Which means... time to show off those options!
You may choose your race, one or more traits, one or more boons and up to two disadvantages.
You will find yourself stranded, with nothing but the clothes on your back and enough credits to buy two nights stay and meals for two days and whatever you choose here.
Name: Alice Hawkings
Age: 24
cp: 800
Races:
You may chose any race, but subsequent jumps may allow you to change your species or race again and potentially give up these bonuses.
[ ] Ancestral Human
Your standard not so baseline human. Genetically engineered for longer lifespans, higher muscle strength and efficiency, the ability to adapt to both higher and lower gravity and resistance to radiation. Includes improved senses and some natural minimum muscle mass. These are the humans who long ago started conquering the galaxy, only to be brought to the brink of extinction and splintered into those few that adapted and survived the planets they had become stranded on. Many of the new races that emerged from them or were created on their basis are still rather close to this standard, but some features are often lost during the adaptation process before the second space age...
[ ] Phyren - 200 cp
Adapted to more extreme environments and engineered with adapted genetic information from local flora and fauna, they have diverged rather significantly from the human baseline. Although the longer lifespans are often one of the first things to go, these peoples have managed to keep a hold of at least part of this capability. They have also developed a far higher resistance to radiation, the ability to cover some of their energy needs with such radiation through their skin pigmentation. Their thoughts run slightly faster, their bodies move with a little more precision and they have gained the ability to release some of the light energy in concentrated beams through special structures within their hands and forearms (essentially laser beams. Overuse makes they unavailable for a bit). Their skin is a slightly unnerving shade of black, peppered with markings they can funnel a little excess light into and their eyes have a wide range of colours, their hair acts as another way to capture light and funnel it into their bodies and they are adapted to slightly higher gravity. Most people are wary of them due to their unusual coloration, unless they are near their home system.
[ ] Merai - 200 cp
Adapted to much higher gravity, the Merai are significantly stronger and slightly shorter than their human ancestors. They too are resistant to a range of environmental conditions and have extremely well developed ears and vibration sensing abilities. This allows them to 'see' in complete darkness by echolocation if necessary. Merai are no faster than most other species but are known for their ability to adapt and get themselves out of tight situations, as well as having rather resilient skin. They do not scar and are at least potentially able to fully recover from any nonfatal injury, even to grow back body parts, without intervention and have an abnormally high resistance to disease. All Merai possess a strong, prehensile tail and skin composed of small, hardened scales, looking almost but not quite like their ancestors' skin and available in a wider variety of colours. Their hair is thicker and more wiry than their ancestors'.
[ ] Izane - 400 cp
Staunch transhumanists, Izane are half a race and half a religious faith or philosophy, a designation shared by a group of very diverse origins. Some even choose to stop modifying themselves or join another race instead using the same technology they have become suspicious of. The Izane have modified themselves to the best of their ability, to become ever closer to their chosen ideal. Some may have found negative consequences, may even die during the testing phases, but they continue to press on, integrating ever more new discoveries. Increased strength, increased nerve conduction speed, improved senses, improved learning, durability, resistance to radiation, further increased lifespans... Extra limbs are common among the Izane, as are odd skin colours, obsessive behaviour, semi regular changes in an individual and even extra organs. Most people are somewhat wary of them, some might outright fear or despise the Izane but the latter are still in the minority. Izane know how to integrate foreign biology and so will you should you choose this race. You also have near complete freedom in appearance, should this be your choice.
Traits:
Traits cannot be lost, are purely mental and will stay with you regardless of anything else that may happen, save damage to your mind, brain or soul. Even then such losses may well be temporary.
[ ] Circus training - 100 cp
You may not know how to fight, but you certainly know how to dodge, how to move your body, acrobatics and sleight of hand. Your sense of balance and dexterity is second to none and you keep finding more applications for all of the odd things you know how to do.
[ ] Martial arts training - 100 cp
You do know how to fight. Unarmed or with a melee weapon, you know what you're doing and are much more likely to hurt any opponent you may find or to dodge and redirect their attacks. This also makes it easier to spot combat training or hostile stances in an opponent. You are perhaps not a master and there is nothing magical about this skill, but you do have years of training.
[ ] Investigative training - 100 cp
You know what to look out for, be it on the face of a person you are talking to or be it the subtle signs of tampering n a device, the hiding places of secret cameras or how to deploy them yourself. You can follow a trail, you know how to talk to people and you know how to blend in. You also know how to open a variety of locks.
[ ] Pilot training - 100 cp
You know how to fly. You could probably find out how to use a boat, a car or any new plane you find in a reasonable timeframe, without crashing the vehicle in question no matter what else may happen and almost no matter how exotic the device in question may be.
[ ] programming knowledge - 100 cp
You know how to program or reprogram, well, almost anything, as long as you have access to the right documentation. It isn't magic and may certainly take a while, but you were never bad at this and have improved by leaps and bounds since. This also comes with the convenient knowledge of local computer systems.
[ ] Ambidextrous - 200 cp
You are not left handed. Or right handed. Or perhaps you are both. Either way this ability goes a long way in making you more dexterous at certain tasks and wield two weapons effectively. Anything you know how to do with one hand you can do just as well with the other.
