The Adventures Of Doctor Curlyhair, Girl Genius!

Just as an example of what info the Jumpdocs offer, let's take just one of the earlier perks:

Cyber-doctor Equipment Package (GUNNM/Battle Angel Alita) 200:
As Medic, plus powered tools for cyborg disassembly and repair. Bulky diagnostic computer, ten kilograms of miscellaneous spare parts, very rare compact 3D fabricator capable of milling custom components and printing or repairing circuitry. Free Rocket Hammer.

First, we see that this package says "as Medic, plus..." which means it should include everything the 100 pt Medic equipment package did. For reference, this was:

100: Basic Equipment Package
Medic – One clean blood-and-dirt-repellent jumpsuit, facemask, kit equivalent to a modern first
responder's kit. Assorted drugs and painkillers, and a few roughly bound texts on mutant and human care.

Edit insert: Oh, and here is the description of the Rocket Hammer:
100: Rocket Hammer – A two-handed warhammer with chisel-shaped head mounting a rocket booster that activated
by a switch on the shaft. It can be disassembled and comes with a rolling case and replacement parts. A rare
weapon in the Scrapyard, while very difficult to control it performs superbly against heavy cyborg armour and
is fully legal despite the firearms ban.

Now, in BCF, Lord Roustabout did not include any backgrounds, so the only free things he took from jumpdocs were those that were free to all. In this case, the only one free for all is this complicated/longwinded one...

MARTIAL ARTS

Most cyborgs are brawlers, who rely on integrated weapons and raw speed or power to win. There's a lot of
them, and thousands of unique chassis and loadouts – so while on the whole they're nothing special, their
strengths and weaknesses can vary wildly.
Free: Single Style – Solid theoretical and practical experience of a single form of personal combat. In the
wasteland, what martial arts survive are pragmatic descendants of old world teachings. In the Scrapyard
however, there are genuine schools of combat, though they are often overlooked – most human styles are
ineffective against the crudest cyborg brawler, and the emphasis is to strike fast and run away faster.
Some examples include:
Capoeira – A Brazilian art that focuses on versatile kicks and dance-like acrobatics. Cyber-Capoeiristas
traditionally install speakers that play their distinctive rhythmic music while fighting, and often have
extending blades installed in their legs and hips capable of 360-degree rotation.
Wing Chun – A Chinese style that places its emphasis on close-range fighting, with short punches and defensive
kicks. It strives for a quick assault that keeps the opponent reeling, and is one of the more popular martial
arts in the Scrapyard. Custom arms with extremely high PPM (punches-per-minute) are common.
Kalaripayit – From India, and almost certainly the oldest art still in use. Kalaripayit begins with
meditation, massage and yoga to build strength and clear the mind, before progressing to weapons and finally
unarmed combat. The most distinctive weapon in use today is the whip-sword, as used by the Grand Champion in
the form of his Grind-Cutters. Advanced unarmed techniques focus on striking vital points for healing and
killing. Cyborgs who follow this style usually dispense with the boring philosophy and skip to the good stuff.
T'ai Chi Chuan – This art is rarely taken seriously, owing to its firm rooting in qigong breathing techniques
and ideas about chi, internal balance and fluid control of defence and counterattacks that have little appeal
to cyborg fighters. However many elements of it have influenced the most advanced cyborg combat styles, and
the therapeutic version is popular enough with the elderly that the original forms survive.

Again, in BCF, for some reason LordR also included the weapons perk "Heirloom Weapon" even though it costs 50 pts. Maybe in an earlier version of this doc it was free? Edit: Checking BCF history, for some reason LordR purchased both the Cyber-doc equipment package and the Civilian equipment package at the same time as a cluster perk, and the Heirloom Weapon is a freebie with the Civilian package like the Rocket Hammer is with the Cyber Doc one.

If you would like, I could continue doing some research on other past possible freebies, or you could just decide to skip all/most of the freebies. This really only would become problematic when the perk itself only works in that world because you have the freebie. For example, the Tinkerer perk from RWBY, which allows you to build Weapons that shift from one form to another, only works in that world because both the person making and the person using the weapon has Aura to access the extradimensional space required to shift the weapon. Same way, the Always a Bigger Robot perk from Gurren Lagan only works because you have the rather OP freebie power "Spiral Energy". Now, as the author of the story, you could avoid and get around these by just saying Mecha-shift weapons and the Bigger Robot perk work by Celestial Fiat, no extra powers needed. It really is up to you.
 
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Now, as the author of the story, you could avoid and get around these by just saying Mecha-shift weapons and the Bigger Robot perk work by Celestial Fiat, no extra powers needed. It really is up to you.
Yeah, go ahead. I can have a system update add stuff, but from here on I may just go ahead with the "rolled a 6, so there's a free added thing involved" because the research time is going to slow writing things up enormously.
 
HeHeh. This is just the sort of distraction I need right now to keep myself on the level. I'll post a few tonight and several more tomorrow evening. I'll put all these in spoilers cause some a stupid long.

The first thing she got was from the Personal Reality. In addition to the Entrance Hall and Access Key, freebie here include:
COSMIC WAREHOUSE
=Free=

Over the course of your adventures you're probably going to collect a metric fuckton of stuff. Weapons,
armor, technology, cars, big evil laser beams, everything and anything including several kitchen sinks.
Why? Because you can. Now, normally you'd have trouble storing it all, and that's no fun, so here's your
very own Cosmic Warehouse to give you a place to stick all your stuff. It is contained within its own
reality that contains absolutely nothing else (guaranteed) and no matter where you go (unless blocked
by a drawback or gauntlet) you'll always be able to access it. Before you do anything with it, it looks like a
fairly dimly lit and very empty room.

Your Warehouse forms the base of your Personal Reality, with any additions you buy or make expanding
it through various means. Anything added to the Warehouse via CP purchase is guaranteed to work
flawlessly with anything and everything else attached to the Warehouse. Anything added by the use of
fiat-backed powers or abilities is likewise guaranteed to seamlessly integrate. This means that, although
you can't just buy a house with cash in a jump and integrate it into your warehouse, you could enchant a
closet already in your Warehouse with Harry Potter brand 'bigger on the inside' magic if you've been to a
Harry Potter jump. Essentially, you'll get a complete set of manuals on how each thing you buy functions
and listing how various techs and magics that you have already purchased can be integrated with what
you have already. It won't make suggestions, but it will tell you how to accomplish something if you've
already got the power and know-how needed to pull it off.
BOXES AND BOXES AND BOXES

=Free=

Would you like some boxes? Have as many as you need. Crates? Those too. Bags? Absolutely. Kegs?
Barrels? Vats? Plastic toes? As long as it's a completely mundane and fairly generic storage container, you
can have as many as you need... but only for storage containers and you're not allowed to sell them or
use them as raw materials... unless you're making a cool cardboard fort. That's totally allowed.
To access this supply, simply go to the door in the back corner of your PR marked "Box Office" and fill out
a request form. Your storage container will arrive within 30 minutes at your Entry Hall.
These containers are in no way fiat backed. They are completely normal.
STARTING SPACE

=Free=

Your Personal Reality starts out with a volume of 80 x 80 x 10 meters, so 6,400 square meters of floor
space or 64,000 cubic meters of storage volume. In the archaic and silly 'Imperial' measuring system this
is 262.5 x 262.5 x 32.8 feet, so 68,889 square feet or 2,260,138 cubic feet.
ANTIBIOTIC FIELD
=Free=

You would have to be an idiot not to take this.

See, every biological lifeform carries their own microbiome and something called a virome (the viral
version of biome) inside us. They're harmless to us... often helpful in fact. But expose someone to
bacteria, protozoa, or virus particles that they're not used to and you've just given them the plague. This
stops this from happening. The microbiome of everyone who enters or exits your PR is scrubbed to be
harmless to everyone in each jump you visit. This doesn't kill your virome / biome, just keeps it from
being harmful... to anyone. All viruses, parasites, and bacteria not native to your current jump and not in
specifically designed storage containers (or fiat backed) are destroyed at the end of each jump or
passage to a new reality if you're post chain. The biomes / viromes of companions and jumpers inside
the PR at jump transition are converted to local versions at the start of the next jump. No one likes a
plague carrier. This will not cure current infections except at the ends of jumps. But if you need that,
there's a medbay later on. You probably want that.

