defeat push your talent and competence to their limits and beyond. At your peak you could take
on an army of metahumans, and beat them all with nothing but your equipment and your wits.
When you’ve lost everything you’ve ever loved and the whole world is against you, the world
better start running.
Sheer Coincidence
600 CP, discounted for Light Multiverse inhabitants
Everything just lines up to sort itself out. Your friend has gone blind? The next villain you fight
will release a dust that just so happens to perfectly counteract the chemicals and restore their
sight. As long as you can manage to defeat the bad guys and avoid losing any of your friends,
everything will turn out alright. Acts as a safeguard for all the insanity.
Abstracted Host
800
You’re an ideal host for cosmic abstracts like Parallax and the Spectre. They’ll find themselves
enjoying being merged completely with you, more than being hosted by others or even being
alone.
Oblivious as a Hawk
800 CP
Setting-wide changes, alterations, retcons, and other disruptions just kinda pass right over you.
They don’t affect you or your immediate surroundings, anything that would show up in a comic
based on your life. Honestly, you might not even notice at first. Who has time to deal with the
multiverse-destroyer threatening to erase all of history and possibility? There are museum
thieves to stop!
You get a 600 CP stipend for this section (that’s kind of a lot of CP, I’ll probably remove it). The
stipend can be refunded for 300 CP to be spent elsewhere. If you’re having trouble coming up
with a power you like, you can go over the supplement for ideas. Note that CP received from
power limitations can only be spent in this section. Higher priority is calculated before lower
priority, and addition and subtraction always have higher priority than multiplication and division.
Source
How your power functions and what rules it follows. You can’t get more than half of your
power’s cost back in limitations.
Biological
0 CP
Your power is based on your body, coming from your genetics, altered musculature,
viral/bacterial enhancement, or similar. Your powers aren’t just a part of your body,
they’re a natural and integral component of how your body functions. Can be trained
and improved, to an extent. Encompasses most ‘physiology’ powers.
Technology
0 CP
Your power is based in technology, such as using advanced tools and weapons.
Without Growth Potential you took shortcuts to getting your technology, and can’t
advance further without putting in the time and work to learn it all from the ground up or
receiving outside help.
Magic
0 CP
Your power is based on magic, and is used through your magical power and skill.
Without Growth Potential you took shortcuts to learning it, and can’t advance further
without putting in the time and work to learn it all from the ground up or receiving outside
help.
Supernatural
0 CP
Your power is based on the supernatural, but not one that’s inherently magical or divine.
Examples are Deadman, Gentleman Ghost, and Solomon Grundy.
Psionics
0 CP
Your power comes from psychic power. (see Captain Comet and Martian Manhunter for
reference)
Inherent Divine
0 CP
The gods had a hand in your creation, and while your power is divine it’s fundamentally
yours, not given to you by a deity that could take it away.
Meta
x100 CP, -6 Priority
Fusion
100 CP
You can choose more than one Source. For instance, Red Lanterns (Technology +
Magic) or Yellow Lantern Superman (Biological + Cosmic Energy).
Power Up by Screaming
100 CP
You have a well of power beyond what you’re normally capable of using, except under
extreme emotional conditions or with the aid of technology advanced enough to be
relevant on a cosmic scale. Power Tiers you buy beyond your base limit are half price
and can be temporarily unlocked under these conditions.
Cosmic Energy
200 CP
Your powers are based on a cosmic energy, such as the Speed Force or the Emotional
Spectrum, making it more powerful, giving it the potential to cause repercussions across
the universe or multiverse if you break something important or push the boundaries
beyond what you’re normally capable of, and allowing you to tap into a larger amount
than normal when the need arises. Move your power up by three Tiers and take Power
Up by Screaming for free.
Growth Potential
500 CP
Your power’s growth isn’t limited in how far you can take it. Like Superman and
Brainiac, all you need is time.
External
+50 CP
Your power isn’t inherent to you. You were given the power of another, like Shazam.
They can also take it away, depending on the reasons they first gave it to you, but
considering they chose to give it to you in the first place you’d have to give them a good
reason for that to happen.
Team Power
+100 CP each
Your power requires multiple people working together to function, with more people
required the more times you take this. Like Firestorm and Blue Lantern rings. If taken
with Transformation it requires you to fuse together into a new form. This can be taken
up to five times.
Limitation
+200 CP
Your powers don’t work on a very common substance, like wood or the color yellow.
Transformation
+200 CP
Your power requires you to transform to use, leaving you without it whenever you’re in
your base form.
Usage
You can’t go below 50% of a power’s price, rounded to the lower multiple of 25. Priority -1.
Focus
Either acts as the source of the applied power or is in some way autonomous and capable of
using the powers itself. You can import a pre-existing item as a focus. You can add a category
for 100 CP each to increase versatility. Imported items only need to match one category. You
can import an item or items purchased here as your focus to add powers to them or modify their
form.
Item of Power
A small handheld or worn object, like a ring, necklace, ceremonial dagger, or totem, a
tool, or a generic object such as a technological device or disembodied organ,
depending on the power’s Source.
Weapon
Any type of mundane weapon, such as a sword, glaive, slingshot, or gun.
