Jumpchain - D&D Eberron
Jumpchain - D&D Eberron
Jumpchain - D&D Eberron
By Hate Fish
Welcome to the wonderful world of Eberron! Twelve moons hang in the sky, with a belt
of shattered rocks suffusing it. The twelve Dragonmarked houses rule over all aspects of
life, each sponsoring a member of the Twelve, wizards dedicated to keeping the peace.
Swashbuckling rogues work alongside ingenious craftsmen, wielding swords and shield
and automatic crossbows. Robotic soldiers, remnants of the last great war, tread the
streets, living the closest they can to normal lives, albeit typically normal lives as
mercenaries. Spellslingers craft works of true arcana, ships that travel the sky, trains
fuelled by lightning, and stone tablets that can communicate over great distances.
Another important thing about Eberron is that it was originally conceived partly an
attempt to extrapolate a world where you have low-level magic available on a large scale.
In a not-too-shocking turn of events, it ends up replicating a lot of technology: besides
the aforementioned train and zeppelin-analogues, you have magical lamps on the streets
of the big city, craftwrights working on crafting fine items and breeding magical animals,
and then there's all the stuff that got built for the war. Most notably, the Warforged, the
aforementioned robotic soldiers built for the last great war. These guys are like
intelligent golems made from living wood and metal, created to be the perfect soldier.
For the entire war they were considered to be slaves or property, but part of the
armistice agreement gave them full citizenship rights and stuff. This doesn't mean that
the average guy on the street accepts them, though.
Finally, the last thing to know is about Dragonmarks. See, in Eberron you have the
countries that are, obviously, important entities. But almost as important are the twelve
Houses. Each House is mostly run by a very large extended family. Why? Because the
power of the House comes from Dragonmarks — mysterious symbols that some people
are born with, and get passed down erratically through family lines. People with those
symbols have the intrinsic ability to use certain magic powers — people with the Mark of
Healing can heal wounds and cure diseases, and people with the Mark of Storm can
control the weather.
The Houses have parlayed these powers into various guilds, which in turn have
enormous influence across the continent. For instance, House Jorasco's Mark of Healing
let them start the Healer's guild, which runs virtually all the hospitals. House Orien's
Mark of Passage gives them the guilds of Couriers and Transportation, and if you want
mercenaries you talk to the folks with the Mark of Sentinel. Obviously, there are healers
who don't belong to House Jorasco (clerics, for instance), but Eberron doesn't have a lot
of high-level characters (like, a quarter or fewer of what a standard setting has), so the
powers of the House Dragonmarks makes them like IBM or US Steel (and there's been
no trust-busting attempts, at least not yet). Note that not everyone in a House has a
Dragonmark: there's plenty of room in the House for administrators, diplomats,
bookkeepers, janitors, and so on, depending on your other talents.
You have 1000CP to spend. In addition, you get an Origin, Race, Class and Starting
Location for free, as well as being able to set your age and gender as you please.
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Starting Location
You may either roll an eight-sided die, starting at the relevant location, or pay 50CP to
choose. The location you start at within each given area is at your discretion.
1: Breland. Breland is one of the five nations of central Khorvaire, lying in the
southwest of the continent enjoying one of the largest areas of the nations and
territories. Breland is a mix of open farmland, woodland and sprawling metropolis, the
most famous of which is Sharn.
2: The Mournland. Once, Cyre shone more brightly than any of its sibling nations in the
kingdom of Galifar. The Last War took a toll on the nation and its citizens, until disaster
struck. No one knows if the catastrophe was caused by a weapon from an enemy nation
or a doomsday device of Cyre’s own design. Now it is simply the Mournland.
3: Thrane. One of the original Five Nations, Thrane is now dominated by theology.
Desperate to show the world the light of the Silver Flame, you are more likely to
encounter a Thrane missionary than a farmer.
4: Valenar. Valenar is a nation that broke away from the nation of Cyre during the Last
War when the mercenary elves of the Valenar subrace revolted. The nation of Valenar is
primarily inhabited by the elven Valaes Tairn, and secondarily by human beings that
were formerly citizens of Cyre but had very little loyalty to their parent nation.
5: Talenta Plains. The Talenta Plains are a vast grassland stretching from the Blade
Desert to the borders of Karrnath and the Mournland. It is the home of wandering herds
of buffalo-sized dinosaurs and tribal halflings remaining true to their ancient nomadic
way of life since the days before humans walked the lands of Khorvaire.
6: Droaam. Droaam is a nation ruled by monsters. Few of the civilized races dare to
test its borders. Their connection with the rest of Khorvaire is limited to a single House
Orien roadway and a beneficial business relationship with House Tharashk.
7: Stormreach. Stormreach is a small frontier city nestled on the eastern coast of the
Skyfall Peninsula in Xen'Drik. Despite its small population, Stormreach is an important
city because of its location, allowing easy docking access to travellers wishing to enter
Xen'Drik.
8: Free Choice
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Origin
Drop-In/Adventurer: You either appeared from nowhere or have been travelling long
enough, performing great deeds (or regular deeds for payment) that no-one, not even
you, is quite sure where you came from.
Frontline Soldier: A soldier on the front lines, a guard for one of the Great Houses, or
merely a professional mercenary that does regimented fighting, any of these have
enough representation in the world to be worth mentioning.
Great House Scion: Twelve houses, infused with the blood of dragons. Many of them
have minor branch families, bastard offspring, less important members, and one of them
is you. Congratulations!
Experimental Arcanist: Magic is so ubiquitous in Eberron that people take to the study
and experimentation of it as one would any natural law. Some fall into obscurity, but
others rise, producing some amazing spells that no other plane has ever seen or will
ever see.
Clergyman: Unlike other worlds, the gods of Eberron may or may not exist. However,
people still take to the Clergy. Though they may not answer their prayers, the Divine still
provide power to those with faith. Or maybe faith itself is the true power.
Dedicated Craftwright: For every scientist, there is an engineer. Someone willing to
take the scientific (or, in this case, magical) principles discovered, and craft some
amazing device to exploit it to their own uses.
Race
Your race grants you the abilities described within. Further expansions and
improvements to these abilities can be found under the Racial Perks section.
Changeling: Changelings are a humanoid race who are distantly descended from
doppelgangers and share their shapeshifting qualities. Their shapeshifting has led to
them being used as spies and assassins which has, in turn, led to them being mistrusted
amongst the people of Khorvaire. As a Changeling, you can lie better than other races
and require less sleep. Further, you can change your cosmetic form to that any other
race around yourself.
Dwarf: Dwarves are similar to humans in many ways though they're shorter (average 4
and 1/2 feet) and are known to be more enduring. The majority or their race lives in
their currently occupied homeland The Mror Holds though, many Dwarves have migrated
all over the continent. As a Dwarf, you instinctively know more about stoneworks, are
more durable but less agile, have better night sight, are more stable than other races,
and are familiar with Dwarven weaponry
Elf: In Eberron, modern Elves are split into many distinct cultures: the Aerenal, the
Valenar, the Elves of Khorvaire, and the Drow of Xen’Drik. Each of these cultures
participates in some form of ancestor worship, though each has a unique expression of
this practice. As an Elf, you are more agile but less durable, longer lived, have better
night sight, and need less sleep. Further, you get a subrace, as there are more varieties
of Elf in the lands than there are people with grudges against the demons.
Gnome: Gnomes are among the most inquisitive of races. They seek knowledge in all its
forms and tend to careers which allow them to fulfil this thirst: bards, historians,
alchemists and librarians, as well as spies. The Gnomes rule the nation of Zilargo, one of
the oldest nations of Khorvaire. As a Gnome, you are more durable but weaker, smaller
to allow for better dodging, more familiar with gnomish weapons/inventions, and
naturally a better tinker / alchemist / crafter / inventor.
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Halfling: The Halflings of Eberron vary from nomadic dinosaur riding barbarians to wily
urban merchants and professionals. With the broad expanse of the Talenta Plains, the
shelter of urban havens spread across Khorvaire and the potency of House Jorasco and
House Ghallanda, the Halfling people are as pervasive as any other racial group across
Khorvaire. As a Halfling, you are more agile but weaker, smaller to allow for better
dodging, stealthier, and more resistant to poison.