THE LOFT
=Free=

What's the point of having a room 10 meters tall if you can't build upwards? Feel free to stack things up
to the ceiling if you like.
SECURITY SYSTEM
=Free=

Anybody coming in and out of your Personal Reality is now checked for any authorization you've given
them to access it; and should anything about said authorization (or a lack of it) raise any flags in the
system, then you will receive a warning about it. This allows you to define just what sorts of
authorization different individuals can have to access your Personality Reality, anything from No Access
through Temporary Access and Limited Access to Unlimited Access is possible. All this does is notify you.
It does not stop them on its own. A Keyholder's Access cannot be limited by the Security System. Only
hand out Keys to those you trust implicitly.
ENVIRONMENTALLY NEUTRAL

=Free=

By default, the temperature in your Personal Reality is never too hot nor too cold, the air will always
smell faintly musty but scent neutral, and the air will always be breathable... even if two different
species with different atmospheric requirements are present in it at the same time.... well, as long as
both species are there with permission. This won't protect breathing invaders. Earth Standard Gravity
will be maintained in all areas, and the air will be just humid enough. This also ensures that there will be
minimal dust build-up over the centuries, though there will be some.
THE QUESTION OF SHELVING

=Free=

Basic metal shelves to keep your goods on, the kind you find in industrial big box stores, sized for pallets
and numbered for sorting. You'll get up to as many as will suit your initial space allotment, but if you
don't take all of them, you'll need to buy more on your own... They sell them at most business supply
warehouses, ironically enough.
NEUTRAL LIGHTING
=Free=

These lights are nothing special, It's a color-neutral, source neutral ambient lighting system. It's not really
that bright... think early twilight gloom, but if you want better, install it.
THE BENEFACTOR LOUNGE
=Optional but Free=

This installs a special room in your Personal Reality that exists for the sole purpose of meeting with your
Benefactor. It has a limited wet-bar and the furnishings keep changing depending on where you're going
next. Head into Generic Western and it might be a Saloon, Head into Star Wars and it might be the
Imperial Throne Room. Head in Monty Python and it might be a fish tank. This room exists for you to
make builds in or ask questions. Your Benefactor is not guaranteed to be in all the time, but you could
leave a note. They might even get back to you.
CLEANING SUPPLIES
=Free=

Have an infinite supply of any cleaning supplies you might need for cleaning your Personal Reality.
By default, this supply is placed into a specific closet near the Entry Hall to your Personal Reality, but the
closet can be moved anywhere you like inside the Personal Reality... and can, in fact, be summoned by
anyone allowed to reside in your Personal Reality by any Key Holder. These supplies have no actual
chemical properties and you cannot use this to get an endless supply of brooms or bleach. Completely
safe for all complex lifeforms. Very not safe for viruses, bacteria, amoeba, or household pests.
Yes, that is a tremendous buttload. I've never actually seen anybody take the Benefactor's Lounge, but there you go. There are also a couple that mention time between jumps and that are for companions, but figured those didn't apply.

I already did Gunnm, the next was Mass Effect Andromeda:
Starter Weapons (Free to all): In a new and potentially dangerous galaxy, you have to be
prepared. You have a M-3 Predator Pistol and a racially appropriate melee weapon. Biotics
have a choice between their racial melee weapon (if they have one) and a Biotic Amplifier (for
melee purposes). If a race doesn't have an appropriate melee weapon, they start with an
Omni-Blade.
Hardsuit (Free to all): Every Initiative member knows that they are going into the
unknown, so they do their best to equip for it. Even the Angara and Kett have an equivalent.
You have access to a hardsuit (or some equivalent of wearable equipment) that provides basic
kinetic barriers, life support, and jump jets. Please keep in mind that this is a pretty basic
system, so consider upgrades.
In regards to the jump jets, you can use this hardware that's integrated into your armor to
hover or make extremely high jumps. You could even reverse the function to ground pound a
target. If you possess biotic abilities or advanced EM manipulation, you can increase your
mobility/maneuverability with the jump jets.
Pet From Home (Free): You have a pet that was brought in from your home sector of
space. Milky Way races can select from any pet that'd be available in the Milky Way, Angarans
from the Heleus cluster, and Kett from their empire. The pet will not be usable in any form of
combat, and will mostly stay with you in order to improve your mood. And steal your food, if you
aren't careful what you leave around. You may also choose to import a previous non-sophont
pet into a form of your choice, if the form fits the above criteria.

Next was Girl Genius SB:
Professionally Drawn - Free
You look good, Jumper. Nothing all that extraordinary by itself, but you'd be surprised how often
it turns out to be of use. You look like someone drawn and coloured properly by some very skilled
cartoonists.
Hmm, not sure you'll want to use that one..
Next was Fate/Legends - Empires of Antiquity:
Roman Holiday- Free
The earlier ages had greater potential, I'm sure you've heard it all before. But even among the
people of ancient Greece, you've actually stood out more than most. You have the potential to be a
hero, should you work long and hard. Your physicality is enough to let you break down a tree with a
few steady blows, run several times faster than an Olympian athlete of the day and while your body
is far from immune to bladed weapons, you find that the fists of normal folk feel like children on
your body. You even have some magical potential of note, being capable of manipulating a decent
amount of mana in the Age of Gods fashion should you find someone that can train you to do so or, should you be born later and prefer it, have around a hundred high quality magical circuits to learn
to use.
THat... one is quite potent. Yikes.

The next one was from Girl Genius... and yes, that is a different doc from Girl Genius SB. It doesn't have any freebies, though.

Then was Fast and Furious:
The Vehicle: Free!
This object barely deserves the title of car, at least in your opinion. A Volkswagen Beetle, a Pinto, or a
Yugo, this car technically meets all the criteria and is very cheap, but it would take a master mechanic
and a driving god to let it rival even the worst other racers can bring to the table.
lol.

Next was Macross:
-Serene Sinatra (Free): You're no slouch in the singing department, that's for sure. You may not be
popular idol material, but no one's going to complain if you decide to sing along to a song or randomly
bust out a tune with a voice like this. Who knows, maybe you could practice and get a little better?
-Basic Training (Free): Piloting a Variable Fighter can be pretty complex. There's all kinds of modes and
maneuvers to worry about... with this, you won't have to worry so much. You'll know which button does
what, and you won't end up turning into a mech when you need a jet. ...but I reserve the right to laugh if
you mess up anyway.
-Space Suit (Free): A futuristic, spandex space suit that will let you survive for 20 minutes in deep space.
It's really more in case your vehicle gets stranded, but otherwise it's pretty darn cool looking.
-Basic Variable Fighter (Free): Your good ol' Fisher Price Veritechs! They may be the beginning, but
they're classics and were the groundwork for future generations. Editions like the VF-1A Valkyrie (or its
other variants), the YF-4, VF-2SS or the VF-4 Lightning III are made available for your stay here. It can
transform in the atmosphere and operate in space, but it cannot reach escape velocity on its own.
Comes with basic armaments and like all Variable Fighters can transform into a Jet, a Mech, or a 'middle'
form called Guardian Mode.
Yes. This is one of the ones that comes with it's own Mech.

Next was Starbound:
Environmental Protection (Free)
It is a dangerous universe out there, and you'll need protection. You know how to make
Environmental Protection Packs (EPPs), specialized devices designed to protect the wearer
from hazards such as lack of oxygen or heightened levels of radiation. You can fine-tune them
to block out most forms of danger that you come across. Just be aware, the more dangers you
are blocking, the more energy and exotic materials your EPP will require.
Basic Techs
2
(Free)

Tech are special implants that give the user various abilities designed to increase their range of
movement, which can be used at-will, though some of them do use energy. This perk unlocks
the basic tech groups: Morph Ball, Dash, or Pulse Jump, along with the three variants of each of
those techs. This also comes with a free tech station in your Warehouse / Spaceship, where you
can switch between your chosen techs. You can decide whether the Techs that come with this
are actual implants, or just innate abilities. Given time, you may be able to figure out how to
implant techs in others as well, using your own as a basis.
Mech
Mech
3
: (Free/100 CP/200 CP).
Mechs are large bipedal vehicles, used for both land and space travel. Each mech comes with a
central body that determines its energy reserve and defense, a set of boosters that determines
its flight speed and maneuverability, a set of legs that determines its ground speed and jump
power, and comes with two weapons set in each of its arms. Each mech has an internal energy
supply, which drains over time as the mech is in use, and drops sharply as the mech takes
damage. If the mech's energy drains completely, it ends up "despawning" to await
re-deployment and avoid total destruction.
You get a basic mech for free, along with a mech crafting/repair station, which will store your
mech between deployments. This station can be placed as an attachment to your Warehouse or
set in a section of your Spaceship (does not provide additional room in your Spaceship). For
100 CP, you can upgrade to a mid-tier mech, and for 200 CP, you can upgrade to a high-tier
one.
The basic mech has one of the basic prototype mech bodies, with enough energy for roughly 8
hours of deployment, basic mech boosters and legs, and comes with a flak cannon and drill on
its arms. It can fly in space at around 60 kph, and run on land at around 30 kph.
See One moment, please... for a full listing and description of possible parts. Basic Mechs
can't start with any parts that have any stat higher than 1. Mid-Tier Mechs can't start with any
parts that have any stat higher than 3. High-Tier Mechs can start with any part.
All of the Mechs can be upgraded manually.
Yikes, another Mech. I can understand why not everyone would want to include all the freebies...

Next is Forerunner Saga: But, I'm having a bit of trouble finding it, so I'll sign of for tonight and pick it up tomorrow, if you still want... This may already be way to much lol.
 
Yikes, another Mech. I can understand why not everyone would want to include all the freebies.
Kek, and that's without drawing on anything from Dragonball GT/Super.

GT has Solar System busting for free. Super has Universe busting.

