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It is 2065, or 43 years after the Kurians invaded.

First they unleashed a plague called Ravies that wiped


out 75% of the population to soften us up. Then during the invasion Nuclear attacks destabilized our
planet, causing a mild nuclear winter world wide. This story starts as a young David Stuart Valentine is
about to join the fight against the Kurian Order. Take 1000 CP to prepare yourself for the coming
incident.

Origin
Your Race and Origin are one and the same for this jumpchain. You may choose your gender and age
for free. Any Origin may be Drop-In.

Human - Free
Plain old Vanilla human beings from Earth, because it's not like there is anything else out there. Right?

Hunter - Free
Lifeweaver genetically engineered soldiers that fight to defeat the Kurians and their armies. They are
divided into three castes: Wolf, Cat, & Bear. Wolves are the most numerous of the Hunters that often
weaken the Kurian Order by either engaging with the enemy or denying them resources both human
and equipment. Cats are the caste of the hunters given the task of spy, saboteur, and assassin. Bears
are the Shock troopers given strength on par with reapers along with regeneration so powerful it not
only regenerates organs but has been known to bring bears back from the dead. There are rumors of
other castes of hunters the Lifeweavers have made but such rumors have never been confirmed.

Grogs - Free
The Kurians have a lot of genetically modified species to be their minions. Pick any of the Kurian made
or discovered species to be: Ravies, Reapers, Gray Ones, Golden Ones, Harpies, Legworm, Ratbits,
etc. Whatever species you choose, you will be your own person and not be controlled by the Kurians.
Lifeweaver/Kurian - Free
One species with two opposing beliefs. The Lifeweavers who already defeated the Kurians on their
home planet believe in the sanctity of life. While the Kurians wish to attain immortality, even at the cost
of all life in known space.

Starting Location
You may pick your starting location for free, each location has their benefits and flaws.
1. Nebraska. An old Air Force Base that has recently come under new management.
2. Illinois. One of the great Kurian strongholds, and it’s one of the most corrupt places.
3. Arkansas. City of mostly Grogs that is a major transportation hub.
4. Missouri. Hub of scum of villainy. Seriously Grogs and humans here are not nice.
5. Minnesota. Home of Valentine, an upcoming star of the Wolves.
6. Jamaica. With a bit of work it could be a great safe haven, or staging ground.

Perks
Both 100 CP Perks are free for each Origin. All Perks are discounted to half price for their respective
Origin. Note you can buy perks from any category, they are only discounted for your origin.

Human
Quisling - 100
Traitors, but at least you are alive. Unless you obviously make yourself an enemy you will not be killed
by your overlords, government, rebels, etc.

Earth Knowledge - 100


You have the knowledge of everything Humanity has learned by the year 2065. You may pick and
choose what knowledge you receive from this perk.

Ghost - 200
You are one of a few individuals who are ghosts to the Reapers and Kurians. You are naturally
undetectable by science, psionics, and magic.

Survivor - 200
The Kurians invaded but humanity survived, but honestly humans always find a way to survive.
So do you, as long as there's a possible way out of a situation you will find it. This synergizes with other
perks, technological knowledge, combat abilities, powers, and anything you can use to give you the
best chance of getting you and your people out of impossible situations.

History of War - 400


Where every other species failed humanity succeeded resisting the Kurians. You quickly learn anything
related to combat whether it be in space, air, sea, or land until there is nothing left to learn. Everything
from martial arts to piloting to tactics and strategy. These skills and abilities for war will continue to grow
and evolve as you experience combat, eventually making you best at every aspect of war. This
knowledge you gain will never be forgotten and never lose its edge if put to the wayside in favor of
peace. Humanity knows war like no other, and are always prepared for the next one.
What Voodoo? - 400
Space aliens, genetic experiments, and Voodoo? One of these things is not like the others, and you will
not stand for it. You are immune to magic, divine, demonic, supernatural, psionic, or Eldritch abilities
from affecting you. If someone tries to use a Voodoo Doll on you it will fail, but summoning an entity to
attack you physically would still hurt you. If you trust someone you can mentally register them as safe
and they can use their special abilities on you without this ability activating.