Container
The focus applies the power to whatever’s inside it, such as a box that pauses time
inside with Time Manipulation when it’s closed, or a set of chambers that combine
anyone inside into a single person with Bio-Fusion when activated.
Clothing
Either street clothes or a supersuit. Basically anything you’d wear out and about.
Includes mundane armor like kevlar and bronze plate.
Armor
Anything you’d wear to protect yourself from superpowers, advanced weaponry, or
magic. Includes power armor, enchanted armor, and telekill helmets.
Magic Spell
Your power is used through a single magic spell. This can be taught to others with
magical training and improved on as much as any other spell could be.
Location
Your power is tied to a specific location. It can be used by only you from anywhere on
the premises, empower everyone there, allow you to temporarily merge with the area, or
similar effects. Optionally it can get weaker closer to the borders and stronger closer to
the heart of the area. One of the effects Infection can have in a location is to spread the
area, with higher Tiers spreading faster.
Autonomous
200 CP
Your item is sapient, and optionally sentient as well. It can make intelligent decisions
based on outside stimuli, remember experiences, actively use its power and change
tactics according to the tide of battle, and optionally communicate with the holder,
wielder, wearer, or people nearby in some way (vocal speech is the default, this can be
changed depending on powers). It’s a 0th level intellect by default, and you can buy
Natural Abilities for it at half price.
Power Tiers
Busting level is the benchmark. Powers like Empathy and Flight use the next Tier up as their
general range (except for wall level, which is ‘only affects the self’). Powers like Energy
Constructs use Tiers for maximum size and complexity as well as strength. A power with
greater effect and a smaller range, and a lesser effect and a wider range are about the same
Tier. A power only has one Tier, which takes into account both the base power and any
modifiers.
Busting level | Range | Complexity
(prices here are kind of placeholders, until I start building for canon powersets and using those
to price the component tiers)
Galaxy level
3000 CP
Galactic cluster level
3500 CP
Universe level
5000 CP
Multi-universe level
8000 CP
Multiverse level
10000 CP
Effects (157)
Power effects can be combined by adding one or more as a modifier to a base effect, to change
how it works. This doesn’t change how versatile or powerful it is, just what it does. Every base
power has a rank, either nuisance (ν), beta (β), alpha (α), or omega (Ω) level, based on how
versatile they are. The more useful, the more expensive. If an omega level power is used as
either a base or modifier, you cannot take Move On at the end of the jump. Alpha and beta rank
powers can have their ranks lowered by reducing their versatility. Beta ranked Time
Manipulation might only be able to send the user backwards and forwards in time (exactly how
far depending on its Tier), while nuisance ranked Adaptation might only be able to adapt to
increasingly extreme temperatures. Ranks all have -2 Priority.
#
853rd Century Physiology
A
Accelerated Healing (β)
Adaptation (α)
Adhesion (β)
Aerokinesis (β)
Alien Physiology (varies)
Amazonian Physiology (α)
Amphibian (ν)
Android Body (β)
Animal Control (β)
Animal Empathy (ν)
Animal Mimicry (β)
Antipathy (α)
Astral Projection (β)
Atlantean Physiology (β)
B
Bio-Fission (β)
Bio-Fusion (β)
Bizarro Physiology (varies)
Body Art Animation (ν)
C
Cheating Death (α)
Chemical Catalysis (β)
Chlorokinesis (β)
Chronokinesis (Ω)
Clairvoyance (β)
Claws (Ν)
Cosmic Awareness (β)
Cryokinesis (β)
Crystal Generation (β)
Cybernetic Enhancement (α)
D
Daemonite Physiology (α)
Daemonite Powers (α)
Darkness Manipulation (β)
Decelerated Aging (ν)
Deflection (β)
Density Control (β)
Dimensional Travel (α)
Discern Motivation (β)
Disintegration (β)
Divination (β)
Divine Empowerment (α)
Divine Grace (β)
E
Echolocation (ν)
Ectokinesis (β)
Eidetic Kinesthesia (β)
Elasticity (β)
Eldritch Blast (β)
Electro-Blast (β)
Electrokinesis (β)
Electromagnetism (β)
Elemental Control (α)
Elemental Transmutation (β)
Empathy (β)
Energy Absorption (β)
Energy Construct Creation (α)
Energy Negation (β)
Energy Projection (β)
Energy Resistance (β)
Energy Transference (β)
Enhanced Hearing (ν)
Enhanced Intellect (α)
Enhanced Sense of Smell (ν)
Enhanced Senses (β)
Enhanced Vision (Microscopic, telescopic, etc) (ν)
Exorcism (β)
F
Fangs (ν)
Fatal Touch (α)
Fear Projection (β)
Firestorm Matrix (α)
Flight (β)
Force Field (β)
G
Genius Level Intellect (α)
Geokinesis (β)
Gravity Manipulation (β)
H
Healing (α)
Hydrokinesis (β)
Hypnosis (β)
I
Illusion Casting (β)
Immortality (β)