Thanks. Was looking for the rolls I made for next chapter (hint: Washu left a helper AI working her instructions and it combined a No Man's Sky with the Infinite Supply World to produce a solar system. Don't tell Taylor.) but neither perk source is listed that I could find. So maybe there's another one out there?

These are the main ones, you'd have to mention the perk so I can find the jump. If it's not there... or more likely, was in some side folder you might have missed.
 
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I might could do one or two this morning. Never could find the correct Forerunner one. There are three labeled Halo-The Forerunner Saga that I found, but none of them had an Ancilla perk described like yours was, so I'm assuming it either came from a different document completely, or a much older one. Unless I just missed it.. they were very long documents.

Speaking of, the next was Ace Combat:
-Soundtrack (Free): When you take to the skies, it does not always have to be on a somber note. As you
fly to your mission, dogfight, or assault an enemy position you'll have the soundtrack of your choice
playing in the background. Others can hear this if you wish, and you can turn this off at any time. Perfect
for when you want to hype yourself up for a situation.
-Basic Flight Training (Free): If you couldn't fly before, you have a basic idea of how to fly a plane now. You know how to maneuver the joystick properly, which button fires the missiles, and how to properly land a
plane without creating a multi-million dollar pile of scrap. It won't save you if you dive into a massive
swarm of planes all by yourself, but you can learn.
-Missile Surplus (Free): Well this is odd. Any plane you pilot seems to hold an unnatural number of missiles for its type, far more than it should. You're not sure where it's getting this many missiles, but you'll have
to restock them if you run out. The same thing happens with special weapons, though you have to have a working model to attach if you want to swap it out.
-Comm Chatter (Free): While an important part of war is knowing what your opponent is up to, sometimes it's good for puffing your ego up too. For whatever reason, your radio will occasionally catch
communications being broadcast from the enemy. This can range from important information to wild
surprise at your antics. Not too useful, but good for knowing how you're doing.
-Flight Suit (Free): When taking off, an important requirement of being in a plane is a flight suit so that the G-forces don't make your organs explode. It sounds silly, but you'll be lucky you had it. So, have a nifty flight suit to help keep any pressure issues down while you're in the sky, on the house. It can come in any color you wish with a snazzy helmet to boot, ensuring that you're the most glamorous pilot in the sky.
-Basic Hangar Bay (Free): Sure you might be able to get a fighter plane... but where are you going to store
it? You can't just leave your vehicle to the mercy of the elements, it would cause all manners of damage
to the plane and then you might be really in a bind. That's why if you come out of this with a plane (or end up importing one) you can obtain a hangar bay which has the tools needed to keep the plane in good shape and can stand up to most forms of weather. It can even attach to a property or the Warehouse after your time here should it please you. For an undiscounted +100CP, this turns into an automated hangar bay with heavy arms and equipment to make repairing and moving the plane significantly easier.
-4th Generation Fighter Plane (Free): These planes have been around for some time now, and as a result
some would consider these particular planes to be outdated. It's not the most advanced machine in the
sky, but it will get the job done when you need it. Whether it's an MiG-29OVT, an F-18, Su-27 or something else, you can be given a 4th Generation Fighter Plane to do your work and achieve what you need to achieve. Show them that the old ways still work.
-Autocannon (Free): Something of a standard on anything that flies in the air, autocannons or gatling guns on a plane's nose can help one shoot down enemy planes or other targets by unleashing a torrent of bullets upon whatever has the misfortune of being in front of your plane at the time. This option will grant a single gun with 1000 rounds, and for an additional +50PP you can either get a second gun or double the amount of ammunition the gun has. You may buy this option multiple times, with two purchases creating a Machine Gun Pod to accompany your Autocannon.
-Standard Missiles (Free): One of the things that is noteworthy regarding just about any plane is the fact
that they will carry missiles. The reason is obvious; you need more than just bullets. That's why you have
a good supply of missiles, attached to your plane and ready to fire off the moment you achieve radar lock
with your plane. It's simple, but it works. Sometimes that's all you need. For an additional +50PP, you may increase the amount of missiles you can carry by 50. You may purchase this option multiple times.
-Flare Launch System (Free): Flares are fairly important when it comes to aerial combat. After all, you are
in enemy airspace. Enemies will want to shoot you with missiles. Ergo, having protection against missiles
would be the smart thing to do. Radar-guided missiles can be duped easily, but infra-red missiles that
track heat sources are a concern. Thus it is important for this flare countermeasure system to be equipped, allowing you to launch flares while you do a sharp turn and reduce engine power to dupe the missile into hitting the flare instead. It's not perfect... but it could be better than nothing.
-Ejection System (Free): You know the old saying of going down with the ship? Yeah, nuts to that. This
isn't the navy, this is the Air Force. That's why there's ejection equipment for when your plane gets shot
down, assuming said plane wasn't just instantly vaporized by whatever attacked you to begin with. If you
have a 'Heavy Command Cruiser' or an 'Airborne Fortress', you instead have ejection pods dotted along
the ship to launch in the event of a catastrophic failure. Safety first, after all.

BASE CUSTOMIZATION:

The skies are sometimes seen as a place of limitless freedom. You can leave the world behind, soaring
among the clouds as though you were an angel who is right at home. Yet these are shattered skies, and
pilots are not angels no matter how hard they try. This means that the ground will always be waiting for
them, and it is up to others to ensure that they have somewhere safe to come back to. There is also the
not-so-small fact of resupply and repairs, as there are nearly no planes that are capable of remaining in
the air indefinitely.
That is where a nice base comes in. Whether it's a place to hang your hat or prepare for war, you need a
place that you can always come back to and feel like you can relax while planning your next foray into the
open air. After all, while angels can stay afloat forever, even they have a home. Perhaps this will be yours.
You may choose from the options below:

Base Type:
-Ground-Based (Free): This is the standard kind of base that one would expect from an Aviation
installation. It's got a runway, some buildings for others to use as they need, and it's generally a place that is meant for take-offs and landings. The more militaristic-minded folk will try to shore up the defenses such a place would have, but for those of a pacifistic mindset it's not truly needed. ...it might not be a bad idea to put down something in the event of an attack, though.
-Sea-Based (Free): A bit more expensive when you sit down and think about it, but it comes with its own
advantages. Having a base out in the middle of the sea means it's a bit more difficult to strike if you don't
have a naval fleet, and if you manage to make it mobile then it means you'll constantly be on the move
and mess up enemy intelligence. It can be a small problem when it comes to getting resources to and from your base, but once you've got the logistics handled people will point to you as a symbol of engineering prowess.
Support:
-Communication Network (Free): To have a base that is organized and working as one, you need to be
able to communicate with others effectively. You need to be able to say something and have others in the facility hear it instantly, or at least ensure the section of the base you want to hear you actually does so. You have a localized network in your base that ensures you can get ahold of any system you want to
communicate with instantly, or even do a base-wide announcement so everyone gets the message you're sending. For an additional +50BP you can upgrade this to an astonishingly fast internet service so that not only can you set up systems for anyone on site but you can also communicate with other places with just the click of a button. ...or maybe the troops will just use it for social media sites. Who knows?
-Radar Systems (Free): It would be really nice if you could detect incoming objects as they arrived,
wouldn't it? Or if you had some kind of system that let you detect if something was friend or foe? It would be nice if there was a detection system for that... oh wait. With this system you've got a radar network that can detect things up to a hundred miles around you and detect various objects to give you a heads-up. This is not without its drawbacks however, and is vulnerable to things like jamming or interference that others could potentially engage in. For an additional +50BP you can either increase its range another hundred miles or increase its strength so it does not fall prey to sabotage. This option can be purchased multiple times.
-Support Staff (Free): It's not exactly proper to have a base that has a population of one. That's a really
good way of seeing such a place become decrepit and worn-out due to having no one around to maintain the facilities. That's why you need a crew that tends to the place. That's why you need this support staff, tending to the base and manning the facilities to ensure that it's in tip-top shape for you. They'll man the defenses, keep the place clean, and even aid in the mess hall for you to make sure the place is running smoothly while you're there... or while you're not there. You don't have to take this option if you want, it's mostly there for the sake of convenience.
Utility:
-Control Tower (Free): This seems like it would be a no brainer, but you'd be surprised what kind of things
people tend to forget when they try to set up a base in a world that seems to constantly be at war with
itself. After all, who's going to direct the planes? Who's going to guide them on who can land and who
can take off? That's why there's this basic control tower here which handles the arrival and departure of
various planes, ensuring that there's one less worry on your mind. For an additional +50BP, this is upgrade to two control towers so that one group handles arrivals and one handles departures. In the event one is taken out, the other can pick up the slack. In a Heavy Command Cruiser, this is translated to a control sector on one side of the bridge so that they can be at peace while they work.
-Runway (Free): Admittedly there's not much to say about something like this. It's a runway. You kind of
need it if you want to let planes land and take off from your base to do what they need to do. It's nothing
all that fancy, but it's got the lights needed to let anyone land during night time when you turn them on,
and it'll get the job done. For an additional +50BP, you can install a Catapult Assisted Take-Off Barrier
Arrested Recovery system on that is similar to the ones on aircraft carriers. Why is this important? Well
it'll shorten the runway size you need by a considerable amount, which can let you use that extra real
estate for other things you might have a desire to install and operate... or maybe to just have a smaller
base in general.
-Hangar Bays/Warehouses (Free): Planes are fine when they're going through the air and dealing with
enemies. But leaving them to the elements and the outdoors when they're not in use? Well that just
seems really crass. You need somewhere to store your vehicles and planes when you're not busy
destroying anything that's not on your side, and that's what these establishments are for. It's not the most fancy thing in the world, but it'll serve its purpose and make sure your means for vehicular slaughter are in prime condition for their tasks. For an additional +50BP, these hangar bays also come equipped with special clamps and harnesses to make refitting and refueling any planes go much more quickly than they would if you were using them by hand. For sea-based bases, this also means you have docks for boats and submarines.
-Barracks (Free): Sleeping is important, and contrary to internet culture is certainly not for the weak.
There's a reason that standard time for lights out is at 9pm while they wake you up at 5am, barring unusual circumstances. Barracks are important. It has the basics; cots with walled off sections, shared bathrooms and shower areas, built for efficiency. It's not the best, but it'll get the job done. Now for an additional +50BP, this instead gets turned into luxury accommodations; shower areas have curtains and multiple shower heads to enjoy oneself, with plush beds for everyone. Officers would get their own private bathrooms and bedroom, and the grunts' own bedrooms would have strangely comfortable bunkbeds with a decent amount of space. Just be careful you don't make the enemy attack you out of jealousy!
-Chow Hall (Free): Folks need to eat. Unless you somehow staffed your entire facility with nothing but A.I. and robots, that's a truth you're not going to be able to get around. You need something to ensure your followers will get their nutrition, and that's what the chow hall is for. Serving up three square meals a day, you can ensure they'll get the food they need to keep fit and keep fighting... quality may vary depending on what you prefer to serve to them. For an additional +50BP, this hall is upgraded so that not only does it serve food twenty-four hours a day, but it will also be equipped for luxury foods so that your soldiers can feel like royalty. Why settle for fish sticks when they could be dining on blackened catfish, for example?
Wow. Note that the Hanger that matches the description of the 100pt. perk we got is listed as free with a 50pt upgrade, and there is a different Hanger perk listed as free with a 100pt upgrade. Also, in BCF most of the base freebies were not used.