Hunter
Wolf - 100
This is the introductory genetic treatment that nearly all hunters start out with. It grants stamina,
endurance, improved senses, & both your body and mind operating at the peak of your species
capabilities. Wolves are trained to be the frontline special forces units to combat the Kurians and their
minions. As such you have gained the knowledge of logistics, tactics, & war that will allow you to be the
best soldier on the battlefield. When you received your treatment it was discovered that genetic
modifications to you have improved positive results and eliminated negative results as fitting of the
starting point of all hunters.

Lucky - 100
You are one of the lucky ones, you can never die from a one hit kill attack. An attack that kills whatever
it touches but nothing else would be completely ignored by you, but an attack that does major damage
to an area and kills everyone else would still leave you gravely wounded. On the flip side this grants
you have the innate luck to kill the unkillable. You are able to hurt any opponent at least a little, even if
they are normally invulnerable, and if you can kill it stays dead.

Cat - 200
The genetic treatment given to cats grants them excellent dexterity, reflexes, Night vision, & stealth.
After they are induced into the order they are trained in how to utilize these gifts. You have gained
knowledge of parkour, espionage and assassination so you can also use your new gifts to the best of
your abilities. During your training you were warned about the Kurians and their avatars, the Reapers
that can steal your life, body, and soul. This does not apply to you since your perks, powers, & abilities
can never be lost, stolen, suppressed, or removed.

Valentingle - 200
You can sense nearby enemies as long as they are awake. Then is followed up by quickly analyzing
any enemy you encounter and can quickly extrapolate its weaknesses. With the knowledge you
possess you can theorize tactics, weapons, & technology to better combat these threats after your first
encounter. You can never be successfully ambushed or sneak attacked, they may get closer than you
would like but you will detect even the sneakiest of assassins at least a few seconds before they strike.

Bear - 400
A normal bear has regeneration to such a degree to heal from loss of organs and even returning from
the dead, but since you are paying for it yours has been ramped up to regenerate you as long as an
atom of you remains with no scarring afterwards. This regeneration affects your body, mind, and soul
ensuring that any damage you take heals. This regeneration has a handy side effect of granting
immunity to disease and poison. Bears have no need to learn about war or espionage, they are
warriors with one duty, to fight. Normally bears are known for being berserkers but you get the opposite:
a complete immunity to anything that negatively affects your mind. This includes being immune to
corruption, changing or copying your memories, mental attacks, hacking, mind control, brain damage, &
possession.

Immortal - 400
Whether due to Lifeweaver genetic treatment or just a fluke you are what the Kurians have always
sought to be, Immortal. You stop aging once the prime of your life is reached, or revert back to your
prime. You never have to worry about your appearance deteriorating regardless of lack of exercise or
food, as long as you consume enough calories to prevent malnourishment. Reduces the amount of
food and water needed to a tenth of once it once was. Your hair and teeth will always be perfect no
matter the situation you are in and regrow if lost. You receive no additional healing so hopefully you
have something that will heal wounds. Your mind is equally made immortal granting you a perfect
memory, with instant recall, unlimited storage, perfect indexing, perfect comprehension, and you can
not lose your memories if your head is destroyed or time altered. You may grant any spouse/ soulmate/
etc a copy of this immortality with an exchange of blood, but those you give it to can not do the same.

Grog
Sharpshooter - 100
Few can utilize heavy .50 cal weapons while on the back of Legworms, like you can. You are
unhindered by movement when you use ranged weapons, if you could hit a target while standing still
then you can hit it while moving. This also helps you take other factors like recoil, bullet drop, earth's
curvature, & wind speed into account when you are shooting.

Wrangler - 100
You have an uncanny ability with animals, monsters, or any creature that could be considered a farm
animal. Do you need an animal for food, to drag equipment, or even resources? You are the person to
look for.

Hostile environments - 200


It seems the Kurians actually invested some resources into you. You can survive in vacuum,
underwater, pressure of depths, and have great resistance to heat and cold. I wonder if they did they for
Earth if there was another world they needed to worry about such extremes.

Acclimate - 200
You will slowly acclimate to the weakness of your race, power, or perks with them eventually
disappearing. The Kurians really should have tried less to improve their creations and instead remove
their faults, well at least now you do not have to worry about such things.

Adaptation - 400
After an attack you gain a small measure of resistance against future attacks of that kind. This
compounds over time eventually granting resistance up to half damage.