Infection (β)
Intangibility (β)
Interstellar Travel (α)
Invisibility (β)
Invulnerability (β)
K
Kryptonian Physiology (α)
L
Lycanthropy (β)
M
Magic (α)
Magic Usurpation (α)
Magnetic Manipulation (β)
Martian Powers (α)
Matter Absorption (β)
Mechanokinesis (β)
Metamorphosis (β)
Mind Control (α)
Molecular Acceleration (β)
Molecular Reconstruction (α)
N
Necromancy (β)
Necrotic Empowerment (β)
O
Omnipotence (Ω)
Omnipresence (Ω)
Omniscience (Ω)
Oneiromancy (α)
P
Phasing (β)
Pheromone Control (β)
Photokinesis (β)
Possession (α)
Power Absorption (α)
Power Distribution (α)
Power Of Shazam (α)
Power Replication (α)
Precognition (β)
Prehensile Hair (β)
Probability Manipulation (α)
Psychic Link (ν)
Psychokinesis (α)
Pyrokinesis (α)
R
Radiation Production (β)
Reality Alteration (Ω)
Regeneration (β)
Removable Limbs (ν)
Resurrection (α)
Retrocognition (β)
Robot Body (β)
S
Sage Force Conduit (α)
Self-Sustenance (β)
Size Alteration (α)
Sound Manipulation (β)
Speed Force Conduit (α)
Strength Force Conduit (α)
Summoning (β)
Super-Breath (β)
Super-Leaping (β)
Superhuman Agility (β)
Superhuman Durability (β)
Superhuman Endurance (β)
Metagene (varies)
Superhuman Reflexes (β)
Superhuman Speed (α)
Superhuman Stamina (β)
Superhuman Strength (β)
Symbiosis (β)
T
Talons (ν)
Telekinesis (α)
Telepathy (α)
Teleportation (α)
Therianthropy (β)
Thermal-Blast (β)
Thermokinesis (β)
Time Manipulation (Ω)
Toxic Immunity (ν)
Toxikinesis (β)
Transformation (ν)
U
Unique Physiology (varies)
V
Vampire Powers (β)
Vampirism (β)
Variant Physiology (varies)
W
Water Sense (ν)
Weather Manipulation (β)
Wings (β)
Z
Zombie Physiology (ν)
Accelerated Healing
Ageless
COCAINE
Atlantean Physiology
Thanagarian Physiology
Kinesis
Metallo
Cyborg with a kryptonite core. Can have it replaced with another power source by a scientist
Far-Sight
discounted for Demigods
You can tap into the mirror of Olympus to see anything. (milan)
Bizarro Vision
Divine Blessing
400 CP, discounted for Amazons and Demigods
Xeno-Metamorphic Cytoplasm
Kryptonian Physiology
1000 CP
General powerset:
● Super strength
● Invulnerability
● Super speed
● Flight
● Heat vision
● X-ray vision
● Telescopic vision
● Microscopic vision
● Super senses (hearing, touch, etc)
● Telekinetic aura
Daxamite Physiology
1000 CP
Like Kryptonians but not as cool.
Weaknesses
=== === === === === ===
Weaknesses that are applied to yourself, like Blind or Mental Illness, are removed at the end of
the jump. The ones applied to your race like Vulnerability to kryptonite, or to your powers like
Power Limitations, aren’t removed as they’re the other side of the coin to your purchases, and
will have to be worked around or dealt with manually.
22
A
Asphyxiation
B
Blind
C
Chocoholism
Cowardice
D
Dependency
Diminished Intellect
Drug Addiction
I
Illiterate
Illness
M
Mental Illness
Missing Limb
Monstrous Appearance
Mute
N
No Physical Body
O
Over-Reliance (on one of your skills)
P
Power Instability
Power Limitation
Power Loss
R
Restricted Mobility
Restricted Senses
T
Technological Reliability
V
Vulnerability (to sensory overload, extreme temperatures, sea water, etc)
Costume
25 CP, free for Superheroes, Supervillains, and Sidekicks
A unique costume of your own design. You can incorporate armor into the material, including
unusually effective armor from any materials purchased here. The design can be pretty much
anything, and it’s durable, comfortable, and easy to put on. Unless it has any obtrusive or
glowing parts then it can be worn underneath clothing without revealing its presence.
Cape and Symbol (100 CP, free Superhero (justice)) A skintight bodysuit that shows off your
muscles and figure. It’s appropriately inspiring for your job and is extremely recognizable so
people never mistake you for some random vigilante or worse, a villain. Although it doesn’t give
you any defensive benefits like armor would, it holds itself together much better than ordinary
fabric. It mirrors your own physical state, getting dirty and dusted up after a drawn-out fight
instead of being torn, and only being damaged when you yourself begin to take wounds. This
doesn’t actually require a cape or a symbol, but they do complete the look.
Costume and Mask (100 CP, free Superhero (vengeance)) A costume that strikes fear into all
but the most resolute. It could be a ripped hood and noose, unsettling makeup, a horned cowl
and a cape that resemble wings, a copy of a hero’s costume but with darker colors, the details
don’t matter too much. What’s important is that it makes it very clear to anyone who sees you
that you aren’t someone to mess with. Somehow, you also find it easier to sneak around and
get the drop on your enemies despite wearing such attention-grabbing clothes
Weapon
25 CP
A mundane weapon of any type.