Half-Elf: Half-Elves are one of the common races. They descend from Elves and humans
but have since become a new unique race, distinct from both their Elven and human
ancestors. Half-Elves often refer to themselves as "Khoravar" and are found throughout
the continent; they are not concentrated within a specific geographic region. As a Half-
Elf, you are more charismatic thanks to having two racial heritages, better at blending
abilities and switching fighting styles, and have better night-sight
Half-Orc: The Half-Orc are originally progeny of human and Orc procreation, though
Half-Orcs can mate with either species and create Half-Orc children. Half-Orcs occupy a
border in society: though recognized as a civilized race under the Galifar Code of Justice,
they are none-the-less looked down upon by the more civilized races and the Half-Orc
inherits enough Orcish savagery to discomfort many by their sheer presence, though the
human ancestry in them craves social structure and comforts. As a Half-Orc, you are
stronger and more durable but not as smart, have near-perfect night sight, and are
more energetic.
Human: The dominant race of Eberron, humans are originally from the continent of
Sarlona but migrated westward nearly 4,000 years ago arriving in the region now known
as The Lhazaar Principalities. Over the next century humans spread across the face of
Khorvaire establishing settlements that would later evolve into what are now known as
the Five Nations. As a human, you tend to be more skilled at chosen profession, and are
better at blending abilities and switching fighting styles.
Kalashtar: The Kalashtar are a compound race: incorporeal entities from the alien plane
of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a
distinct species. As a Kalashtar, you have natural telepathy, are slightly resistant against
mind-affecting, and appear nearly-perfectly human. This can be useful for disguising
yourself at parties and the like.
Shifter: Shifters are one of the intelligent races inhabiting Eberron. With both humans
and lycanthropes among their distant ancestors, shifters possess just a small portion of
their forefathers' shape-shifting abilities. They cannot transform wholly into an animal
but can instead shift parts of their body to become animal-like for short periods of time.
As a Shifter, you generally appear human, and can shift forms to an animal hybrid to
realign stats to be related to that form. You must select an animal when picking this perk,
and it cannot be changed. This does not grant special abilities, just a statistical
realignment. For example, a Hawk would be faster and have better eyesight, but less
durable and with weaker hearing.
Warforged: The Warforged are a relatively new race being created by House Cannith
during the Last War in 965 YK for the purposes of warfare. The Warforged are sentient
constructs and have free will, which earned them the same rights as human citizens in
each of their homelands in 996 YK under the Treaty of Thronehold. As a Warforged, you
are a robot with all that entails, and can only be repaired instead of healed. This affords
you a lack of need to breathe, eat, drink or sleep, immunity to disease or poison,
immunity to biological effects, immunity to negative energy, and a severe weakness to
rust or corrosion-based effects.
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Class
It is important to understand that this version of the classes, at least, are all roughly
balanced in net effect. You may pick one class to gain discounts in for free, and may
purchase additional classes for 100CP, effectively multiclassing into them.
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Perks
There are a number of different Perks available to you within this Jump, all of which
grant a modicum of capability at a cost of CP. On the plus side, any Perk directly related
to an Origin, Race or Class you have is discounted, cutting the cost in half. Any 100CP
perk that is discounted instead becomes free, with exceptions made specifically based on
the perk in question, as noted within the perk in question. Any perk that is discounted
twice is free. Take note, though, that Arcane magic is limited by armour, though tends to
be a little more versatile than the Divine.
Origin Perks
Drop-In/Adventurer
Dabbler: No adventurer is a party on their own, but you've put some effort in that
direction, either by choice or by fortune. Due to experimenting in other professions, you
receive a discount on all other 100CP perks related to Origins. This reduces them to
50CP instead of making them free. [100CP]
Worldly Experience: You have basic training in most, if not all, fields. Maybe you can
be a party on your own? This does not allow you to cast spells, though it does allow you
to identify which spell is being cast at a glance. [200CP]
McGuyver: Ok, now you're getting excessive. Diversifying training this much typically
means you're either really good or really stupid. Let's hope it's the former, Jumper. You
have learnt how to combine facets of your training in spur-of-the-moment ideas, and to
scavenge resources from the world around you. For example, you could bodge a bomb
out of a crossbow assembly and a Dragonshard, or something similar. [400CP]
Legend: God-Kings of old. Warriors who conquered the world. Chosen of the gods.
Mages without peer. And now, you. You are above and beyond the normal, capable of
performing feats that would leave peasants shocked and awed. Any 600CP you take from
a class is boosted in effectiveness, becoming twice if not three times as powerful. The
specifics of this vary, as noted in the End Notes, though they are typically both very
powerful and very useful. [600CP]
Frontline Soldier
Martial Training: As part of Basic, you had to be the best you could be (oorahs
optional) and that meant in every field. You have received intermediate training in every
field of combat, all weapons and so on. [100CP]
Advanced Tactics: This, amongst soldiers, is commonly referred to as either "command
potential" or "being a busybody". Typically, the former if they like you, which isn't
necessarily true for every unit. You have a natural tactical acumen, allowing you to
better work in groups with your allies. [200CP]
Survivor: You've been through some serious shit, haven't you, Jumper? Toughened you
up some, at least. You are massively more durable than people would otherwise expect.
This is class-dependant - a sorcerer would be about as durable as a base barbarian,
whereas a barbarian could more or less ignore any non-fatal wound. [400CP]
Battlemaster: Once you know your limits, you can go beyond them. Perhaps even
further beyond. As such, you have learnt the limits of your capabilities and your
weaknesses perfectly, adapting as they evolve, and can cover them with existing skills,
allowing someone without magic to disable spells with pure skill and a mage to cast their
spells in melee, and so on. [600CP]
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Great House Scion
Diplomatic Training: Social niceties are free to those who don't need them, but worth
more than platinum to those who do. You are one of the latter, for all your sins, and
have been trained to use your words as a weapon, forging alliances and insulting without
giving insult. [100CP]
Dragonmark: The blood of your house runs true in you, Jumper. Congratulations, the
Dragons have blessed you with their might. You gain some minor magical powers based
on your house, as well as increased reputation with that house. [200CP]
Favoured by The Family: Somehow, your connections to your House are even stronger
than normal. Maybe you've done someone a great deed of service, maybe your family
has really good connections, or maybe you're just that likeable. Either way, you will find
it much easier to get people in the same organisational structure to do favours for you,
and you'll likely have higher access for restricted zones. If you also have the
Dragonmark perk, the magical powers you gain from it increase in power. [400CP]
Blessed by Siberys: Somehow, Jumper, you've been blessed with a Siberys
Dragonmark. This incredibly rare event marks you as one of the Chosen Few, blessed
with immense power and social status. In addition to greatly boosting any Dragonmark
powers you have, this grants you naturally and vastly increased social status and
general authority within any organisation that you are a part of. Post-Jump, this is
gained over time, but at a rather swift rate. [600CP]
Experimental Arcanist
Arcane Training: Magic comes as naturally to you as breathing does to others. That, or
you've had a lot of practice. You have received intermediate theoretical training in every
field of magic, from the Divine to the Arcane and even further beyond. [100CP]
Arcane Dabbler: Wizards aren't the only ones that can set fire to the world with raw
knowledge. I mean, you can't either (yet) but you've taken the first steps along that
path. From this, you have attained minor arcane magical prowess, able to cast simple
spells, or have else augmented your existing arcane spells to some degree. [200CP]
Metamagic Expertise: You have learned the secrets of Metamagic, the natural
alteration of your spells to better suit the situation, and able to perform very simple
alterations to your spells at little increased cost. These alterations can be things such as
increased range, area of effect, increased damage or the like. This expands to other
Metamagic options, making them cheaper or better. [400CP]
Thaumic Discovery: Theory is one of the core foundations of the world. Expressing that
theory, be it as arcane might or divine inspiration, can make the meekest of men seem
like titans. And you are far from the meekest of men. You gain access to a single truly
unique spell of your own design, which is above and beyond equivalent spells of its level.
You discovered this, and can teach others it with some effort. In addition, you can
develop additional unique spells with time and effort, though it will not be an easy
process to accomplish. Examples and specifics of this ability can be found in the Notes
section. [600CP]
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Clergyman
Divine Training: Praise be to the Divine, for they are mighty. You have received
intermediate training in every common faith on the face of Eberron, from the Sovereign
Host to the Silver Flame and beyond. [100CP]
Divine Blessing: Your devotion to the gods has paid off, and they have blessed you
with powers. That, or your devotion allows itself to be made manifest. The existence of
gods on the Plane of Eberron is one of those questions no one has a definitive answer for.