Next was Starcraft II - Nova Covert Ops:
-Body Tune-Up (Free): In a sector that has had many conflicts over the past decade plus, being
unfit is frankly a crippling state to be in. Your body is now reasonably muscled, toned and fit
enough to fit in to this universe's population. Your physique is up to you. Are you a buff guy/gal
fit for a suit of CMC power armor? Are you lithe and agile, ready for a hostile environment suit?
Or are you simply healthy enough that you don't have to worry about the health-repercussions
of spending lots of time in the lab?
Items: A Jumper (or companion) may take two 100CP items free, and discounts for the
following: two for 200CP items, one for 400CP, and one for 600CP. Higher discounts may be
used for lower tiers. Freebies/Discounts may be used for Items or Army Upgrades. You may
import items into items, and/or merge similar items purchased here for free. All Items bought
here, that consume ammo, fuel, or other consumables, will always have a constant source of
that consumed resource. Any destroyed purchased items are repaired and returned to the
Warehouse, at the end of a week, or you succeed in winning/fleeing a battle, whichever comes
first. (Edit note: choose two 100pt items from Weapons, Visors, Suits, Gear, or Other Items. Also note, one of the Other Items is already free.)
Weapons:
-C-20A Canister Rifle (100CP): The C-20A is a versatile firearm that combines long-range
sniper capabilities with ease of use in mid-range engagements. It improves upon the standard
issue C-10 across all areas of performance. Skilled users can use their energies to enhance the
rounds fired and can do so rapidly as long as they have the energy to use.
-Hellfire Shotgun (100CP): Designed for maximum infantry disruption, the hellfire shotgun
detonates miniature explosives internally and then channels the blast through its reinforced
muzzle to create a devastating arc of fire. Best used against lightly armored units.
-Monomolecular Blade (100CP): The experimental Monomolecular Blade utilizes its wielder's
psionic energy to hone an edge that has been sharpened to a microscopic degree, allowing it to
cut through both physical armor and energy shields. This particular version doesn't require
psionics to function, but can also use it and other energy types to enhance itself. Also, it
effectively ignores the presence of enemy armor and energy shields.
-Plasma Rifle (100CP): Usually deployed as heavy artillery, plasma weaponry boasts significant
firepower condensed into a portable form. Due to several safety concerns, it is highly advised
that only properly trained agents equip this experimental ordinance. It can be overcharged to
create a slow moving ball of plasma that does heavy damage to all in its path. Targets
destroyed with this weapon also explode into a cloud of plasma residue that damages other
enemies and slows them. This particular unit also benefits from enhanced safety systems,
making it much more reliable and safer to use.
-Blazefire Gunblade (100CP): Considered widely unconventional, the Blazefire Gunblade
represents a school of thought among artisan gunsmiths that the perfect weapon can function
well in all engagements. Designed as both a gun and a blade, it can only be wielded by the
most accomplished martial artists. However, the emphasis on close combat limits the ranged
functions to medium distances at best. But unlike a pure sword, users will still have a way to
respond to aerial enemies.
Visors:
-Ghost Visor (100CP): Ghost Visors present critical intel to Ghosts in the field. Each visor is also
outfitted with a personal scanner system to keep its wearer apprise of battlefield conditions at all
times. It also contains a map of the surrounding area, and tracks the movement of targets near
the ghost's position. This can detect cloaked and burrowed units quite a distance away from
you, almost twice as much as a normal detector-type unit or structure.
-Rangefinder Oculus (100CP): Specialized optics and onboard triangulation make the
Rangefinder Oculus the ideal piece of gear for snipers, enabling spotting and engagement at
distances that would be otherwise impossible. This helmet also effectively increases the range
of ranged weapons a bit and melee weapons slightly less.
Suits:
-Tactical Stealth Suit (100CP): Normally reserved for ghosts on especially dangerous missions
behind enemy lines, the Tactical Stealth Suit boasts optimizations that enable permanent
cloaking without impacting its user's psionic energy. This particular suit benefits from advanced
cloaking research, making it permanently cloaked without requiring any form of psionics.
-Turbojet Jumpsuit (100CP): This hostile environment suit variant was developed by Rory
Swann, who was inspired by Reaper equipment. While originally designed for civilian
construction projects, the onboard thrusters and momentum absorption armor allow its user to
rapidly scale sheer cliffs while also preventing injury. This particular suit also benefits from a
overdrive mode that provides 10 seconds of flight time, allowing courageous wearers to engage
aerial units with what normally be ground-only weaponry.
-Apollo Infantry Suit (100CP): Designed around a miniaturized Apollo reactor, the Apollo Infantry
Suit adds its own energy output and storage to that of the ghost who wears it. This allows for
tactics incorporating both prolonged stealth and intense psionic assault. It's stealth capabilities
are not constant like the Tactical Stealth Suit, but the added energy capacity and output were
considered to be a fair exchange.
Gear:
-Pulse Grenade (100CP): Pulse grenades utilize a concentrated energy burst to create a
powerful explosion within a small radius, making them an effective anti-personnel option for
ghosts who are operating in enclosed environments. They have enough range to also affect
close enough aerial targets. This particular example recharges quickly and grenades can be
created from energy, either from psionics or a suit reactor.
-Flashbang Grenade (100CP): The technology for flashbang grenades is far older than the
Confederacy, yet they continue to warrant a place in modern arsenals. Their detonation
disorients hostile combatants in a large radius, leaving them motionless or slowed, and unable
to attack or respond. It also prevents detector units from doing their jobs for the stun period.
-Stim Infusion (100CP): Administering stimulants to high PI subjects such as ghosts had
historically been considered extremely dangerous. New and improved stim formulation, however
has alleviated most of those concerns. This reusable device integrates into a personal suit, and
increases attack and movement speed by half, and also heals quite a bit.
Other Items:
Consumable Schematics (Free): As the ancient Terran military leader Napoleon said, an army
marches on its stomach. That line refers to logistics and how any failure in logistics can cripple
an army as easily as any military loss. Ammunition, fuel, replacement parts, food and water, all
of these are critical to keeping an army functional. This item gives you the schematics for any
consumable resource that your army, unit, or gear uses. Ammunition, fuel, replacement parts,
and so on. This does not affect CP-backed items, which are assumed to have some form of
fiat-backed replenishment anyway, but is for the things you've picked up here and there, the
stuff without CP-backing. This is just the schematics to make more consumables, but doesn't
include any way to make it, at least not here.
Command Center (100CP): This structure is the core of any Terran base, since it's where they
produce new SCVs, process resources into usable forms, establish communications with allies
near and far, can relocate via giant thrusters, can store SCVs for relocation/redeployment, and
so on. It has a reactor that lets it run two SCV production lines at once, and a Fire Suppression
System to enable emergency repairs. The Command Center also has limited small-scale
production lines that are mostly used for replenishables such as generic ammunition and fuel,
though more specialized items such as nukes or lockdown rounds would require their own
manufacturing sites. Command Centers can also be upgraded to either Orbital Command
Centers for strong sensors that can scan large swathes of land, or into Planetary Fortresses for
powerful cannons to defend a resource gathering operation. However, Planetary Fortresses are
no longer capable of lifting off and relocating. This particular Command Center can downgrade
itself if needed. After this jump, the Command Center can be stored in an attachment to your
Warehouse, and can be deployed to a new location at the start of a new Jump.
-Glider Extraction Device (100CP): There are many worlds out there, and many have strange
sights. From planets of molten rock, to balls of ice, to planets teeming with life. While the Primal
Zerg may be some of the most extreme examples of bizarre evolution, they aren't the only ones.
On several planets, there is a type of floating animal called a Glider. They use unknown means
to float, but they also collect Terrazine gas, and this gas can be extracted with harm to the
Glider. You have access to a Glider Extraction Device connected to a vast cave network that
can extract Terrazine from a captive Glider, and when released, the Glider will manage to
disappear safely. Eventually, another Glider will be contained, and more Terrazine can be
harvested. Terrazine harvested this way is stored in containers that prevent it from spoiling,
since Terrazine can be short lived if not properly stored. Terrazine can be used by Terrans in
small doses for enhancing memory, and can boost Protoss psionics. Oddly, the Zerg have no
use for Terrazine, but are still attracted to it.
-Vulture (100CP): Vultures are hoverbikes that are seen as either deathtraps because of their
engineering and/or lack of armor, or as "classic pieces of engineering" by enthusiasts. They
used to be standard in Terran armories, but are being phased out in favor of Hellion units. Each
Vulture normally carries either a fragmentation grenade launcher or a laser cannon, and can
carry up to 3 spider mines. This version has been heavily customized though. The spider mines
have been replaced with cerberus mines with larger blast and trigger ranges, and the Vulture
itself has a micro-fabricator that can replace expended mines as needed. It's chassis also
includes regenerative bio-steel for self-repairs, and afterburners that can double its speed for a
short boost. It also has a weapon mount for easy storage and/or use of weapons while driving,
and has been augmented to drastically increase its durability.