Apartment
50 CP, free for adults.
Luxury Prison Cell (200 CP, discount Drop-In) This item behaves a little differently than most.
Instead of carrying it with you, you’ll find it around you whenever you wind up captured. This cell
is extremely cozy and comfortable, more akin to a small apartment or five-star hotel room than a
holding cell for prisoners. It comes with a bed, fluffed pillow, and a pristine toilet, and the
temperature and moisture levels are never far from your ideal. You can even turn off the
visibility on the energy wall for some privacy to relieve yourself or make your escape.
House
100 CP
Manor
200 CP, free for Playboys and Tycoons
Press Pass (200 CP, discount Reporter) By flashing this access card at the door, you can gain
entry to places like press conferences and other exclusive events with no issues or questions.
As long as it would make sense for a journalist to be there then security won’t give you a hard
time. If the event is invite-only then they’ll find your name on the list. After the event is over you
can speak to one of the people there privately, like for an interview or to introduce yourself.
Pair of Glasses (200 CP, discount Superhero) A pair of glasses that disguise your appearance.
This effect breaks if you’re seen putting them on or taking them off. If you actually do need
glasses, they fit your prescription.
Castle
300 CP
Secret Lair
300 CP
A hidden base of operations that only you have access to. Serves as a headquarters for your
operations. Has enough accommodations to live here for a time, albeit uncomfortably. Hidden
like the Batcave or remote like the Fortress of Solitude.
Laboratory
300 CP, free for Scientists
A lab with numerous state-of-the-art technologies. If you’ve bought any tech specialties then
the contents will be geared towards your skills and interests.
JLA Signal Device (400 CP, discount Reporter) Your contact in the superhero community
affords you a special privilege, an emergency contact with the Justice League of America. By
activating this flip phone-like device, you can send an emergency distress call to the heroes and
get an immediate response. This doesn’t work if they’re preoccupied with saving the world, or if
you start abusing their trust and keep calling them for inane reasons. In future worlds, this will
contact a group similar in status to the JLA such as a powerful adventuring party or an elite spec
ops team, but they won’t be on the scene right away unless they’re as fast as Superman or
Green Lantern.
Moon Base (400 CP, discount Superhero) A fully-functioning replica of the JLA headquarters,
stationed on the moon with a rocking view of the Earth. It comes equipped with enough living
quarters and facilities to support a large superhero team, a handful of short-term prison cells,
and a landing pad with a shuttle to ferry non-flyers to and from the planet. You have a set of
small control beacons to summon the shuttle on autopilot to your location, as long as you’re on
Earth. There are enough beacons for you and any team you’d want to found.
Starship (400 CP, discount Alien) A highly advanced vehicle used by your race for intergalactic
travel. Atmospheric exit and reentry speeds are enough to take it from the ground to orbit in
under a minute, and once it reaches travel speed it can cross most stellar distances in a few
hours’ time. The navigation systems help you plot routes around stars, planets, and other
obstacles. There are some basic weapons and shields included, but as this isn’t a military
vessel it will falter against most metahumans and dedicated combat ships. Comfortably seats up
to twenty.
Cosmic Rod
Or cosmic belt
Prometheum
Supersoldier serum
Biomatrix
600 CP, discounted for scientists and supervillains
Duplicates a lifeform after a few minutes of scanning, producing a perfect cellular replica with all
their abilities and memories but with their mind altered to your own desires. This creates flawed
copies of unknown lifeforms and needs to have their bio-data first to take them into account, or
else the product organism will degrade. The degradation process varies as much as alien
biology, and can include creating a mutated berserker, the clone melting into a pile of goo, and
the flesh crystalizing into a Bizarro clone.
Corporation
600 CP, discounted for scientists
Themyscira
600 CP, discounted for Amazons
Paradise Island will follow you to your next jump. After this one you’ll be in charge.
Alternate Reality Phone (600 CP, discount Drop-In) On first glance this cell phone looks like
your average flip phone, until you realize it has two button pads instead of one. The first calls
another phone as usual, but the second pad is used to dial the coordinates of specific parallel
dimensions. It automatically records the coordinates of dimensions and timelines it’s taken to,
and has a downloaded PDF file with instructions for scanning dimensions for their coordinates
without going there yourself. By putting in the coordinates for a universe along with a phone
number, you can call that person’s counterpart in the specified dimension. You could find out a
hero’s secret identity by calling a dimension where it isn’t secret, call the villain’s pure-hearted
counterpart so they can help you figure out your nemesis’ evil plan, or spend hours in a
conversation with yourself talking about nothing. The camera can take pictures and record video
from the dialed universe too, and while people and geography aren’t guaranteed to be in the
same location this does let you spy on other dimensions with no one the wiser
LexCorp Warsuit (600 CP, discount Supervillain) A suit of combat-oriented power armor
designed by Lex Luthor to fight Superman. It’s surprisingly agile for its bulkiness without
sacrificing strength and durability. It can take hits from a Kryptonian as well as returning them,
although not with quite as much force. It can also fire off energy blasts rivalling heat vision. It
has an invisible, protective energy field in place of a helmet.