You have attained minor divine magical prowess, able to cast simple spells. [200CP]
Clerical Immunity: The Clergy goes where it pleases, and to face its wrath is to face
the Wrath of the Gods. Thanks to this, and to being a higher part of said Clergy, you
face massively reduced legal repercussions for actions committed in areas ruled by your
faith, or when acting in line with your faith. When doing both, you essentially ignore the
law. [400CP]
Scion of the Faith: The Blessings of the Divine are many, and as they are many, they
are strong. However, certain abilities are tied intrinsically to certain divinities, and access
to them is a true boon. You gain a specific, highly powerful ability based on your faith.
The details of the available faiths and abilities associated with them are in the end notes
section. [600CP]
Dedicated Craftwright
Craftsman Training: A master has passed his work onto you through an apprenticeship,
or else you have simply put the time in to learn how to make things for yourself. You
have received intermediate training in every field of crafting, from metalworking to
woodcrafting to pottery. This training increases in potency with each Artificer perk taken,
due to the natural synergy involved. [100CP]
Cannith Contemporary: House Cannith controls the crafting, but they aren't the only
crafters out there. Thanks either to your raw skill or to skilled networking, you gain
connections and reputation with other crafters much faster, and can add fancy and
unusual flairs to anything you make. [200CP]
Arcane Emulation: To enchant is to create the greatest of items. To enchant without
magic is pure bullshit, but is doable with certain tricks shared only amongst the most
secretive of crafters. Thanks either to learning from them or to discovering these abilities
yourself, you can craft magical items without the need for related spellcasting. Further,
you know all the little tricks to minimise the resource costs of your items, which whilst
minimal by themselves add up to maybe halving the total time and resource expenditure
per item. [400CP]
Grand Project: Everyone has a dream, and for crafters, it is usually to be emulated by
the greats. This, however, requires true innovation, true genius, and you, Jumper, have
that. You can create or upgrade any one item to have a truly unique effect designed by
you, such as boosting your spellcasting whilst adding metamagic abilities to all spells you
cast, or create a spear that splits into 100 when thrown, one of which remains in your
hand. In addition, you can develop additional unique items or modifications thereto with
time and effort, though it will not be an easy process to accomplish. [600CP]
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Race Perks
All race perks are limited only to the race associated with them - no taking Kalashtar
perks if you've taken Human as your race. Whilst discounted to the relevant race,
discounts on racial perks cannot reduce the costs to zero, even for 100CP perks.
Expanded racial options do not get their own Perks, counterbalancing the benefits of not
being a common race.
Changeling
Deeper Shift: By assuming your forms for extended periods of time, you gain the ability
to perfectly mimic the minor mannerisms of any specific person you are shapeshifted
into, removing any possible Uncanny Valley effect. [100CP]
Deepest Shift: This is, to some Changelings, going too far. You either don't know that
or simply don't care. Through perfected emulation of your subjects, you gain the basic
physical traits of any race you shapeshift into with your racial abilities. [200CP]
Dwarf
Hardy Folk: The Dwarven people are hardy, able to stand up to blows and toxins that
would decimate those lesser than them. You have notably increased durability and
poison immunity. [100CP]
Body of Stone: Through strange Dwarven training, the secrets of which have never
(and will never) be shared with the other races, you can use your durability as the base
for offensive martial actions. Somehow. Look, don't question the secret arts, they're
frankly bullshit. Just accept it and move on. [200CP]
Elf
Elven Subrace: Wood Elves, typically of the Valenar people, are less penalised by trees
and their racial weapons are longbows and shortswords, High Elves, typically of the
Aerenal people or of Khorvaire, have more aptitude with magic and their racial weapons
are longswords and shortbows, and Drow, dwellers in Xen'Drik, get some minor illusion-
based magical powers and can see in the dark (at cost of being more sun-blind) and
their racial weapons are scimitars and crossbows. [Free]
Elven Weaponry: Though far from experts, nearly every Elf has some training with
their racial speciality weapons. Benefits of a long life. Further, if you're already good with
these weapons, you only get better. You gain increased skill with your racial weapons,
based on your subrace. [100CP]
Arcane Armour: Elves are masters of the arcane, at the very core. However, armour
restricts the arcane. Not for you, though. You, Jumper, have trained to be able to
perform those specialised hand movements whilst restricted by the plates and leather of
most common forms of defence. You have increased ability, where otherwise restricted,
to cast arcane spells whilst in armour. [200CP]
Gnome
Animal Speak: The Gnomish people are kin to the Fae, and as such can use a few of
their tricks. You can speak to animals in their native tongue. [100CP]
Illusionary Nature: The Fae blood runs strong in you, Gnome. Do you have a Dryad for
a grandmother, or is this just coincidence? You have some minor illusionary powers, and
your illusion spells are boosted in power. [200CP]
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Halfling
Genial: Jorasco, House of Healing. Ghallanda, House of Hospice. Both organisations
dedicated to the betterment of all people, and both staffed almost entirely by Halflings.
You react well to other races, and other races react well to you. [100CP]
Halfling Luck: No-one is quite sure why, but the Halfling folk seem to get nice things
more often. Maybe it's a trick, or maybe they're just born lucky (spoilers: it's the second
one). You are luckier in regards to most things. [200CP]
Half-Elf
Half-Elf Heritage: Your blood might not be as pure as some can claim, but who else
can do all the things you can do? You can buy Elf and Human related perks. [100CP]
Dilletante: Half-Elves tend to dabble in multiple fields, finding the one that suits them
best through experimentation. This does, however, allow them access to a few
interesting tricks that other races simply wouldn't figure out. You can take the free perk
from one class of your choice. [200CP]
Half-Orc
Savage Attacks: Your innate savagery let loose; this turns what would normally be a
strike to a critical area into a removal of said critical area. And a sizeable chunk of flesh
around it. Your critical strikes hit notably harder and are more brutal. [100CP]
Diehard: You can simply ignore most wounds, keeping going without a care for what
would utterly debilitate others. You can keep fighting even when you should be
unconscious. [200CP]
Human
Skilled: Humans tend to train in most things as they need to, turning from
swordsmanship to grand arcana to the divine without blinking. Even Half-Elves don't
dabble this much. You get a discount on 100-cost perks from all Origins, which stacks
with Dabbler. This does not affect Dabbler. [100CP]
Many Features: To diversify this much, you need to put some serious work into it. Or to
be really talented at non-specific bad-assery. You gain a discount on 200-cost perks
from all Origins. [200CP]
Kalashtar
Mental Defences: Your mind is strong, regardless of your body, allowing you the
mental equivalent of a suit of plate mail. You are more resistant to mind-affecting
abilities. [100CP]
Telepathic Transcendence: Your mind transcends this simple flesh-frame you call a
body. As such, you are able to telepathically communicate to any creature to which you
have line of sight or is within around sixty feet of you. Handy. [200CP]
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Shifter
Secondary Form: Thanks to your attunement to the natural world, you have
augmented your shifting capabilities. You may pick a second animal for your Shifter form,
gaining the changes from both. Further, you can choose to only activate one animal at a
time, which can be useful in certain situations. [100CP]
Form Boost: Raw power has its benefits, a fact you know well. Through some trick or
another, you have augmented your Shifter form to empower you as much as possible.
Your form gives bonuses to stats instead of simply realigning them, whilst also giving
other minor benefits (such as gills on a fish form, gliding wings on a bird form, claws on
a tiger form, tusks on a boar form, etc). This works with the dual form from Secondary
Form. [200CP]
Warforged
Specialised Plating: Your exterior is plated with one of three specialised materials,
increasing some power of yours. These materials are Runed Crystals, which boost all
magical powers you have by somewhat, Mithril, which increases your durability
somewhat, and Adamantine, which boosts your durability through the roof at the cost of
a substantial drop in manoeuvrability. [100CP]
Bladeforged: The Lord of Blades has chosen you, Jumper, to be one of his Bladeforged,
a warrior of peerless strength and covered head to toe in blades and spikes. This grants
you offensive and defensive benefits, as it can cause melee attackers to cut themselves
and can be used as an innate weapon to carve through people. Not as good as a magic
sword, though. [200CP]
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Class Perks
You gain a discount on all Perks related to the class you gained for free in the Class
section.