Durable - 400
All damage you take is reduced by half. Plain and simple lots of resources have been invested into you
and now you can take that much more of a beating.
Lifeweaver / Kurian
Psionic - 100
You have the basic psionic package, with an emphasis on life energy and telepathy.

Vita Aura - 100


You can not only feed on the vita aura of others, but can also share it with others. You may also feed
remotely through an individual who you have designated.

What diminishing returns - 200


Vita Aura takes more and more to remain immortal, or at least it does for others. If you take 10 years
from an animal, plant, person, etc you gain 10 years. This is true regardless of its first time taking vital
energy or the millionth time. This applies to all abilities, powers, perks, and yourself because they can
never get worse with time only better.

Lifeweaver Knowledge - 200


Spaceships, life aura research, hunters, & the knowledge of everything the Lifeweavers have ever
learned by 2065 on the Earth calendar is now yours.

Genetic Experts - 400


Gorgs, Reapers, Wolves, Cats, Bears, and even the failed Ravens. These are just some of the genetic
creations of the Lifeweavers and Kurians, and you have surpassed them to have absolute mastery of
genetics. If it deals with genetics you are the undisputed best at it, have improved results when
modifying genetics, and no negative side effects. Examining the gene structure of humanity? You not
only have completely learned what every part of it does, but you can use the knowledge you already
possess to upgrade it without worrying about making mistakes.

Lifeweaver - 400
While you may not be an expert on Genetic Engineering you are the envy of all geneticists, since you
can read and edit genetics with a touch.

Items
All Items may be bought repeatedly. One 100 CP Item is free for each Origin. All Items are discounted
to half price for their respective Origin, this does include upgrades to items. Note you can buy items
from any category, merely not discounted. Any changes or upgrades made to items bought here are
yours and you keep them after the jump. You may import items to receive technology and upgrades
from purchases in this section.

Human
Southern Command Basic Kit - 100
You get what is an army rucksack filled with the essentials with a Mark III M14.

Gunboat - 200
You have a pre Kurian invasion gunboat similar to the Thunderbolt. Unlike the Thunderbolt your vessel
has received a few upgrades. This gunboat has been upgraded with the best Lifeweaver materials
known that made it more durable and will repair itself if damaged. The weapons on the vessel never run
out of ammo, and it will never run out of fuel.
Command - 400
You are the new owner of a Base. This facility can be based off of any civilian or military location pre
2065. This facility will have fully stocked resources, and they will never run out. The materials that make
up the base will be strengthened and will repair themselves if damaged overnight.

Hunter
Hunter Kit - 100
You receive an indestructible Parang knife, some fitted armor, and any rifle of your choice.

Quickwood Essence Pistol - 200


You may pick any pistol made before 2065. This beautiful pistol is rumored to have been crafted by a
Lifeweaver. It is made of a nearly indestructible material and repairs itself in the off chance it becomes
damaged. This gun will instantly kill any type of vampire you shoot, but will still damage any being
whether supernatural, divine, demonic, or mortal; and the gun increases in damage as you grow. If you
kill something with this gun it stays dead permanently. It comes standard with infinite ammo, and you
can summon it to your hand if lost or stolen.

Quickwood Tree - 400


Quickwood is the single greatest discovery in the fight against Kurians and Reapers. It looks like a
normal pine tree but its sap and thorns kill them near instantly upon contact. This is a tree that will grow
anywhere, never die, and regenerate any cut off parts within a day. Any Quickwoods planted from
seeds from this tree will not have the same undying or regeneration. In other settings Quickwood will kill
any type of vampire like it does here, and will at least injure supernatural foes. This comes with the
seeds to plant 10 of these undying Quickwood trees.

Grog
Grog Kit - 100
50 cal and some Bullet resistant Reaper armor.

Submarine - 200
You have a ww2 submarine that is similar to the Sharkfin. There are a few differences, primarily being a
few Kurian upgrades to the vessel.

City - 400
You have a pre 2065 city of your choice with the appropriate infrastructure, utilities, and defenses. This
city will repair itself overnight if damaged from enemies but you can make changes to the city still. It has
a warehouse of resources for a full city's occupants and its primary power source will never run out of
energy.