Mothership (600 CP, discount Alien) If the starship is an interstellar vehicle, this is an interstellar
city. Well, maybe closer to a neighborhood. It's big, but not that big. Still, you can house a few
hundred people here full-time as long as you make the occasional resupply trip. Thanks to its
large storage chambers and power supply, and numerous recreational facilities, this can be
used as a living space equally well in orbit of a planet or in deep space. It takes some time to
reach full speed thanks to its mass, but it's armed with shields and weapons capable of fighting
off most metahumans.
Eclipso Diamond
Turns anyone into the worst version of themselves
Nth metal
Discounted to Thanagarians
Eighth metal
Free for Gods, discounted for Demigods
Absorbascon
Can read minds, extracting any knowledge, but not thanagarian minds
Shadow Suit
Either a Xanapiorian Dimensiometer, a shadow suit, or a Colarvian infiltration suit.
Ark
An ark designed to carry seven million people through space, designed by Lex Luthor and
Cyborg.
Artificial Wings
50 CP, free for Thanagarians
Wings that let you fly when using Nth metal to nullify/control(?) your gravity.
Gemworld Seed
“Gemworld. A haven for us beneath the main lands. Amethyst, topaz...this is the deepest layer.
Made from a crystal formed near the core of the Earth. It refracts everything entering, even
space-time, so it exists outside the continuum of things.” Small city sized? 100,000 civilians.
Not safe from an amplified anti-life equation (amplified by Martian Manhunter), but Hades would
be. ‘There are some effects capable of penetrating even these defenses, such as the Anti-Life
Equation amplified by Martian Manhunter’s psychic power, but these are obviously exceedingly
rare.’
Cloning machine
“The original bruce wayne developed a machine, a final invention that would bring a bruce
wayne to life every generation...imbue him with the memories of the previous bruce, so that he
could defend a new gotham as a new batman.” “You’re not batman. You’re a ghost, an echo.”
Olympus
800 CP, discounted for Gods
The home of the Greek pantheon. About as high quality as you’d expect the home of the gods
to be. Can watch over the events of the world. Technically on Earth but is impossible for
mortals to find or enter without either your permission or very powerful magic.
Brother Eye
600 CP
Alternatively you can take the self-aware Brother I.
H-Dial
Sanctuary
Sympathetic Statue
200 CP, discounted for occultists
A statue that shoulders your magical burdens, taking the sacrifices you would have had to pay
for rituals and such things. It's eternally locked in a pose of near-collapse and cries tears of
blood when you call on it. But that's probably just the effects. It isn't actually alive...right?
Heart Sigil
A heart of cut glass.
Book Sigil
Sword Sigil
Hook-Ring Sigil
Lair
=== === ===
Requires a Lair purchase. +500 CP for this section only. (why are there so many stipends in
this thing?) You can import a pre-existing property into your lair to combine them and use it as
the foundation here. You can also import yourself if you qualify, skipping the size section here.
An inhabited lair will have you as the ruler by default, or you can designate someone else.
Location
Underground (Batcave)
Nondescript building (wherever Joker’s usually squatting)
Ordinary building (Lexcorp)
Remote, difficult to access (Fortress of Solitude, Atlantis)
Orbit of your starting/closest planet (Watchtower)
Deep Space (Warworld)
Alternate dimension (Faerie, Gemworld, Hell)
Type
Natural Structure (Batcave, Skartaris)
Manmade (mundane building materials)
Plant-based (Gotham Jungle)
Energy-based (Alan Scott’s Space Fortress)
Flesh-based/Living Organism
Magical
Size
Small (box truck or apartment), cannot take facilities or staffing
Several rooms (like a lab)
Compound (Batcave
Expansive (mountain sized, Fortress of Solitude)
City (Themyscira)
Country (Atlantis)
Planet
800 CP, requires Deep Space location, Alternate Dimension location, or Magical type
Like Warworld
Endless
1200 CP?, requires Alternate Dimension location or Magical type
Facilities
(Max. number of facilities determined by size)
Housing
25 CP
Sleeping, eating, and relaxing areas.
Training Ground
Armory
Science Lab
Crime Lab
Trophy Room
Containment Cells
Emergency Bunker
Settlement
100 CP, requires City+ size
Ecosystem
100 CP, requires Country+ size
Multiple Settlements
200 CP, requires Country+ size
Multiple Ecosystem
200 CP, requires Country +size
Fluid
The structure and floorplan of the lair can be changed.
Staffing
Guards
25 CP
Assistants
25 CP
Trained according to any additions.
Manservants
Animals
Civilization
Multiple Civilizations
Alive
Can control the layout at will if Fluid is also taken
Avatars
Requires Alive
Your house can spawn and despawn avatars to interact with those inside
Secrecy
Hidden
Unknown/Hiding in plain sight
Not hidden, but not common knowledge
Public Knowledge (Hall of Justice, Fortress of Solitude)
Mobility
Different types of mobility. Allows for either several or any locations.
Immobile
Wheels (box truck)
Waterborne
Airborne
Teleports (either randomly and gives CP, or follows you and costs CP)
Time Travel
requires Teleportation
Defenses
Scales to the size.