Artificer
Natural Crafter: Either by innate talent or by dedicated training, you are naturally
skilled at crafting, be it mundane or magical items. This typically manifests as an
equivalent of intermediate skill in any given specialisation, but could also be producing
the same items for cheaper or quicker. Each additional Artificer perk you take further
enhances this. [100CP]
Iron Defender: Who's a good boy? He is! Why? Because he's ludicrously lethal and
does everything you tell him to. You gain a repairable, collapsible, deployable robot dog
which can be upgraded. This can be treated as a companion or an item. [200CP]
Endless Fusillade: Through some arcane effect applied either to yourself or your
weapons (it varies from Artificer to Artificer), you have managed to turn a wind-able
crossbow into a bolt action rifle, and a magazine-fed repeater into a machine gun. You
can instantly reload with mechanical ranged weapons, and have bottomless basic
ammunition for them. [400CP]
Rune Arm Mastery: Either craft with the best or buy with the rest. You, sir, can do
both, which has led to figuring out that those runic arm devices which every Artificer
loves can be made better. You have zero cooldown and double power on all Rune Arm
special techniques and passive benefits. If you are not already proficient with Rune Arms,
you become so. [600CP]
Barbarian
Brutal Attacks: Through study of the Orcish and Half-Orcish people, you have figured
out how to put your entire body behind attacks that will hit in key locations, allowing
limb severing and body pasting. Your critical strikes hit notably harder and more often,
specifically about twice as often and an additional dice of damage harder. Y’know, if you
were forced to put numbers to it. [100CP]
Body of Iron: Anger fuels you, even when you are calm, allowing you to pointedly
ignore what others would call a devastating blow. You have highly increased durability,
on par with the Survivor perk from the Frontline Soldier origin. [200CP]
Mighty Blows: Why kill one person when there are three in front of you? A little extra
strength, maybe some applied primal rage and you get all three in the same action our
weapon arc can cut through multiple people with one swing with no extra effort. [400CP]
Frenzy: Anger is your friend, Jumper. It stays with you, and when used correctly can
turn even the weakest of Wizards into powerhouses capable of ripping trees in half. On
you, one who has trained to be strong? Oh boy. You can, at will, enter a Blood Frenzy,
which makes you utterly unkillable by mortal means and vastly increases your physical
capability. However, this only lasts for a few minutes, after which you are extremely
exhausted, and whilst in the frenzied state you cannot tell friend from foe. [600CP]
Page 12 of 38
Bard
Bardic Magic: Every Bard is a good musician, but you are the best. Your mundane
music is above and beyond, sitting comfortably at the peak of any musician of your
experience. For those just starting out or who have literally just picked up the
instrument in question, it’s perfect pitch and natural talent. For those who have been at
it for decades, well, have you ever heard of David Bowie? [100CP]
Bardic Expertise: Travelling tends to mean you pick things up, be it rumours, actual
knowledge or general skills. Conversely, stay in one place and you'll know it like the back
of your hand. Your Bardic Knowledge increases to encompass much more specific
knowledge about everything, and your other skills are somewhat increased in potency.
[200CP]
Bardic Immunity: No one likes an angry Bard - some of the most famous songs out
there are mere insults directed at specific people. Thanks to this, you are nigh-immune
to political consequences for your actions. Legal ones will still follow you, though. If
you're not a Bard, then maybe you have this some other way, such as being a lawman
or a religious inquisitor. [400CP]
Song of your People: Yes, there are two paths you can go by, but in the long run,
there's still time to change the road you're on. Your music will be known throughout
history as true epics. As such, your musical magic, buffs and debuffs have massively
increased effects and range, and can be used together, boosting allies and hindering
enemies at the same time. [600CP, requires Bardic Magic]
Cleric
Divine Endowment: Your faith expands, empowering your actions with that spark of
the truly divine. When acting in direct conjunction with your faith, your powers are
notably improved. Not massively, mind, just that little step that pushes you from
“competent” to “skilled” or something similar. [100CP]
Articles of Faith: Not all of the divine gifts are unknowable. Some, in fact, bear striking
resemblance to the arcane arts of enchanting. You can bless water to holy/cursed water,
turn icons of your deity into holy symbols which buff Clerical and Favoured Soul
spellcasting, and can consecrate/desecrate areas to align them to your god, all more or
less instantly and at will. That said, if you try and bless an entire lake or something
similar, expect it to not work, take more time or for there to be repercussions. [200CP]
Snap Healing: Field triage is a science that every adventurer owes their life to at some
point. You, however, are in the position to collect on those debts. You can channel divine
energy to instantly heal wounds proportional to the energy channelled. This is
intrinsically separate from spellcasting, as it utilises the more generic divine energy
present in the Turn Undead ability. [400CP]
Divine Metamagic: The divine is a truly wonderous thing, and takes many forms. Every
person worships their god differently, and by expressing your worship differently, you
can use divine energy to further empower your divinely granted spells, freely applying
Metamagic effects to them. [600CP]
Page 13 of 38
Druid
Druidcraft: To be a Druid is to be one with nature, to know its ins and outs like the
back of your hand. To be a good Druid is to know what can be pushed and what can’t.
You can tell, at a glance, whether or not something is natural, be it a spell effect, a
creature or even a plant. Further, you can determine the exact nature of something’s
place in the natural cycle. With training, this can be expanded to other cycles, such as
those present in a city or a dungeon. [100CP]
Dire Animal Companion: As nature intends, all animals need a companion. The pack to
the Wolf. The herd to the Bison. The flock to the Sparrow. The animal companion that
you gain as part and parcel of being a Druid is improved, gaining additional defensive
powers. Further, its intelligence is slightly increased, though more than other perks
which grant similar effects, and it now can be counted as a companion for the purpose of
imports. [200CP]
Seasons Shift: As the seasons shift, so do your powers. The warmth of summer gives
way to the frigid winter winds, which in term beckon on the warmth once again. You gain
a massive bonus to either healing and fire-related effects or cold- and debuff-related
effects, switchable between Jumps. If you have Druidic Spellcraft, this increases the size
of the animal you can turn into. [400CP]
Greater Wild Shape: Nature is you, and you are nature. Admittedly, a little more
literally than most, but still. You gain the benefits of any and every Class Companion
perk whilst in your Wild Shape, allowing you to become elemental expressions of nature,
titanic amalgamations of animals, or even more unusual things unique to the extra-
planar realms. [600CP]
Favoured Soul
Divine Empowerment: The Divine within you flows outward, creating the miracles your
god desires. You can channel divine energy into your actions to improve them in every
way, turning a single swing meant to wound into a potentially decisive blow. [100CP]
Weapon of God: Through attuning the Divinity within you to the gods, you act in
concert with that which they desire. You gain massive benefits with a chosen deity's
focused weapon. [200CP]
Mind of Light and Darkness: As your mind becomes more in synch with your deity of
choice, your powers grow in tandem. Don't mind the voice telling you to tear down those
who oppose the deity, though. You naturally empower your damaging spells to hit much
harder when used against people/creatures your god would find distasteful. [400CP]
Purity of Body: Your divinely granted power shines through, empowering your physical
form to become stronger and better at all things. You can grow wings for unlimited flight
and gain permanent boosts to all attributes, be they physical or mental. [600CP]
Page 14 of 38
Fighter
Train with the Best: Through the arts of the blade and the bow and the axe, you can
probably figure out anything in between. That or you have actually trained with every
weapon under every sun. You are well versed in the use of any weapon you might pick
up and the vast majority that you probably won't. Further, you have specialised - Pick a
weapon category, as with Master of the Blade - You gain a specialist fighting style that
makes best use of your weapons of choice. [100CP]
Brawl with the Rest: Taverns tend to be good places to pick up drinks, rumours,
venereal diseases and freeform fighting moves. Said moves, however, tend to be best
utilised when you're being piled on by hundreds of soldiers. You can fight mass numbers
of enemies as easily as you fight one-on-one. [200CP]
Song of Steel: Efficiency is king. By reducing the motion between attacks, you can go
from one to the next without pause, flowing from stab to swing to overhead and so on.