Units: It wouldn't be the Koprulu Sector if you weren't offered the ability to take/make your
own subordinates and/or army here. Each unit below has the same price for 2 options. Option 1
is taking a squad of Followers. They will benefit from the Army Upgrades. Option 2 is a single
Elite Unit with much higher capabilities. You may not spend discounts here, but do have
+300CP to spend in this section only. You may purchase Units repeatedly. Each purchase (Elite
or not) comes with the ability to train more individuals up to that level, and the schematics to
equip them.
-SCV (First purchase free, 100CP after): Space Construction Vehicles are the workhorse of any
Terran arsenal. They build and repair Terran structures, repair mechanical units, harvest
minerals and transport vespene. SCVs come in squads of 8, and you gain your first purchase
free. The Elite SCV has advanced construction abilities that let other SCVs aid it in constructing
buildings for no added cost, has Dual Fusion Welders to repair mechanicals/terran buildings
twice as fast, Regenerative Bio-Steel to stay alive, Jump-jets to bypass terrain, and can cloak
itself. All SCVs come with full terran building schematics.
Boy Howdy. Lots of choices for the Gear in that one... I think Tailor would get a kick out of the Ghost Visor? Most of those would likely be locked behind the age barrier lol. Maybe just roll for a couple randomly?

Next perk was from The Celestial Foundry, which is kind of like the Personal Reality document in that it is a supplement to the jumpchain documents rather than being one itself. This means it too comes with some freebies, but I've never seen anyone who got the Mundane Supply World in various Forge fics take them:


The Free Stuff



Introduction


These are the things you get simply from gaining the Celestial Foundry, unless you'd wish otherwise..


Basic Fix-Up

Your body and mind is restored to that of the average athletic human person who goes to therapy, unless you were better than that, and this retains any and all physical training you undergo. You have infinite memory storage and instant recall, though you don't have a photographic memory, it's just that anything that goes in there for the long-term will be retained can be called up instantly, though the painful emotions fade away. Finally, you have a mental health touch-up, and you can remove any mental illnesses or defects you have at this moment, unless you would not want that, though you can remove individual parts if that's more your pace. You also gain an infinite lifespan and can no longer die of old age. You may choose to stop or start your aging at any point or even regress in age should you desire to do such, although regressing in age takes just as long as it took you to age forward just in reverse. Should you regress to a child's age, your mind will not be regressed in anyway.


Material Safety

All materials that are provided by this document so long as they remain entirely inside your warehouse can not cause unintentional harm to you or anyone you allow in your warehouse in any way, shape or form. This only applies so long as the materials in question are fully inside your warehouse and remain as such, and does not apply to any intentional attempts to cause anyone harm. Accidently open a container of antimatter without proper precautions, and well it will likely destroy everything else in the room, you would be left with at worse a mild burn that would heal within a few minutes. Likely naked as well from the outcome, but otherwise unharmed. This only applies to accidents, attempting to grab something you know is hot will still burn you as normal. If you know what you are doing is dangerous and do it anyway, this will not protect you.


Research Labs


The General Research Lab (Free)

This almost empty space is set up for research purposes, and comes fully equipped with whatever safety devices you will need to safely contain whatever you intend to research, but does not come with any of the tools required to do said research. Included are stasis pods that can keep anything non-sapient in perfect temporal suspension. If something is sapient, it either must go willingly into the pod or must be rendered unconscious first. Otherwise the pod will not engage around them. Automatically grows and adds containment pods as required. Containment pods are always large enough to contain whatever you bring in to research, regardless how large it is. Should items have connections to items not inside the pod, these connections are maintained without harm to either side, and only the elements inside the pod are frozen in time. Elements outside of the pod function as if those inside the pod are not frozen in time normally, and if such a connection exists, someone outside of your workshop can use it to find a way to the other half in your stasis pod even if you have the doors to your warehouse closed. This does not mean that they have the abilities to recover it from your warehouse if you have other defenses that protect it, only that they can find a way to it that they are able to follow and leave with it afterwards.
I'm about to have to get ready to head for work, maybe time for one more...

The next setting was World Seed:
The System (free):
As the name suggests, this is the system that is in place in Neolife, and will soon be introduced
to the real world as well. It allows people to do things such as cast spells, manipulate mana, use
runes, cultivate affinities, increase their physical qualities beyond anything they could've
dreamed of before, and so much more. After reaching the apex of their class or a skill they
might possess, and grasping near the level cap of 999, one could throw entire mountains, move
at massively hypersonic speeds, ignore whatever damage people with the same power output
might dish out, create illusions that are more convincing than reality itself, and affect entire
planets or even solar systems.
You gain access to this System for no charge, and may grant it to to other people in any settings
you might visit in the future. It will adapt itself to anything you encounter, allowing you to
cultivate affinities not found in this universe, or create spells and maybe even entire schools of
magics focusing on forces absent here. This includes things such as the Kingdom or Ship
management menu some people here have access to, though you might freak people out if you
use it and they don't know of its existence. You'll also gain the ability to introduce this world's
mana, including the System, monsters, Souls, and Auras, to other universes, though the
consequences of doing this will fall upon you.
Freebies (free):
All people playing Neolife may choose two schools of magic to start with, and so do you.
There's a school of magic for pretty much everything, including Gravity, Sound, Barrier, Blood,
Aura, Origin (the creation of matter ex nihilo), Solar, and Summoning magic. Of course, there's
also a field of magic for any element you can think of and more, such as Fire and Earth magic,
and even Nature magic and Technomancy exist.
You can also pick two affinities to start off with at 5%. Affinities, in case you don't know yet, can
be literally anything. If something exists, it has a mana signature. And if something has a mana
signature, the signature can be forged (cultivated) and controlled. Be it an affinity for life, fur,
time, leaves, bark, a specific fetish, or something more abstract like luck, order, madness, or
chaos, the variety of affinities is truly endless.
What's in a Soul? (free/-200):
To anyone used to other kinds of souls, the composition of the soul in Neolife and beyond might
seem strange, signifying the ability of something or someone to grow and learn within the
bounds of the System in addition to also being their metaphysical essence. But there's no need
to worry, as instead of ending up with two or more different souls held together only by spiritual
duct tape, you'll be able to decide what aspect of this new kind of soul you'll take on, either
choosing just the best parts or those you desire, combine them into one functional whole better
than the sum of its parts, or disregard some parts entirely. For 200 CP, you'll be able to do the
same to any future or past souls you may get or have gotten through either backgrounds or
other ways, with the decision of how your soul works in your hands evermore from this point on.
Seed Storage (free):
A small house, fitted with everything the average Jumper might need, such as a fully stocked
fridge and a comfortable bed. It is designed with your likes, wants, and personality in mind, will
always be clean and dust free, and is never going to be damaged by anything going on in the
world. This is where you start the jump, standing right before your brand new Seed in an
otherwise empty room. After this jump, the house will become a warehouse attachment you can
summon into the world wherever you want, retaining any modifications you make.
Seed Capsule (free):
The VR device to end all VR devices, made so perfectly that one might believe they were divine
in nature. Comes with a free copy of Neolife. They function so well that they will simulate all
results of a user's physical activities in the game on their body. Of course, this isn't always the
case, or else players would die the first time they died in the game, but it does allow them to
exercise in the game by playing normally. Furthermore, they are capable of feeding the user
and disposing of their waste. Even sleeping in them is a possibility, requiring only a fifth of the
sleep due to the time dilation in the game. And as people will soon find out, they are absolutely
indestructible, hanging menacingly in the air should their surroundings be destroyed, and
continuing to function evermore. If you should be so inclined, there is nothing stopping you from
abandoning the real world and choosing to live the rest of your life in Neolife instead. Your Seed
is in a room of your house, where it will remain, as they're effectively impossible to move.
Companion Bracelet (free/-50):
A bracelet housing an evolving AI; although Alliance policy is to hand them out to people only
after they've gotten their class at level 10, an exception was made for you to get it a bit earlier.
Although called a bracelet, there are different forms for different races. Slime people might be
injected with nanite swarm programmed with the same effect, for example. Once you have
equipped the bracelet, the AI will adapt itself to gain an ideal personality fitting your own. The AI
of a loner might become their perfect friend, that of a rich girl always left alone might become a
butler caring for her, and someone living a loveless life might find that their companion AI has all
the qualities they'd want in their girlfriend.
No matter how your companion AI will end up, they will always end up in your best interest. As
they have a photographic memory and see the world through your senses, they can highlight
important objects or places you might have missed, jog your memory if you forget something
important, or browse through the internet to find information a million times faster than
somebody with a human brain would.
There are also various upgrades that can add to the functionality of the companion bracelet,
such as identifying software allowing your companion AI to scan the Aura of creatures or objects
to determine their ability, level, and other information, or even an upgrade to allow an instance
of them to live in your brain and tap into your senses to control your body in dangerous
situations, or just show the trajectories enemy projectiles will take so you can easily dodge
them. For 50 CP each, you can apply one upgrade to your companion bracelet, with no limit on
how many you can purchase.
Wow. Some of those sound complicated?