[ ] Fast Learner - 300 cp
Whatever it is you look at, whatever it is you try to pick up, you are just that little bit faster. Or a lot faster. It does not matter what task it is, you can twist your brain to understand it and ingrain its processes that much faster. Any training time is halved with this trait.
[ ] Perfect Recall - 400 cp
You can remember every second of every day of your life. Whether you like it or not. If you read a book once, you will be able to recite it forever, barring damage to your mind, brain or soul. You can remember minute details of people's faces and analyse them from memory. For an extra 100cp truly photographic memory, down to the slightest detail can be achieved.
[ ] Unbreakable will - 600 cp
You refuse. No matter what someone else may say, you mind is your own, your body is your own and you can push both to the absolute limits. You can push through exhaustion and even torture without breaking. This is a trait that can not be lost to anything but soul and very specific types of mind manipulation. Increases your resistance to all types of mental manipulation and renders your immune to some of the weaker ones.
Boons :
Boons are odd gifts you have found yourself with, be they strange traits that will behave independently of your current race or species or items that may in some cases far exceed what you would be able to easily acquire
[ ] Currency cache - 200 cp
Enough local currency or currencies to pay rent and food for a few months. It won't buy you a spaceship, but it certainly will make a rough start much easier.
[ ] Plasmacaster - 100cp
A handheld weapon, chunky and a bit old looking, but certainly able to do some horrific damage to a person or pierce most personal shields.
[ ] Interface visor - 300 cp
Will display information on anything you desire, as long as it is available on local networks and functions as a communications device. It is also rather bullet resistant.
[ ] Hazardsuit - 300 cp
Be it outer space, freezing temperatures, radiation, clouds of sulfuric acid or a storm of glass, this suit will keep you protected and doubles as armour. It is relatively tight fitting and appears as black and dark grey as well as somewhat biological. Can be destroyed, may be coveted by others, but it is certainly some of the best on the market.
[ ] Portable AI - 400 cp
A somewhat over fist sized orb that talks and projects holograms. It also answers questions intelligently, offers advice, links into local networks, certainly does know how to program and comes with a personality freely installed. Starts loyal to you, but may or may not remain so, depending on your actions.
[ ] Passport - 300 cp
A ready made identity to ward off most questions. Even those not warded off will not doubt your status as a citizen. Not everyone has one, certainly not issued by a major government, but you do.
[ ] Battered Spaceship - 400 cp
A tiny freighter, a bit battered, but still equipped with a functioning warp drive. Not the fastest, not the best reach, but you aren't homeless and it can travel interstellar distances.
[ ] Exceptional Beauty - 200 cp
This may be a double edged sword. It certainly makes some things easier, many things in fact, but also attracts more attention to you and not all of it may be pleasant. Still something you could use to your advantage,
[ ] Omniglot - 400 cp
Any language you can hear spoken you can understand. You will always be able to communicate with someone in their mother tongue. This ability is clearly supernatural, but it most certainly is useful too. Especially in a place with so many different languages.
[ ] Danger sense - 500 cp
The ability to tell if you are in danger and even vaguely where this danger comes from. Can be trained to identify danger levels in people,m pinpoint and even predict any attack on your person.
[ ] Cognitive acceleration - 600 cp
Think faster. Think twice as fast in fact, for half an hour every day or more. Trainable and similar to bullet time, modifier applies after any other similar ability you may have.
[ ] Regeneration - 500 cp
Regrow your limbs. Any damage that does not kill you is temporary and you will slowly be restored to full health. Also extends your maximum lifespan and increases the speed of any other regenerative ability you may have picked up.
Disadvantages:
These only apply to this world, but choose carefully, death is always an option. You may take up to 800 cp in disadvantages.
[ ] The usual suspect + 400 cp
Whatever it may be, you just look fishy, regardless of whether people know you r not. You will be interrogated or outright blamed if there is any way something can be pinned on you. This may or may not be malicious. Say goodbye to a quiet life.
[ ] Hunted + 200 cp (can be taken up to three times)
Someone is after you. They are going to find you, sooner or later to bring you to justice or perhaps just get your head on a pike for slights real or imagined. These can be reasoned with, but they are not incompetent.
[ ] Techbane + 300 cp
Err... Oops? Technology just breaks around you. Not immediately, not even always within a day, but it does. Sooner or later. Considering where you are, this may be a problem. At least larger spaceships are harder to affect than smaller ones. It is rather localised. Although there just might be certain uses for this.
[ ] Never a dull moment + 300 cp
You are lucky. Or unlucky. It's somewhat hard to tell, but what you do know is that things almost never go according to plan. People asking you for help, unexpected accidents, important persons, strange creatures... The only thing you won't encounter is a few solid days of peace without any incidents.
[ ] Governmental attention + 400 cp
The government has noticed you and they are curious. Where did you come from? How did you suddenly appear? Their methods may not always be gentle either. It's probably best if you don't get caught.
[ ] The powers that be + 600 cp
You already know that something weird happened to bring you stumbling into another world, but there are more powers out there than just the one they sent you and they too are curious, or even hostile. They may tests you, they may even try to eliminate you, but they will certainly be paying attention and they are much, much stronger than you.
Appearance:
[ ] Write in. Race dependent.