Your attack speed doubles, and you can land critical hits much, much easier. [400CP]
Most Masterful Guy at Fight: Whilst technique might be the key to fighting well,
technique without improvisation is merely a brittle structure. In this regard, you are as
flexible as a contortionist. You can develop techniques on the fly to deal with any
situation - practice will make these techniques better and more applicable to wider
situations. [600CP]
Monk
Ascension Step: By channelling a mystical energy known as Ki, gained through
mastery of martial arts, into your feet, you go from "fast" to "holy shit what was that
blur?" This also helps with the kick-off when jumping. Double your walking/running
speed and octuple your maximum jump distance. Further, if you have World Crushing
Waterfall, you can ignore any and all fall damage, either by floating down slowly or just
walking it off, and even channel further Ki into your feet to kick off mid-air, gaining a
double jump. [100CP]
Palm of Power: By focusing your Ki into your hands and, upon contact with a strike,
discharging it, you can turn a regular punch into a blow so devastating Bards will write
songs about it. Your attacks can stun people for around twelve seconds. Combos with
World Crushing Waterfall to allow a delayed high-damage effect that can be remote
triggered. Your knowledge of and skill with Martial Arts increases, stacking with any
existing or gained knowledge and skill. [200CP]
Flow Like A Mountain Stream: The energy of the world is not dissimilar to Ki. As such,
by partially attuning yourself to it, you can flow in and around things, using it to your
advantage. Your attack speed doubles and you no longer leave openings for
counterattacks when unarmed. Combos with World Crushing Waterfall to allow unarmed
attacks to hit in two places at once - one punch becomes two. Your knowledge of and
skill with Martial Arts increases, stacking with any existing or gained knowledge and skill.
Further, your unarmed strikes count as weapons for the purpose of weapon imports in
future Jumps, using Ki to produce effects you could not do naturally. [400CP]
World Crushing Waterfall: The Final Attunement, this perfectly synchronises your
movements with that of the energy of the world. Or the world with your movements - it
is somewhat unclear, even to you, Jumper. Your unarmed attacks ignore all resistances
to damage, directly damaging the soul, and can be empowered to have ranged effects,
typically appearing as coloured waves of light. Your knowledge of and skill with Martial
Arts increases, stacking with any existing or gained knowledge and skill. [600CP]
Page 15 of 38
Paladin
Divine Might: Might makes Right, and Right makes Might. As you have the Divine Right
behind you, you clearly have Divine Might. You can channel divine energy into your
equipment, increasing its overall quality and gaining additional magical effects. For
example, your armour might repel weaker undead, whilst your sword smoulders with the
embers of a holy fire. [100CP]
Lay on Hands: The blessings of the divine are twofold - they can harm, to cut away the
impure, and they can heal, to spread the purity in all things. Through this, you can heal
minor wounds and diseases with a touch. [200CP]
Wall of God: Might untempered is might undermined. By constructing a wall around
your divinely granted gifts, you can bring said divine power unto yourself, empowering
yourself against that which would seek to destroy you. You can channel divine energy to
increase defensive capabilities. [400CP]
Blade of Divinity: A perfected Divinity acts in all things, be it cooking, sleeping or, most
of all, fighting. As such, you become innately proficient with working with your divinely
granted combat capabilities. All attacks smite without extra effort of any kind, and you
can further empower for base cost to more than quadruple damage. [600CP]
Ranger
Sureshot: Archery is a unique skill in that it creates a rush of adrenaline but requires
absolute calm. By moderating between these opposing states, you can put an arrow
through a bullseye at 1000yds. Without looking or whilst blindfolded. Further, thanks to
some natural skill, you are much better tracking and navigation even than other Rangers,
and your arrows penetrate very light armour. [100CP]
Ranger Animal Companion: Thanks to a certain infuriating Drow, all Rangers need a
pet to fight with them. The animal companion that you gain as part and parcel of being a
Ranger becomes more savage, naturally acting in concert with you to lock down and
flank your enemies and track your prey to its home. [200CP]
Whirling Dervish: The balance between states within you extends to a balance
between two weapons. Your motions are fluid, striking out at each point you could hope
to strike, realistically or otherwise. You gain the ability to use two weapons perfectly
together, whatever they may be - this greatly amplifies the physical properties of the
weapons in question, whatever it may be. [400CP]
Apotheosis: As your blending of states extends, you find that the accuracy inherent in
your archery becomes relevant to your melee fighting, and the natural flow of your
melee skills allows you to shoot a bow better. You ignore light to medium armour with all
attacks and you do not suffer penalties for range before the hard physical limits. [600CP]
Page 16 of 38
Rogue
Tools of the Trade: It is incorrect to state that all Rogues are criminals. It is not,
however, to state that the vast majority would make excellent criminals, as well as
second story men. You, however, go a step beyond. You can fashion the basic tools
required to pick locks, disable traps, open windows and so-on from parts of the device
you are working on, essentially eliminating your need for tools. Higher quality ones still
help, mind you. [100CP]
Trapfinding: People like to protect their stuff. Stuff that you want. Probably better if
you don't get decapitated by a random swinging axe trap, hey? You have an uncanny
ability to detect deadfalls, concealed flame jets, acid baths and similar - you can tell
where any traps are in a 60ft radius around you without any action at all. If you have
Tools of the Trade, you can disable them as well. [200CP]
Poisoners’ Kit: Many people use poisons, but few know the trick to them. The one true
secret that turns a mere copper-piece bottle of rotgut into a potentially fight-ending
weapon. You, however, do, and by the gods are you going to exploit it. You can apply
poisons to a weapon in such a way that the quantity never decreases and they have an
effect even on poison immune creatures. [400CP]
Hide in Plain Sight: Not many can claim to be able to hide in the shadows where there
aren't any, or blend into a crowd of one. Even fewer can claim to dodge the sight line of
a deadly Beholder, or sneak past a mage who can see through the earth. How then,
Jumper, are you amongst these hallowed ranks? You are substantially stealthier to the
point of, when you want to be, being nearly invisible through raw skill alone. This stacks
with other stealth effects, like actual invisibility. [600CP]
Sorcerer
Bloodline Focus: Technically, not all Sorcerers focus on that which is granted by their
bloodline. However, by focusing on one specific element of magic, you can empower
your spells somewhat. Pick an element (you must pick the same for this and Bloodline
Empowerment), ranging from fire for those descended from dragons to concepts such as
“dreams” or “shadow” for those of more esoteric descent - your spells with that element
are notably more powerful. [100CP]
Bloodline Empowerment: By further specialising in your bloodline’s focus, you would
believe that you would lose combat flexibility. Not so - by using the excess energy from
spells you don't focus on, you alter the effects to match the spells you do. When you
select this perk, choose an element (you must pick the same for this and Bloodline
Focus). When you cast a spell, you can alter its shape and power, as long as it is of a
similar final effect and includes this element. Examples include creating a shadowy
duplicate of an enemy instead of summoning a creature or throwing a lance of fire
instead of a bolt of lightning. [200CP]
Bloodline Mastery: The combination of elements is a thing to behold - burning blood of
acid and fire, frozen shadows clawing at throats and fey winds allowing ships to sail from
world to world. Pick one additional element - your spells with those elements use both,
applying Focus and Empowerment if applicable. They cannot be opposites. [400CP]
Bloodline Apotheosis: You have focused so hard, you managed to integrate your
elements into your body. Congratulations, Jumper, you aren't exactly
human/Elven/whatever anymore. You're better than that. Stronger. More powerful. You
gain immunity to your chosen elements, weakness to their opposites, increased power
with spells of those elements and added base damage based on those elements to all
attacks, be it spell or otherwise. [600CP, requires at least one other perk discounted by
this class]
Page 17 of 38
Warlock
Neophyte of the Unknown: You have made a pact with... something. Something
greater than you will ever be. It has given you great powers, untold arcane secrets,
impossible abilit-Look, you're a goddamned cultist, okay? Maybe a nice one, but you had
to make that pact somehow. As such, you have a solid working knowledge of most, if not
all, entities out there that are likely to want to make pacts with people like you, as well
as a more in-depth academic knowledge of the ones similar to your Patron. [100CP]
Pact Magic: Your Patron has blessed you, empowering you in ways you could not
possibly have known. Pick some form of otherworldly being to be your Patron, such as a
Demon Lord, an Archdevil, a Fey Queen or some eldritch abomination from beyond time
and space. You gain additional Invocations and a few minor powers related to your
Patron, as well as additional effects on your Eldritch Blast such as fire damage from a
Demon or a weak mental disorientation for a Fey Queen. [200CP]
Vile Drain: Just because your Patron demands tribute, does not mean you have to pay
it. Hells, you could even exploit this payment to gain something for yourself. As such,
whenever you strike an enemy with an attack of any kind, you are healed for a small
amount proportional to the damage dealt. [400CP]
Blast Shape Mastery: Just because it's usually a beam, does not mean it is always a
beam, right? Your innate mastery of your Eldritch Blast allows you to mess with the
shape of its effects. Similarly, explosive effects could be reshaped to detonate on
penetration, akin to a tank shell, or even shaped into a weapon and swung. Your Eldritch
Blast and other spells and abilities can be used in any shape you wish, from conical
waves that ignore allies to a whip-like chain that bounces from target to target. This
affects spells from all classes, not just Warlock. [600CP]
Wizard
Academic Arcanist: Through study, practice, and, more than likely, the occasional life-
or-death scenario, you have transcended physical limitations to become a mighty Wizard.