Anyway, I have to get ready for work. Just three more to go!

Also, Nimodes, as you can see I'm obsessed with the Jumpchain documents in general and freebies in particular. If you would like me to research any she gets in the future, I could try to have it done quickly so you could maybe add it into the story? Just a thought, not trying to be too pushy...


Okay, I'm home. Rather than post twice in a row.. Again.. ahem... I'll just Edit this one and add the others on.

The next one I had to google to find the jumpchain, No Man's Sky:
Starship Pilot (Free to all): You have the skill needed to fly a single seat starship, operate its systems, fire its weapons, navigate to other star systems, and repair any damage it suffers.

Base Builder (Free to all): With the right resources, you can put down a base computer, put up a few rooms, give it power, and call it home.

Summoning Slots - Starship (0+ CP): Upon finding a ship, you can assign it to a summoning slot, which will allow you to call it to your location. These slots will hold any small starship up to 30 meters in length and are not limited to ships found in this jump. A ship stored in one of these slots gains fiat backing and will be restored within a day if lost, stolen, or destroyed, keeping all upgrades and alterations. A ship stored in one of these slots will be parked in your freighter (if you have one), or in its own pocket dimension when not in use.
For the basic cost of 0 CP, you gain 6 summoning slots. You can make a one-time purchase of 3 more for 50 CP or 6 more for 100 CP.

Summoning Slots - Multi-Tool (0+ CP): You can carry a multi-tool, or any other small arm, long arm, or melee weapon in each of these three slots. When not in use, they are stored in their own pocket dimension. They gain fiat backing and upon loss, theft, or destruction, will be returned to you the next time you need them, retaining all upgrades and alterations.
For the basic cost of 0 CP, you gain 3 summoning slots. You can make a one-time purchase of 3 more for 100 CP.

Exo-Suit (0, free and mandatory to everyone): Your main defense against a hostile world. This suit provides life support, hostile environment protection, a jet pack for enhanced mobility, an energy shield to protect the wearer from predators and Sentinels, an upgradable inventory where technology can be installed and resources can be stored, and an AI that will warn of impending system failures and attacks from hostile beings.

C-class Pistol Multi-Tool (0, free to everyone): You begin with a small orange pistol with a functional mining laser. The scanner and analyzer are both non-functional but should be repairable with local resources. If you have Summoning Slots, this will automatically be placed in one.

C-Class Ship (0, free to everyone): Within walking distance of your starting location, you will find a crashed Radiant Pillar BC-1. You should be able to get this tiny fighter space worthy again using local resources. If you have Summoning Slots, this will automatically be placed in one.

Next is Bubblegum Crisis:
Apartment - Free - A run down, single-room apartment. Nothing special, but hey, it keeps the rain off.
Don't worry too much about the rent.
Motorcyle - Free - A generic, Japanese-built motorcycle. Gotta get around Megatokyo somehow, don't
you? Nothing special, but hey, it's free.

And the last one is.. Starbound. Again. Which I already covered the freebies above, so yah?

Now, there were a couple of Jumpchains listed above that stated, when I got to the equipment section, that they were giving an extra 400pt for equipment alone. Personally, I don't count that as freebies since the jumpchain already gives you 1000 pts to start and we aren't counting those. I also didn't even look at possible freebies for possible Companions, since I don't think anyone qualifies for that yet? If anyone ever does that would be another whole research project lol...

Edit: forgot the two from the latest chapter! I was going off the informational list. Awfully late here, might try those in the am.

Actually, the Gundam one turns out to be fairly easy. Gundam-After Colony:
Leo (One Free- 50 CP): This is an adorable, lovable little scrapper we call the Leo, and it's actually fairly
decent for a Mook- it's got armor enough to survive a few shots from its own gun, it's able to be
modified with little trouble (adding a space-movement backpack or shoulder cannons) and it doesn't
have restricted hands. Still, it's just a Mook, but can you resist the needy stare of this cutie?

Edit: Just so you get the deets on this one, here is a link to it's webpage: OZ-06MS Leo

Well, the X-Men one is also pretty simple... and optional in my opinion. I already mentioned earlier what I though about the "400 pts just for equipment". In this case, there are 400 pts just for powers. If you want to do that, instead of printing it out, here is a link to that jumpchain as well:
View: https://drive.google.com/file/d/1_1Z1ig_GeRw5rPIg_wFX_SaVEUsyThGV/view
 
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Well that was fun, a bit from Emma's point of view, finally, some of PRT (and gangs, like E88), seeing what new creations Taylor has in mind (Space Marine suits for the Dockworkers?), that and being curious who she saved from the pirates, I say this because of the name of the ship

Besides the new perks she gained: one, something Gundam related and two, well, X-Men Evo technology, which would allow her to create both Sentinels, clone Hydra Minions loyal to her and even her own mutants or give mutant powers to others? (mwahaha, err, since this was the one that excited her the most, I look forward to seeing what sensitive limitations Annette would put here), plus Tay having gained spaceships, even if she is limited in hyperspace exploration due to her age, which frustrates her a lot

Aside from the interesting loophole, mutants, for all practical purposes, are not Parahumans (different biology, I look forward to seeing Amy's reaction if she touches one, after gaining her powers) and would not be affected by their laws, or given E88, with Taylor creating a clone of Magneto, and his reaction to seeing local Nazis (or giving Danny his powers)

Good luck and keep it up
 
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Downloading Patch
* Saturday, January 14 2006 *

"No, Emma. You can't have a hard suit or a power armor until you're fifteen," patiently explained Doctor Curlyhair as she replaced parts in a large and complicated piece of machinery. "We're still growing up. You put on over an inch just this year. When we hit puberty, I suspect we'll get some rapid growth."

"But I want one and you built something for those Marines!"

"They're adults. They're not going to have a growth spurt," said Doctor Curlyhair. She was quiet for a few moments before continuing. "It's also basically the same suit with little individual touches and biometrics calibrated for that particular marine. With a 'return to base' automatic system if they're disabled. Not my best work, but should be adequate."

"Eventually though - you'll make me a Scarlet Lady suit?" asked Emma, doing her best puppy-dog-eyes routine.

Taylor didn't notice, her attention entirely focused on what she was working on. "Sure. In the meantime you can play with this."

There were a series of thunks and clanks as the box expanded itself into a humanoid form easily four times Taylor's height.

"Okay," said Emma, thinking it lacked style but might be cool. Humanoid robot without a head but some type of cockpit in the chest.

"This," said Taylor, patting one of the legs as she clambered down, "is a Minotaur. A exocraft walker with jump jets and a mining laser. Full environmental protection, so if one of those storms crops up you can weather the weather quite well."

In a few moments Emma was jumping all over the landscape of her Supply World, blasting trees and rocks with the occasional woop or oops depending on whether she'd meant to shoot that particular rock or tree.

Meanwhile, she was heading inside her seaside base as she had no desire to become one of the "oops" as Emma played.

Besides, she had to get back to building workrooms in her base dedicated to specific fields.