Lifeweaver/Kurian
Ravie Virus - 100
I do not know how or why but you have a vial of the Ravie Virus that softened up Earth before the
Kurians invaded. Maybe you want to research it to find a cure, but I hope your goals are honorable.

Interworld Portal - 200


You have an object that connects to an ancient network that spans across the stars. You have a small 1
inch cube that can open portals to any of the nine worlds that are part of the interworld network, the
portal lasts until you deactivate the device. You can not have more than one open at a time, but the size
of it does grow to a maximum of 1km in radius the longer you have it open. This cube can only be used
by you, and will return to you if lost or stolen. In future worlds you can create a network between worlds
you have visited to a max of 9 worlds in the network.

Pre-Entity Touchstone - 400


This touchstone contains the knowledge of the Pre-Entities. Lifeweaver and Kurians technology is
based on the leftover remnants of their knowledge, with what this contains you could advance any
society untold levels of not only technology but genetics. This is done without worry about damaging or
overwhelming the mind, and can be used multiple times.

Companions

Single Import/ Companion Creation - 50 CP for one and up to 200 CP for eight
You may import or create a companion. They get 600 CP to spend on the options presented. These
Companions can only take Drawbacks that directly affect them, and you can transfer CP from yourself
to a Companion, at a 1:1 ratio. You are free to decide the personality, history and appearance of
created Companions and they will accept their created companion status. Any transferred CP will apply
to all companions, not just one.

Recruitment - 100
With each purchase of this you can attempt to recruit a known person from the Vampire Earth Series.
You have the full duration of your stay to do this.

Razorbacks - 200
You have a group of up to 100 people that are completely loyal to you. This group gets an origin, the
basic kit of the origin, and 600 CP to spend on perks only with discounts applied. The make up of this
group can be anything that is appropriate for their origin or perks: a harem of Cats, a group of hardened
Reapers, or a mix of different genders and professions. You can transfer CP with a 2:1 ratio to this
group. You are free to decide the personality, history and appearance of all the Razorbacks and they
will accept their created companion status. Any transferred CP will apply to all companions, not just
one.

Drawbacks

Crossover - 100
You can crossover this with another franchise of your choosing.

Stay Longer - 100


Stay 10 years longer. Can be taken as many times as you like, but only receive CP the first time.

Midst of battle - 200


Whatever starting location you have is now under attack when you arrive. Who is attacking, the
numbers, and the goal will depend on that location. You better hope at least one side likes you
otherwise they might band together against you.
Early Start - 200/400
For 200 CP, you arrive 10 years earlier around the time Valentines family was attacked (2055). For An
additional 200 CP, you start 43 years earlier when the Kurians invade (2022). If you chose one of these
options the clock does not start ticking until canon starts, in 2065.

Enemies everywhere - 300/600/900/1200/1500


Every time you take this perk another faction becomes hostile to you, up to 7 times total. While some
will be obvious about it, others will wait until your guard is dropped to strike. Do not expect to only see
them in missions some of these species will seek you out. If taken 7 times the only friends you have in
the setting are those you bring with you and those that staff your ship.
1. Grogs - There are many Grog Species, and guess who they all want a piece of. You!
2. Kurians - Did your dad fly a plane into a Kurian headquarters or something?
3. Lifeweavers - Something makes the Lifeweavers want to dissect you, you should be careful.
4. Hunters - Did you kill a famous Wolf, interfere with a Cats mission, or just piss off all the Bears.
5. Human - Guess who is enemy number one according to Humans. Yep it's you, geez what did you
do release the Ravie Virus yourself?

Veterans - 400
Valentine got lucky and faced green units for much of his early career, you will not. Most engagements
you will be a part of will have hardened veterans involved in them. Not all of the enemies you face will
be experienced soldiers, but at least enough to make the fights harder.

Inept Commanders - 600


Too often in this new world the failures of your commanders fall on you as their scapegoat. I guess if
you kill commanders that run from battle or make poor decisions it might help, or you might get in worse
trouble.

Final Choices
After ten years in the setting you are required to choose one of these options:
1. End your Jumpchain game and return home
2. End your Jumpchain game and remain within the setting
3. Continue your Jumpchain game and move on to the next Jump
Notes:
● By Soulreaper31337
● All Hunter and Grog genetic changes are inheritable to a degree by children.

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