Your knowledge of the arcane transcends the mortal limits, or at least those who haven’t
memorised half a library, and as such, you can recognise and identify arcane effects on
sight. [100CP]
School Specialisation: The schools of magic - Abjuration, for defence. Conjuration, to
summon. Divination, to see. Enchantment, to ensorcell. Evocation, to create. Illusion, to
deceive. Necromancy, to kill. Transmutation, to change. These are the eight facets that
permeate all magic, and you are a true master of one of them. Pick a school of magic.
Your spells for that school are better in every way. This differs from the normal school
specialisation Wizards get in that it stacks with it and does not force you to forgo another
school. [200CP]
Divergent Study: Magic is magic. Specifically, arcane magic is arcane magic. Just
because other Wizards are limited to those within the traditional academic fields, does
not mean that you need be. Bards can teach just as well as Wizards, if not the same
subjects. As such, you can, with extended study, learn arcane spells from all of the other
classes. [400CP]
Archmage: True Grand Arcana is taking an impossible concept, actualising it and using
it to rewrite reality to your whims. Technically, this is that, albeit limited by the mind of
a mortal. You can combine spells in interesting and new ways - for example, Hold
Monster plus Immolate would result in Burning Chains, which locks a creature in place
and damages them over time. Meanwhile, Invisible Servant plus Phantasmal Killer would
result in illusory creatures which can affect the physical world. [600CP]
Page 18 of 38
Generic Perks
Reputation: A group of people like you, for whatever reason. Maybe you're just likeable
and they're the only ones that have met you so far, or maybe you've done them some
great favours. You gain an increased reputation with any one faction. This may be taken multiple
times, granting either increased reputation with multiple factions or a massively increased
reputation with one single faction. [100CP]
Racial Throwback: You’ve got some weird ancestry, Jumper. Was one of your parents
seriously a…? Pick a second Race. You may purchase that Race’s Racial Perks, though
you do not get a discount on them. The exact mechanics of this are left up to your
imagination, especially with the more exotic Races – maybe you had a horrible accident,
and a mad Artificer replaced some of your limbs with golem parts in exchange for you
working as an enforcer/trouble-shooter for their House? It is important to note that you
may only take this ONCE, and you do not gain the basic abilities of the second Race you
pick unless you purchase both Racial Perks for it [100CP]
Class Advancement: Simple training does nothing for you. This is because you are
beyond it, above it, better than it. You are an advanced version of any/all classes you
have purchased in the Class section - the specifics are in the end notes. Note that this
does not remove the abilities of the class you advance from, merely adding the ones that
you advance to – if you are familiar with 3.5e mechanics, this is akin to Gestalting,
though you do not get to pick the class you Gestalt with. [200CP]
Prestige Class: Specialisation based on all your fields of expertise tends to mean you
stand out from the crowd more. It also means you're a lot better at what you do than
most would dare give you credit for. You gain features based on any/all classes you have
purchased in the Class section - the specifics are in the end notes. This is also altered if
you have the Class Advancement perk. [400CP]
Unusual Race: We don't get a lot of your kind around here, Jumper. Maybe it's because
you're half-demon, maybe you're full-blooded Orc, or maybe you're something even
stranger. Whatever it is, you can select anything from any D&D 3.5e sourcebook as your
race, paying a cost of 100CP per Challenge Rating it has. This cost is reduced to 0CP if it
has a CR of less than 1. As a downside to this, your race does not have dedicated Perks
to enhance it. Canon Companions and Class Companions cannot buy this Perk. [0CP+]
Page 19 of 38
Class Companion Perks
These perks are discounted to the Companions granted by the specific Class perks, if
said creatures are taken as Companions instead of items. They do not, however, receive
the 100CP Perk for free, and instead must pay 50CP to gain it.
Special Alignment: Most class companions tend towards either hard-line neutrality or
being uncaring, either because they are non-sapient robots or simple animals. Yours,
Jumper, is somewhat special - it cares about something. Upholding the Law, doing Good,
being Evil, or maybe just smashing boxes, whatever it is, it's more of a person than a
pet now. Good job! [100CP]
Unusual Ability: Some people get pet wolves, and are content. Not you - your wolf can
vomit lightning thanks to its connection to the primal elemental powers. Or maybe it's a
robotic dog that can send out an oil slick. Your parrot might be able to create visual
illusions, or your frog poison people with its mind. Whatever the specifics, your pet now
has some form of spell-like ability that it can use every so often. More powerful means
less often, though, so balance things carefully. [200CP]
Hyper-Intelligent: How is a wolf this smart!? No, seriously, anything this intelligent
must be blessed by something or other. Be it your pet, your companion, or even you,
Jumper, anything with this perk is a lot more intelligent than average, with pets being
able to understand complex concepts and people being able to write up a doctorate
dissertation in a night. [400CP]
Racial Evolution: Your pet is something else. Something... more. Maybe your Iron
Defender is now a robot spider, able to climb on walls and sense vibrations through the
ground. Alternatively, maybe your Wolf companion is now a Thunderbird, a gigantic
eagle that calls the storms where it goes. There are limits, of course, and applying this
to someone with a regular race simply zeroes the cost of their racial perks, but in
general, this can do some amazing things. [600CP]
Page 20 of 38
Items
Items also receive a discount based on the Origin or Class they are associated with, and
the 50CP item in each tree is free.
Starting Gear: Mundane gear specific to your class(es), such as a sword, shield and suit
of armour for a Fighter, a bow and some light armour for a Ranger, a spell book, staff
and robes for a Wizard, a spear and robes for a Sorcerer, or a holy symbol, mace and
suit of armour for a Cleric. These items are all of average quality, and you are
considered to be proficient with them. [Free]
Drop-In/Adventurer Items
Adventurer's Pack: A few bits and pieces that any adventurer would need - a rope
ladder, a grapnel, a bedroll, a tent, a winter blanket, a hip flask and so on. Essentially,
what you would expect an all-terrain explorer to carry, though none of the equipment is
technically magical. Notably includes the prerequisite 50ft of rope and a 10ft pole. Noone
is quite sure why, but every Adventurer out there swears by them. [50CP]
Specialised Tools: Now we're talking. This pack contains a number of healing potions
and similar magical or alchemical tools, such as sunrods, which glow with purest daylight
when struck, smokesticks, which billow thick black smoke when snapped, and
alchemist's fire, which is basically bottled napalm. Contains maybe two or three of each,
and refills itself weekly. Ration well. [100CP]
Handy Haversack: This simple bag of fixed external dimensions, about the size of a
normal rucksack, can hold many hundreds of times its volume in, well, anything. Further,
when you would retrieve an item from it, all you need to do is think of the item you wish
to retrieve and it will be the first item you grab. Handy, huh? [100CP]
Custom Rod of Wonders: A single rod, about a foot in length, with eight buttons on it.