None
0 CP
Your base is defenseless to any intruders or attackers, beyond any difficulty in finding or
reaching it.
Tranquilizer Turrets
Turrets
25 CP
Deathtraps
25 CP
Maze
Minotaur
100 CP, requires at least one Maze
A danger or threat that moves through the Maze, picking off anyone lost within. You can
have an actual Minotaur if you want.
Self-Destruct
Spaceship
=== === === ===
Size
Onboard AI
Voice Commands
Selective forcefield doors
Can integrate into and reshape its surroundings after landing, looking like an unmoving building
or natural formation
(supergirl (2011) #12 for more on Sanctuary)
Companion Import
0 CP
You can import any companions you already have. Each gets 1000 CP.
Companion Creation
100 CP
Sidekick
A child or teenager who has weaker versions of your powers and skills.
Man’s Best Friend
A dog or other animal that has weaker versions of your powers and skills.
Jarro
Pegasus
300 CP, discounted for Demigods
A flying horse.
Eight Supergirls
400 CP
It’s a group of Supergirls from eight different dimensions.
Drawbacks
=== === === === ===
Subpar Art
+100 CP, cannot be taken if blind
Everything looks off. Wherever you go it’s like the people and environments are being drawn by
a rushed artist who isn’t all that great to start with. Something must be wrong with your eyes, or
maybe the universe itself is just naturally this bad.
Rogues Gallery
+200 CP each
An enemy that is weaker than you, but strong enough to challenge you and threaten your life.
Only takes into account capabilities from this jump. Taking more than one will cause them to
team up and work together from time to time, and compete against and butt heads with each
other just as often. After five they start getting more powerful. 5 > archenemy (eg Luthor, poses
a serious threat) > your own level (eg Doomsday, will probably kill you) > Teambuster (eg
Darkseid, will kill you) > Minor event villain (True Darkseid w/ ALE, you’ll wish they’d killed you)
> Major event villain (Anti-Monitor, you’ll have never existed at all)
Inconsistent
+300 CP
Your powers (and those of everyone else’s) go up and down, fluctuating with seemingly no
rhyme or reason. Everyone’s exactly as powerful as the plot needs them to be.
Paranoia
+400 CP, cannot start in a team
You can’t trust anyone, preventing you from joining any teams or accepting help without causing
even more problems.
A New Crisis
+2000 CP
The entirety of both DC multiverses have united to destroy you. You have to fight them all as
one. At least you have a lot more points to prepare with. It won’t be enough.
Scenarios
=== === === === ===
Zero Hour
Infinite Crisis
Reward
Two multiverses, two paths. Your mission, and your reward if you succeed, depends on which
multiverse you chose as your home.
Light Multiverse: The Dark Nights are coming. Batmen from across the Dark Multiverse, each of
them a native of a flawed and dying world that could spawn only twisted monsters, parodies of
the stories of hope that they shadowed. Each Batman’s life was thrown into disarray, and each
of them turned to alternative routes to gain power in response to these changes. Invariably,
they were driven insane and used these powers to murder on a scale unheard of before. Now
they look up, to your world, among many others like it, in jealousy, hatred, and spite. Led by
The Batman Who Laughs and sponsored by the dark god Barbatos, they wish to drag your
multiverse down into the darkness, to destroy it and everything it represents. Each Dark Night is
powerful and cunning enough to slay a Justice League single-handedly, and now they’re
working in concert with plenty of time to plan and prepare their onslaught beforehand. Our
Justice League was only barely able to find the hope they needed before they drowned in the
unending dark.
You must stop the end of all good. Prevent Barbatos from destroying your home, and deal with
the Dark Nights permanently. Now, you won’t be able to find somewhere to hide, not this time.
Just as you’ve joined the side of good, a shadow reflection of all your worst fears has joined
theirs. A Batman who murdered a Dark Multiverse version of yourself and stole their powers
has appeared. His presence is enough to tip the balance, and if you don’t step in to help then
all will be lost. [change to: you have to go into the Forge and rekindle the hope of the multiverse.
Dark Multiverse: Your world has died. It crumbled away into nothing, destroying anyone and
everything you’ve ever loved. But not you. No, you survived, chosen by The Batman Who
Laughs to help him in his crusade against the worlds above. Whatever your reasoning,
whatever drove you to accept, you did. Now, as one of the Dark Nights, you must ensure the
destruction of the Light Multiverse, at all costs.
It won’t be easy. There is another you, a more hopeful and idealistic you, a naive fool. But they
are powerful, and they know you’re coming. They will warn the heroes of their worlds to prepare
for your arrival. The worlds of light will be dug in when you reach them, with defenses prepared
to counteract their specific attackers. You must help your comrades in arms break through this
line, and ensure the destruction of all light in the multiverse.
Reward
A supply of Tenth Metal, which shapes itself to your will and increases your ability to fight evil
enough to tear the Dark Nights apart.
You’re able to deconstruct, reverse engineer, replicate, and upgrade superpowers and
supernatural effects through technological means, regardless of the original source. If you were
to copy one member of the Justice League, you could enhance their powers to the point that
you could defeat both the entire League and as many other people across the world you would
want to target.