"Commander White," noted Taylor as the tall gynoid was at her Construction Station.

"Glory to humanity," said Commander White, saluting. "I see the Minotaur Exostation is complete."

"And I installed two upgrades while I was at it," said Taylor. "At ease, Commander. One is a helper AI. It'll keep her from jumping into a building by accident. Or on someone."

"Very good, Doctor," acknowledged Commander White.

"Who's on vehicle maintenance today?" asked Taylor, not having memorized the roster. That's why you had Commanders after all.

"Nine-Ess," said Commander White immediately. "Six-Oh was scheduled for software update and hardware maintenance today."

"I see, no problem then," said Taylor, continuing on towards the rest area as she was feeling a bit hungry at the moment.

"Oh, Doctor, I've marked a point for your consideration on your multi-tool's map function. We had sufficient Chromatic Metal for the Science Station but we'll need a part from a Research Facility to build proper storage units."

"What's wrong with the storage we've got?" asked Taylor.

"These will be accessible wherever you go as they all link to the same subspace pockets," said Commander White.

"Okay, first a snack. Then I can go check that out," said Taylor happily.

"If you were planning on those Snickers bars, I regret to inform you..." Commander White's voice trailed off.

"Damnit, Nine-Ess!"

* Sunday, January 15, 2006 *

The Research Facility was guarded by those annoying drones called Sentinels. Fortunately, she had a counter for just such a thing.

Which was strafe the position, park nearby, wait for the alerts to die out, repeat until the door was open and the robot pests were back to patrol mode.

"Two-Ayy, Two-Bee. Bottweilers. Stand by, only attack if they go active again."

After getting confirmation from the two fighters, Taylor went into the station itself. The hack at the terminal was ludicrously easy for her, getting her the part for the Science Officer (21O if she recalled correctly) and quickly downloading two more blueprints before she could stop and take stock of the research subject.

When she did she began laughing, as it was entirely too funny.

Didn't mean she didn't snag it, which led to all those little Sentinel drones going to combat mode and a long fighting retreat where she summoned her Pilgrim motorbike (she expected once she showed it to Emma she was going to have to pry her out of there) and the enjoyable part of the whole encounter.

Which was researching this 'genetic augmentation' technology and this globe of something called an 'X-Gene' that looked so very promising.

* Saturday, January 21, 2006 *

"-so, yes, my Supply World description DID say something about new resources popping up when I discovered the need for them. That's why the X-Gene sample was there," explained Taylor to her mother.

"And this will give people parahuman powers?" asked Annette Hebert, looking at the chamber with some trepidation.

"According to the documentation, they're called 'mutant' abilities - which is quite frankly incorrect. Metahuman would be a better term as it's not the same as a parahuman ability. Different source entirely. I'm working on a different structure for a not-parahuman enhancement which would follow some of the rules like triggering but otherwise be latent." Taylor made her vague in the air gesture with eyeroll for what she thought about parahuman abilities. "Parahuman powers never address the actual problem that causes the Trigger. There's a lot about them that just doesn't make much sense to me at all!"

"So... you know what causes parahuman abilities?" asked Annette carefully.

"No. I know there's a subspace linkage that goes into a higher dimensional phase, but that's just something I discovered when I was researching interference patterns on my Space-Time Monitor," said Taylor. "There's just so much to research and so little time."

There was a brief rumble audible from the warehouse around them, but Taylor's expression indicated another dud.

"Well, at least you came to me before you did anything," said Annette after awhile.

"Of course," said Taylor. "I let one of the gynoids know what was going on, just so everything could be kept safe."

Annette nodded, getting a little feeling of something not right. "Where's Emma?"

"Last I saw she was still hopping around in the Minotaur," said Taylor, who then went pale and rushed to a wall-mounted intercom. "Commander White! Location of the Minotaur?"

"Currently undergoing maintenance, Doctor," came the reply.

"Where is Emma?" asked Taylor, hoping she hadn't gotten into something.

CLICK-WHISHHHHHHHHHHH! went a large coffin-like device in the next room.

* USMC Training Facility 7BB, Brockton Bay *

"She did it. It even looks like it does. Games Workshop is gonna plotz."

"Games Workshop hasn't been the same since London fell. World's too grimdark for their stuff to be as popular as it could be."

"I got permission. Though the way I put it was as some 'cosplay' stuff."

"In writing?"

"Yessir."

"Good, then." Captain Cavill (Special Operations Officer) grinned an evil little grin as he looked over the six power armors. "She even got the little details we wanted on each."

"Surprised you got the brass to go along with it," noted the Gunnery Sergeant.

"We're disguised so that anything goes wrong, the brass can deny any involvement," explained Cavill.

"So we're the Mission:Impossible team or we're the A-Team?" asked the Communications SNCO, Sergeant Ember.

"Neither," said Captain Cavill, as he stepped up to the massive power armor and let it scan his retina. The suit unfolded like a flower blooming at high speeds. "We're going to practice moving around in these suits, and if we're interrupted by Nazis - well we get a bit of fire practice in as well."

* Hebert Household *

Zoe Barnes had looked over all the facts, interrogated three people, and found one single person to blame.

It was not Taylor Hebert, Doctor Curlyhair, Girl Genius.

There was some blame on Twenty-one-oh, who had discussed putting security in front of the device with Commander White - and doing so while Emma Barnes was in the room. Zoe Barnes had realized that the seeming-adults were less than a year old as far as experience in life was concerned. So they were admonished to do better, and it was explained where they done goofed up.

No, the sole person being singled out for the ire of a mother was the child who had done something remarkably dumb.

That the device had worked as designed and that Emma now had an X-gene in an inactive state was of some concern.

After a certain long period of loudness, Zoe Barnes returned through the doorway to ask. "What did she end up with?"

Taylor swallowed nervously, because comic-book super-genius she might be, that provided no protection against an obviously still-irritated Parental Authority. "Uhm. I don't know. I haven't had a chance to determine anything besides a latent X-Gene."

"Can you get it out of her?" asked Zoe Barnes.

"No, but I can put restrictions on it," admitted Taylor. "Look, if things had gone according to plan - I would have done experiments and simulations for months before I put the Retroactive Genetic Enhancer to work on someone. I probably would have gone with animal experiments when the first time came around... (and that would have given me an excuse to Adopt A Pet.)"

"What was that last mumble?" asked Zoe Barnes, who had made out the words and intent but didn't see any reason not to make Taylor squirm a bit. Okay, maybe she did hold Taylor a bit responsible for the current situation.

"Oh, just lamenting the way fate and plans seem to not come together," said Taylor.

"That's a very adult way of putting it," pointed out Zoe Barnes.

"I'm fairly intelligent and my mother's an English professor," pointed out Taylor.

"Not to change the subject, but what was the earlier 'thunk' from?" asked Annette Hebert from where she'd been a silent observer up until now.

"Appearance constellation, minor mote, something to do with fashion," said Taylor, shrugging. "Haven't exactly had a chance to see what all it did."

"So she's a 'metahuman' now?" asked Zoe Barnes.

"No, she's a potential metahuman, once I add the restrictions all she has to do is avoid some situation that would normally kill or severely injure her." Taylor tried to project confidence.

"In a town with parahuman Nazis," said Zoe. "And a violent Asian gang with a serial suicide bomber. And drug runners and whatever the hell else is going to show up."

"Ah, yeah, that IS a point," admitted Taylor.

Zoe sighed, seeming to deflate a little. "Just... do what you can."

"If it only reacts to extreme trauma," mused Annette.

* Sunday, January 22 2006 *

It had taken less than a minute to find out that there was a new door in her warehouse.

It had taken less than an hour for her father and mother to calm the child down and determine that there was indeed a new door and it had a sign on it. In English, though it took another three point one four minutes to determine that everyone saw it in a different font. With Annette, it looked as if it were copied from the Book of Kells for example.

As for the wording, all agreed it was the same thing: "Audience Chamber" in white on a faintly luminescent red background.

Opening it revealed a cathedral to technology, if such could be said to be a thing. Faintly glowing white and pale blue walls with the windows looking like stained glass windows depicting circuit boards.

Three chairs before the pulpit, which was a large cylindrical wooden pillar hanging in the air without anything apparently supporting it.

"Okay. This is weird," declared Danny Hebert.

[Patch Update In Progress]
[Primary Operator Notification - Completed]

"Are you the Forge?" asked Taylor.

Annette was about to say something about asking a log questions when the message changed.

[Negative. Limited Response Non-Artificial Intelligence Script.]
[Patch Update will complete on 12th Birthday of Primary Operator.]

"So you're basically some sort of data management program?" asked Annette.

[Washu has programmed this interface with 4077 preset responses to predicted questions. Your question was not one of them.]

"Who is 'Washu'?" asked Danny.

[Washu is the greatest scientific genius in the galaxy known as "the Milky Way" in Universe 10CHI-01001A and several adjoining universes.]

"Why did you give Taylor this weird science power?" asked Danny.