Pressing any button causes the rod to transform into a single handheld item or object
you own, legally or otherwise, chosen by mentally envisioning it when pressing the
button. Once that button is allocated this way, it can only be de-allocated between
Jumps. This allows you to duplicate any item you own, with whatever upgrades you have
applied to it. [200CP]
Adventurer's Aegis: This simple metal brooch shaped like a shield is common amongst
travellers, and can produce light akin to a torch, makes the air around the wearer
breathable, reduces the need for food, drink and sleep to nearly zero and provides
resistance to the natural elements. What makes this one special, though, is that it also
halves any incoming effect that you wish it to, be it beneficial or detrimental, whilst also
giving blanket bonuses to all positive effects affecting or originating from you. [300CP]
Page 21 of 38
Frontline Soldier Items
Masterwork Gear: Forget average, this gear is amazing! The best a mundane
craftsman could possibly hope to produce after a lifetime of work, this gear is just all
around better. Weapons, armour, books, lockpicks, whatever the classes you picked
would get from their Starting Gear, this is that but objectively better quality. Further,
you can gain access to more unusual weapons here, from the fighting chain, to Orcish
double axes, to even the fabled repeating crossbow, a magazine-fed burst-firing ranged
death machine. [50CP]
Magical Weaponry: Some weapons are good. Then, there are these - enchanted with
the works of the great Craftsmen of Cannith, a magical weapon can have any number of
effects, from a general increase to damage and accuracy, to bursting into flames when
drawn, to glowing when Goblinoids and Orcs are near, to cutting through flesh like hot
butter. Nothing too powerful, though, as this is still mortal craft. [100CP]
Arcane Armour: Despite the name, this is not necessarily Arcane in nature. Simply
magical, and crafted by the hands of mortals. Some suits clad you in darkness, making
you stealthier. Some turn projectiles away from the wearer, forcing enemies to fight you
in melee. Some set you ablaze, harming enemies and allies alike near you. Some, even,
glamour themselves, looking like regular clothes until a sword hits them and is deflected
as if by the steel it is... [100CP]
Bottomless Quiver: Despite being a quiver, this item can take any form of ammunition,
be it bolts, bullets, plasma charges, whatever. It then will always contain exactly enough
of the ammunition in question to fully reload whatever weapon you are currently
carrying. It even enchants it to be that little bit better - arrows are sharper, bolts are
more barbed, bullets fly faster and penetrate further, and so on. Multiple ammo types
can be placed in it - all this will do is open up options when reloading. [100CP]
Armoured Under-Suit: Skin tight, this full-body suit of fabric is intended to go under
armour. Whilst there, it acts as, essentially, a second layer of armour between you and
the world, protecting from the blades that breech the gaps. As strong as steel, and
weighing next to nothing, it also enhances your physical capabilities to an extent that
would make hardened veterans jealous. [200CP]
Greensteel Weapon: Crafted from materials from all twelve-plus-one planes, forged in
the heart of Shavvarathian fire, this weapon is beyond exceptional. It surpasses even
the most powerful of mortal craft effortlessly, and has such unusual effects as draining
life on hit, calling down thunder to smite targets, creating volcanic detonations on
contact or, in rare cases, simply causing those struck by it to fall over dead, only to rise
later as undead under the wielder's command. [300CP]
Page 22 of 38
Great House Scion Items
Financial Aid: Money can be exchanged for goods and services, you know? And with
this much money, you can basically buy what you want. You either gain 2000 platinum
pieces once or 400 platinum annually, in denominations of your choosing, to be spent as
you please. Items purchased with this money are not kept between Jumps unless stored
in your warehouse, but the money refills itself and converts into a relevant currency for
the Jump in question. For reference, 400PP is about $20k USD at time of writing. This
can be purchased multiple times, and a Great House Scion gets one free purchase plus
one per Perk discounted by their Origin that they have. [50CP]
House Housing: You have been provided with a lavish mansion appropriate for one of
your stature. Finally, some recognition! This mansion sleeps nine, not counting the
servant's quarters, and on that subject comes with six servants who tend to your every
need (not like that) but will not venture outside the mansion, and has magical cupboards
and taps and the like that ensure you will always be provided with high quality food,
drink and every conceivable amenity in abundance. Post-Jump, it becomes a Warehouse
addition or otherwise integrates into a property that you own. [100CP]
Mastercraft Workshop: All houses have their trades - Cannith makes the magical
items. Lyrandar runs the airship lines. Orien run the Lightning Rail and other magical
travel. Phiarlan put on shows and parties. You, being a member of one of these houses,
have a workshop to match that trade, with everything you could ever want in that regard
and all at the highest quality, or else just a general workshop that is above and beyond
the norm. Post-Jump, it becomes a Warehouse addition or otherwise integrates into a
property that you own. If purchased with House Housing, it is integrated into that house
automatically. [100CP]
Badge of Office: Sometimes, you need to go about official business. For this, you need
official identification. This enchanted badge identifies you as a member of whatever
organisation you have standing with, and acts as a magical passkey for locked doors and
the like in regards to that organisation. It can be attuned to any organisation, but only if
you have formal standing with them, and reshapes itself to match the ID of that
organisation if done so. [100CP]
Glorious [House] Airship: Not only Lyrandar get the cool airships, Jumper. This sky
boat, powered by a group of bound Elementals, flies at around 20mph at top speed and
can haul around 200 tons of cargo. It is about the size of a naval corvette, and carries
some weaponry just in case of sky piracy. Yes, that's a thing here. Both House Housing
and Mastercraft Workshop can be integrated into this airship, giving it the approximate
interior qualities of a pleasure yacht. [200CP]
Fortress of Solitude: When people think of the unstormable fortress, this is what
comes to mind. Ramparts, twenty-foot thick walls, towers, emplacements, the works - if
you can imagine it as a static defence, it's likely somewhere. It is beyond merely colossal,
and could hold off armies indefinitely with a good enough defensive team, and thanks to
intelligent automation here and there can do it for a good few years even without. This
can be combined with a Glorious [House] Airship to create the Sky Dreadnought, a
gigantic flying vessel 300ft bow to stern, plated with enchanted foot-thick adamantium
and capable of 60mph speeds. This vessel is armed to the teeth with magical weapons,
and combines as the regular Glorious [House] Airship does. [300CP]
Page 23 of 38
Experimental Arcanist Items
Research Notes: Notes on your research, as the name suggests - this might be
research into the existence of gods, the assorted planes, specific forms of magic, or
maybe you're just studying which race is the most aesthetically pleasing to the majority
of people currently inebriated in taverns. Whatever it is, it's useful. [50CP]
Magic Wands: Wands! A short word, but so many meanings. Typically, a wand is a
short length of wood used to do magic, but here in Eberron, that magic is baked in -
each one contains around 50 uses of a single spell of weak-to-medium power, capping
out at stuff like fireballs and reattaching limbs. You have a collection of ten or so, which
refill weekly, and can choose what effects each has at the start of each Jump. [100CP]
Experimental Analysis Equipment: What researcher would get anything done without
their research implements? This gear, ranging from thaumic microscopes to ethereal
distillation equipment, to a Doluurian Alembic and so on. Anything for an in-depth
analysis of the magic affecting any given item or place. [100CP]
Dragonshard Bag: Originally, Eberron had thirteen moons. Now, it has the customary
twelve-plus-one, with the thirteenth having been shattered and forming a ring in the sky.
The shards of this, however, are highly saturated in magic and are known as
"Dragonshards", being typically used as the power source for most magical items. You,
Jumper, have a bottomless bag of them, though they look slightly off, somehow, and as
such cannot be sold. Only analysed or turned into something. [100CP]
Metamagic Rods: Metamagic effects are incredible things - they can turn a simple
fireball into a building buster of superheated death or into a persistent cloud of
intoxicating heat that does little more than force people to mass out. Metamagic rods
replicate these changes on any spell cast through them - now you, too, can create
horrific clouds of mind control gas with a few words and a little arcane power! You have
a selection of rods, one for most common effects, and can use them to change your
spells in shape and form. However, they can be burnt out through overuse or pumping
too much mana through them, and they don't magically repair themselves, so be careful
how you use them. [200CP]
Staff of the Magi: The Wizard's Staff is one of the most iconic items imaginable - they
channel their spells through it, use it to empower themselves, use it as a defensive focus
and can even gain additional tricks by using it. This is all that and more - any arcane
spell you cast using it is about doubled in power, and it can be used as a fighting staff in
a pinch. Don't let it break, though, for it contains unfathomable powers and will release
them in a not insignificant explosion if broken. Think city-buster damage on a more
tactical scale - about 60ft across or so. [300CP]
Page 24 of 38
Clergyman Items
Clerical Accoutrements: Priests all have the same stuff - robes, a symbol of faith,
some plain shoes and underclothes, a holy book and maybe a really nice hat, if they're a
high enough rank. Now you too have these things - enough to believably be a member
of your faith, whatever it may be, to even the most trained specialists. [50CP]
Divine Arms: Divine weapons are rare amongst most people, as they can be somewhat
temperamental. This, however, is not - a singularly exceptionally well-crafted weapon,
this has been blessed by divine powers to work substantially better against enemies of
the faith. For most faiths, this is the undead, but the Lord of Blades hates anything
biological with a passion, and the Blood of Vol hates... well, basically everything not in
their faith. They really need to calm down. [100CP]
Church Seal: As the Badge of Office is to the houses, the Church Seal is to religion. This
holy symbol shows your faith proudly, and clads you in its power. From this, you gain a
natural affinity towards holy sites, boosting your overall power whilst within one, and can
handle the most delicate of relics with abandon, knowing that they will never be
damaged through your actions. You also can gain access to the most secretive areas of
your faith, such as hidden shrines and vaults where the relics are kept. [100CP]
Items of Faith: Holy Water. Crucifixes or equivalents. Wooden stakes. Silver bullets.