If you’ve already jumped Watchmen, and left with the powers of Dr. Manhattan, you may instead
take his place in this event.
In his never ending search for Anti-Life, Darkseid meddled in forces even he should have
steered clear from. He created the completed Equation by combining his half with the half
inside Cyborg, merging the digital and the physical to change the equation. The newly-created
techno-organic virus infected both Darkseid and Cyborg, although only Darkseid was enslaved.
He destroyed Apokalips and everyone on it, but not before Desaad, immune to disease,
desperately returned Cyborg to Earth in a failed attempt to save his ruler. The Equation spread
through the internet and everyone who saw it, and through the bodies of the infected. It took
control of its victims almost immediately after infection, and even those with superhuman
immune systems such as Superman were only able to fight it off for a time before ultimately
succumbing. The virus spread through humanity like a signal through transmission towers, and
the world came to an end.
Earth fell. The planet was lost, with a bare few survivors escaping in spaceships after the heroic
sacrifice of the Amazons. An infected Superman, confronted by the entire Green Lantern
Corps, flew into the Sun and began devouring the entire star from the inside. The Corps
quarantined the whole system, waiting for the star to grow cold and for the virus to sleep rather
than risk further spread of the infection.
You start the jump on Earth, as Darkseid and his parademons are beaten back and the New
God swears to never return to Earth.
Reward
A T-shirt that says “I saved the world and all I got was this lousy T-shirt”.
During your time here, the worlds of DC and Marvel will crossover, and the heroes and villains
will meet. Exactly when this happens is up to you, or can be left to chance, but what happens
after will be out of your control. This won’t necessarily match any canon crossovers, although it
very well could. If you’ve been to a Marvel jump before, you can draw from the same continuity
you jumped to.
Reward
Mankind Ascendant
Fifth World
Retroactive Reveal
=== === === === === === === ===
DC is a world in motion, constantly being changed and upturned by the pen of the writers and
by the actions of it’s characters. New, groundbreaking aspects of reality are regularly being
discovered, the multiverse has been replicated and recombined over and over like a magician
springing cards, and the very fabric of reality is constantly in danger of total annihilation. This
section gives you the chance to make some reveals of your own, changing the narrative before
you enter into it.
You start with 0 Retcon Points. You can convert CP to RP at a 1-2 rate.
Alternate History
100 RP each
Change a basic conceit of history, such as Superman being an alien from Krypton who works as
a superhero on Earth. You could make him a human sent away from Earth before it exploded
who uses his Green Lantern Ring to protect Krypton, or a mutant who can innately channel all
three cosmic Forces to gain his powers. This can’t be used to change things like general
identity and morality.
Emotional Spectrum
Base Emotion Group
Ex. normal emotions that are visible light, hidden and suppressed emotions that are invisible
light
Seven lights paired to seven emotions, following that theme
Lantern Corps
Location
Lethal
+400 RP
Your planet is in a very dangerous area of space. Threats to the civilization will
frequently arrive, immediately hostile or in search of some goal or other.
Dangerous
+200 RP
Your planet is in a mildly dangerous area of space. There’s always the chance a large
threat to the planet could arrive from the stars, but this isn’t guaranteed to happen while
you’re here. Doing anything to attract attention to yourself is probably a bad idea.
Safe
0 RP
Your planet is in a safe part of space. You’re basically never going to see major threats
appearing from space unless there’s something else drawing them in from far away.
You have free reign to explore and expand into your local region, and make alliances
with whoever lives nearby.
Ward System
200 RP
Your planet is located near a civilization such as the Kryptonians or the Guardians of the
Universe. Their culture and progress will ‘rub off’ on yours in positive ways, increasing
the rate at which you develop, and being this close to a major power will deter many
threats that might otherwise show up.
Star Size
Rogue Planet
+600 RP
Your homeworld isn’t beholden to any solar system. Perhaps it was slingshotted out of
it’s gravity well eons ago, or survived the explosion of it’s star. Maybe it was even
originally formed all the way out here in the dark? Regardless, instead of orbiting a star
your homeworld is wandering the universe as a rogue planet. Cannot take Safe
planetary stability due to a lack of natural heat.
Dwarf
0 RP
Your homeworld orbits a star the size of Sol. Dwarf stars are relatively small in the
grand scheme of things, and have a low luminosity.
Giant
0 RP
Your homeworld orbits a star the size of Rao.
Supergiant
100 RP
Your star is pretty remarkable. It's one of the largest in the universe.
Binary System
25 RP each
Add a new star to the system. The stars orbit each other, resulting in a complex
day/night cycle for their planets.
Star Color
If Rogue Planet was taken, you don’t have a sun and this applies to your planet instead.
Purple
Indigo
Blue
Green
Yellow
Orange
Red
0 CP
Red Dwarf
10 trillion year lifespan
Pulsar
800 RP
Neutron
1000 RP
Black Hole
1000 RP
Emotional Sunlight
600/1000 RP
The star’s light shines in the Emotional Spectrum, giving the natural inhabitants of the
system a preponderance to that emotion and an affinity to wielding that light. Levels of
that emotion and Bright Mind are discounted for natural inhabitants. The individual lights
of the Spectrum are 600, while Neutron stars (White) and Black Holes (Black) are 1000.