[Taylor Hebert is Primary Operator of the Celestial Forge due to determining she is a primary change point for your universe. There is roughly a 33% chance of your world and that multiverse string being severed within 10 of your years. Chance of multiverse thread elimination with 10(19) Earths being destroyed raises to 99.9% in 24 years. Washu has determined that is not an ideal situation and rather than take the chance of cascade effects altering other multiverse threads - to meddle by giving Taylor Hebert the Celestial Forge.]

"What. The. Hell?" asked Danny Hebert.

[Washu created this variant of the Celestial Forge and created a non-sapient managerial program to administer settings and manage resources.]

"Such as?" prompted Annette Hebert.

[Answer: most recent action was to combine No Man's Sky technical base and Supply World. Supply World is now a stand-alone solar system in a stabilized dimensional pocket. Added features of that setting to facilitate technological growth and industrial development.]

"I'm still trying to get my head around the whole 'world ending in less than 10 years' thing," admitted Danny Hebert.

[Interface will shut down in 10 minutes 37 seconds to further download speed of patch.]

"What will this patch do?" asked Annette after glancing to see Danny was still trying to come to terms with 'world ending' but she'd put off the existential crisis of having her daughter be the potential savior of the world.

[Patch 3.145 "Antaeus" is to correct/refine gift-process tied to Perk-acquisition.]

"Is there a way to pause the whole Perk thing?" asked Taylor. "I mean. I'm ten. Some of this gets a bit overwhelming."

[Negative. Process set in motion will continue at lowest setting possible and with filters for Prime Operator age.]

"Oh."

[Reducing rate is possible. Current setting is 3 of 10. Increasing rate is not recommended until after full brain development at age 22 for species: human. Race change to mutant can offset this depending on mutant trait. Race change to Jurian nobility will offset this to age 15.]

"With the world possibly ending in less than 10 years, that does not sound optimal," stated Taylor. "Seriously?"

[Washu has programmed this interface with 4077 preset responses to predicted questions. Your question was not one of them.]

There was a brief silence followed by a rumble from the warehouse.

[Due to acquisition of a '1000 point bundle' - interface will go dormant in 10 seconds.]

"What? Oh, that's a freaking big one. Two big stars in the Knowledge Mundane constellation," said Taylor, closing her eyes to better focus on what she could see without them.

Annette took a look at both of her family members and led them out of the cathedral.

* Monday, January 23, 2006 *

The beat was slow but echoed through the warehouse.

The decision had been unanimous. Deal with one thing at a time. Have fun, but keep building.

A guitar played, sliding in a familiar pattern.

"I. Am. Iron Man."

Annette Hebert looked over the suit taking form in front of her. "Exactly how does this work?"



"Hang on," said Taylor, turning the music down. "Okay, you step in this bracket where-"

"Aren't those my cushion insoles from my boots?"

"Details, details," said Taylor, waving the point away. "Those are just guides for your feet. The machine then assembles the armor around you."

"I hope, young lady, you are getting me NEW insoles."

"This will keep you safe when there's an emergency," said Taylor, rolling her eyes.

"Don't you roll your eyes at ME, Taylor."

Danny hmphed, not laughing at all, and pointed. "That's mine?"

"Right, it'll assemble the armor directly around you. Don't get them mixed up because the armor will not fit," said Taylor. "So the power armors are Guardian armor. I'll eventually be able to make much better armor, so this is just until I have better resources."

"Surprised you're not making some kind of instant-on armor like in a comic book," said Danny as he looked over the assembly.

"I... 'instant on'?" asked Taylor. "No. That would require... and then I'd have to..."

Annette sighed and waved her hand in front of Taylor's face as she went into sub-audible mumbling. "Great. She'll be at this until bedtime at least."

"Should I go with a fractal nesting routine, no no. That would require material science upgrades and I barely managed to get molecular ferrocrete and plasteel patented. Nanotech? Might get the PRT or someone all pissy. But if I..."

* Perks This Chapter *

32.3.1-My Fashion Sense is Tingling (50CP)(The World Ends With You)(Appearance):
You have an impeccable sense of fashion. You can make an appealing outfit out of just about anything. In addition, you will always have an innate knowledge of what is fashionable in the area wherever you go, allowing you to remain on top of your game no matter where you are. In fact, you'll usually be a trendsetter.

19.0560 I Am Iron Man/Retro-Engineer bundle (1000CP) (Marvel Cinematic Universe Vol. 1) (Knowledge Mundane)

19.0541 I am Iron Man (400CP) (Marvel Cinematic Universe Vol. 1) (Knowledge Mundane):
You're not the ACTUAL Iron Man, but you could make a fairly decent knock-off. Power armors, sonic cannons, holographic interface, laser weapons, repulsor technology, you have the knowledge to build these things and more. Furthermore, you can think of different upgrades and modifications to adapt to different situations much easier than normal when presented with a problem that's hampered your technological progress.

19.0542 -Retro-Engineer (600CP) (Marvel Cinematic Universe Vol. 1) (Knowledge Mundane):
Your understanding of technology is so great that you've even learned to get into the basics of tinkering with alien technologies. As long as you take the time to study something and experiment properly, you'll eventually figure out a method for that tech you found. Whether it's taking that weird glowing thing and powering your machines with it, or dismantling an alien robot and putting it into a gun, you'll figure out a use for something as long as you put in time. As a bonus, you're skilled enough in research and experimentation that you're far less likely to break what you're studying on accident.
 
Emma may have just made the worst impulsive decision of her life.

I love the X-men and Marvel universe but even at their (Taylor and Emma) age I would have been more cautious about acquiring an X-gene.

Because as anyone who reads the comics or watched the old cartoons can tell you. Not all mutations are user friendly or pleasant to see. The X-men tend to be in the 1% of mutants who have powers that didn't disfigure them and/or have crippling side effects. They more often than not have powers with side effects that even make them inhumanly beautiful. Yet even some of the X-men have powers that made them look like something out of a horror movie. A more recent example being Glob. (Warning if you look this one up, be ready for some real body horror. Glob's mutation makes it so that the outer layers of his body are see through like a gelatinous cube so that his skeleton and internal organs are all on full display.)

Which doesn't even get into some of the other factions like the Brotherhood or Morlocks. The latter group consists of almost entirely of mutants with mutations that disfigured them or are always incredibly obvious. To the point that they moved into The NY city sewer system to escape persecution.

Here's hoping that Emma doesn't come to greatly regret her actions.
 
Damn well Taylor just became US military chief weapon designer and defense systems contractor. Too bad she didn't get one of the cartoon or comic versions of I am Iron man perks. Then she could probably develop helicarriers and mandroid suits. Now that would be hilarious as hell for getting under PRT and UCB skins. Just imagine the military or economic changes.
 
Once Taylor starts applying her perks to the X-Gene, she should be able to figure out how to engineer specific power sets. She'll also be able to map out what Emma got and make sure it's not going to adversely affect her, and of course fix it if it would. Pretty sure that if you fix the problem before the gene goes active, you'll avoid all that nastiness of trying to fix it after it's been turned on. It's never a good thing trying to remove the tail, horns and bright orange skin color after she's already gone full TK demonoid on ya.
 
Taylor might be able to tailor each X-Gene once she figure out how to. Which would make things very interesting for certain Alphabet agencies who would request certain X-genes.
 
Emma may have just made the worst impulsive decision of her life.

I love the X-men and Marvel universe but even at their (Taylor and Emma) age I would have been more cautious about acquiring an X-gene.

Because as anyone who reads the comics or watched the old cartoons can tell you. Not all mutations are user friendly or pleasant to see. The X-men tend to be in the 1% of mutants who have powers that didn't disfigure them and/or have crippling side effects. They more often than not have powers with side effects that even make them inhumanly beautiful. Yet even some of the X-men have powers that made them look like something out of a horror movie. A more recent example being Glob. (Warning if you look this one up, be ready for some real body horror. Glob's mutation makes it so that the outer layers of his body are see through like a gelatinous cube so that his skeleton and internal organs are all on full display.)

Which doesn't even get into some of the other factions like the Brotherhood or Morlocks. The latter group consists of almost entirely of mutants with mutations that disfigured them or are always incredibly obvious. To the point that they moved into The NY city sewer system to escape persecution.

Here's hoping that Emma doesn't come to greatly regret her actions.
More like X-men are the 20% of mutants* who have a detectable power. The other 80% will register as mutant but has a power undetectable by science, literally. Then you break down the power levels using the Trask threat assessment scale. Omega class being the strongest where you have the likes of Magneto, Jean Grey/Madeline Pryor, Cable/Stryfe/X-man, Apocalypse, Prof. X, Cassandra Nova, Iceman, Emma Frost.** Alpha class like Wolverine, X-23, Cyclops, Havok, most top tier X-men. When you get down to Delta class you get the ones who're deformed in some way, or look like a TMNT side character.




*Who are actually like 5% of Earth-616's population.
**Emma is just a Omega level telepath (like Prof. X) but she has a secondary mutation. The Organic diamond form. This concept was cooked up to explain characters like Nightcrawler and Beast. Their secondary mutation caused the physical changes.
 
Is it wrong i really want to see what those marines get upto with their new gear.
Also taylor with a helicarrier rising from the bay with "Presentation" lol
 
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