Solar System:
How formed is it, like still a gas disc or only planets with cleared orbits?
Number of planets
Asteroid belts
Planet Size:
Small, low gravity
0 RP
Large, high gravity, humans would require limb braces to move without permanently
damaging themselves
Planet Type
Rocky
Gas
Energy? Umbrax?
Planetary Stability
How safe your planet is to live on, and how long this safety will last.
Safe
0 RP
Your planet is thriving, with a biosphere safe enough that humans can live here without
special protection.
Dead
+200 RP
Your planet’s core is static and unmoving, causing the magnetic field to fade and
exposing the planet to the merciless buffeting of outer space. The atmosphere has been
stripped by solar wind, and radiation and other energies have rendered the surface a
barren and desolate wasteland. If you have any population or ecology and they aren’t
unanimously superpowered, they must live in enclosed shelters or quickly perish. This
requires a technology or magic level of at least
Deathworld
+400 RP
live. The flora and fauna are incredibly
Your planet is alive, yes, but maybe too a
dangerous, and coming here would essentially be suicide for all but the most powerful
species. Diseases have equal lethality to species with underequipped immune systems,
and are extremely infectious.
Doomed
+600 RP
Your home planet is in the process of dying, and it’s not going quietly. In a year's time it
will explode, killing everyone on or around it instantly (unless they can take an exploding
planet to the face and walk away). If you imported a pre-existing planet, it won’t respawn
unless you find a way to rebuild it yourself.
Moons
How many
How big
How close
Native Physiology
Weak
+100 RP
Your species is noticeably weaker than humans. A normal, unpowered human would
seem to have amazing superhuman abilities in comparison.
Human-level
0 RP
The rest of your race is about on par with unpowered humans.
Alien-level
0 CP
The rest of your race is about on par with some or all of your biological powers from this
jump.
Strong
100 RP
Your race is noticeably stronger than you regarding some or all of your biological powers
from this jump. The baseline strength with their powers are a full Tier above yours,
meaning that while you won’t be completely left in the dust their natural abilities outstrip
yours most of the time.
Population
Ecology
Technology level
Magic level
Spacefaring Capabilities
Grounded
0 RP
Currently incapable of space travel.
Pioneering
50 RP
Capable of limited space travel but currently restricted to only their system.
Exploring
100 RP
Actively exploring space, with a few specialized space stations in other systems, but no
permanent settlements.
Expanding
600 RP
Maintains several colony worlds and a small space fleet, and has robust but exclusive
space travel.
Established
1200 RP
Either rules an interstellar empire and maintains a large and powerful space fleet, or has
force projection across the universe with very little actively occupied territory.
Alternate Dimension
Size
Immeasurably Small
+600 RP
Your dimension is too small to be perceived. Some would argue it doesn’t even exist,
although you would argue those people have no business sticking their noses into other
people’s dimensions.
Kingdom
0 RP
Your dimension is the size of a kingdom, one you’d find on Earth in the middle ages. It’s
sky is self-contained within this area rather than being true celestial bodies.
Planet
200 RP
Your dimension is roughly the size of Earth. It’s sky is self-contained within this area
rather than being a view of true celestial bodies.
Solar System
400 RP
Your dimension is 300 AU across, a bit larger than the Sol system. You can buy up to
one solar system for it. The stars are self-contained within this area rather than being
distant suns.
Infinite
1000 RP
Your dimension encompasses an infinite amount of space. You can buy as many star
systems as you want.
Fluid
100 RP
You can control how large your dimension is, or have it be an automatic process to keep
itself as large as needed without unnecessary space. Its limit is the highest size you
bought here or imported.
Welcome to My Universe
800 RP
You can temporarily enforce your dimension on another one, bringing over anything
inside and forcing the rules to comply to that of your own.
Physics
Baseline
Dynamic
Controlled
Imaginary
Nonexistent
Extraphysical Forces
How magic, supernatural, psychic, divine, and cosmic forces interact with your dimension. By
default they function as normal. You can buy these for each, or buy them for all five forces at
half the total cost.
Null Effect
200 RP
The chosen force doesn’t exist here, and doesn’t work if someone brings it in from
outside. If you have the perk Reality Resistant you can ignore this rule yourself.
Inhabitants
Ending
=== === === ===
Your time has come and gone, and now your last choice has finally arrived. This is a vast
multiverse, with endless possibilities, but not so endless as the lands beyond. Where will you
go from here?
Stay Here
You’ve decided to make your home here. All continuous drawbacks are removed, your chain
ends, and your previous worlds are unfrozen. Good luck with your life here.
Go Home
You’ve had enough of this place. All continuous drawbacks are removed, your chain ends, and
your previous worlds are unfrozen. Thanks for all the fun we had.
Move On
The adventure isn’t over. All continuous drawbacks are removed and your chain continues. I
can’t wait to see where you’ll go next.
Before you go, you should know this. When the Godwave passed across the multiverse, it
didn't quite stop there. It overflowed at the edges, so while you might not see it magic is still
present in other worlds. If you learned any here you'll be able to teach it to others wherever else
you go.