Every faith has some form of legend regarding the items used to take down their mortal
enemies. This item consists of a simple pouch, within which is a nigh-inexhaustible
supply of these items, amongst other, more mundane things related to your faith. Wine
and communion wafers, anyone? [100CP]
High Holy Symbol: This holy symbol is special. You know it, and the subtle thrum of
power beneath its exterior is more than enough to prove it. Whether through group
consciousness or the actual acts of gods, this symbol about doubles the power of any
divine spell you cast that is aligned with the goals of your faith, and marginally boosts all
other divine abilities you have. For reference, almost any faith on earth would boost
healing and helpful spells, whilst faiths like the Blood of Vol would boost spells that
caused indiscriminate mass murder. [200CP]
Blessed Bestowments: The raiment of a god lives on within these sacred items. Be it a
pendant, a ring, a robe, an actual suit of armour, or merely a slip of parchment in your
pocket, having this item on you will grant you an all-encompassing field of divine energy
surrounding you. This acts as the toughest of magical armour, protecting you against
myriad dangers, and also massively enhances your physical capabilities. In effect, it's
divine power armour. Go you. [300CP]
Page 25 of 38
Dedicated Craftwright Items
Masterwork Tools: Weapons for the more technically minded, these tools are of the
best quality imaginable, and have been enchanted so that they will never break and, to
make sure, will repair themselves over time if they are damaged somehow. There are
even some magical replicas of more modern tools, like an elemental welding kit and a
Dragonshard Dust Circuit Printer. [50CP]
Analysis Goggles: Whilst the Experimental Arcanist has their analysis tools, you have
these. These goggles perform live analysis on any magical device you examine whilst
wearing them, and also show a continuous mixed view between thermographic, night
vision, thaumographic (showing magic) and various other overlays. Unfortunately, their
analysis of more complex works of arcana is nowhere near as complete as a dedicated
examination could show, though on the plus side it is much faster. [100CP]
Recalibration Matrix: Sometimes, golems need recalibrating. Turning off the "destroy
all humans" mode, for example, or ensuring that their targeting sensors correctly
identify the noble coming to visit as an enemy instead of a friend. This is the tool used to
do it, and thanks to its inherent magical adaptiveness, it's basically an omni-tool for this
purpose. It can even work on non-magical automata, as long as they're not sapient. This
unfortunately means no brainwashed Warforged army. [100CP]
Shard Extractor: Sometimes, a magic item sort of stops working. Maybe it's broken,
maybe the specific spells have worn out, or maybe you just don't need it any more.
When this happens, a Shard Extractor is typically used to remove the magic from it. In
doing so, it completely tears the item to pieces and spits out a number of Dragonshards
proportional to the remaining energy in the item. Thankfully, most modern magic items
don't run out, but sometimes you just need to see if it'll blend. [100CP]
Lesser Iron Defender: Told you they could be items, didn't I, Jumper? This one is a
little different, though - instead of being the size of a wolf, this loyal robot dog more like
the size of a fox. Thankfully, this hasn't reduced its tenacity in combat, and it will still
charge in and at least distract the enemy whilst you get ready to annihilate them. Can
be taken any number of times, for when you just need an adorable robot dog pack
helping you out. [200CP]
Lesser Creation Forge: The Creation Forges are items of truly immense power. They
can take a vague and non-functional blueprint, figure out the intention, complete and
perfect the blueprint and begin mass producing the item in question. This is, in fact, how
the Warforged originally came to be. A Lesser Creation Forge cannot do this - it needs a
complete and functional blueprint to mass produce things, and true sapience is outside
of its reach. If you just want to print god-tier suits of armour and weapons to match,
though, grab a blueprint and feed the resources in. It's only a matter of time. [300CP]
Page 26 of 38
Other Items
Rune Arm: These arcane contraptions are unusual things - by combining the power of
multiple Dragonshards with specific layers of enchantment focused into runic patterns,
these bulky arm-mounted devices can effectively generate magic. Unfortunately, this
makes them somewhat unwieldy to handle, and only trained Artificers know the secret to
using them properly. When you do, though, they grant a number of benefits:
- Each one is attuned to a specific element, though what qualifies as an element varies
depending on the designer. Some rare ones have attunements such as "shadow" or
"rage"
- Any weapon wielded in conjunction with one, be it a sword, a gun, a chain flail or a
repeating crossbow, gains an effect based on the element in question. Maybe you have
flaming bullets, or your sword causes arcs of lightning between enemies.
- Once every minute or so, they can discharge a bolt of energy based on the element in
question. Jets of fire, icicle missiles, waves of sound, you name it, there's a Rune Arm
for it. This bolt can be charged, with cooldown increasing proportional to the damage
dealt, up to a maximum of five times the base effect.
Either way, these devices are powerful tools, and anyone using one is either a reckless
fool or a force to be reckoned with. Notably, though, using more than one can cause
strange and wild magic to randomly affect the user, akin to drinking a Potion of Wonder
every few hours, though if you want both forearms free, any limb that isn't a leg will do
in a pinch. [200CP, discounted to anyone with Rune Arm Mastery]
Page 27 of 38
Companions
Custom Companion: For 50CP, you gain one customised companion or import one from
a previous Jump. They gain an Origin, a Race, a Class and 400CP to spend on Perks.
They cannot take any Drawbacks. This can be taken a maximum of six times, though
you gain an additional Companion for free for every three times you take it. [50CP,
Special]
Companion Upgrade: For each 50CP you spend on this, every companion you have, be
they custom, imported, pre-defined or gained through a Class-related perk, gains an
additional 100CP to spend. This can be taken up to six times. [50CP, Special]
Jeets Shimis: A "loveable Rogue" (his words), this Halfling thinks of himself as a lady
killer. He's not - in fact, he's a bit of a creep, and liable to get himself slapped by any
woman with any common sense. He's an excellent scout and trap finder, though, and
he's very good with those twin blades of his. [100CP]
Cellimas Villuhne: A Human Cleric in servitude to the Silver Flame, Cellimas has taken
the path of the combat healer. As such, she is a drab hand with a mace, and can cast
some truly inspiring medical miracles. She's somewhat dour, though, and has a tendency
to be a bit fatalistic about things. [100CP]
Talbron Tewn: Eschewing the standard Warforged naming convention, this Sorcerer is
somewhat cold, though the fact that they're an unfeeling robot could have something to
do with it. That or the ice spells. Very efficient and good at their job, though. [100CP]
Gorgal Orc-Hewer: This Dwarf is angry. Angry about ORCS. With a tendency to charge
in and start swinging his massive double-headed axe at any and all enemies, this Dwarf
is somehow the life of the party, and he is great fun to be around when he's not up to
his ankles in blood and his eyebrows in his Barbarian rage. [100CP]
Myr'tana: This Drow Bard is... ok, tone deaf isn't the right word for it, as there's sure to
be someone out there who likes her magically generated music, but it surely isn't half of
the people she's worked with in the past. Or the other half, come to think of it. You
might like it though, Jumper - ever heard of "dubstep"? [100CP]
Vor'shek of Many Faces: Vor'shek does not have many wants in life - merely to be left
alone in his groves. Failing that, though, this Half-Orc Druid will raise hell with the full
wrath of nature at his side, along with his pet Dire Tiger (about 10ft floor to shoulder)
called "Fluffy". [100CP]
Pilus ir'Simon: Some people go into the Fighter life for professional reasons. Wanting
to defend their town. Joining the army. Maybe becoming the arena champion. This
teenage Kalashtar went into it because it pissed his parents off. Problem is, though? He's
kind of good at it, especially sword-and-board style. [100CP]
Larafay Do'rret: Larafay. Larafay, calm down. Lara- Ok, so. This Drow Favoured Soul
has a tendency to forget she can heal. In fact, she has a tendency to forget a lot of
things, especially in combat, where all she can really remember is the incantation to a
favourite spell of hers: Cometfall. Which does exactly what it says on the tin. [100CP]
Page 28 of 38
Elizabeth Cinder: Brought up in the Fernian outlands, this Human Monk is surprisingly
zen at times. At others, though, her specialised training comes to bear, and she can be
seen punching things so hard their organs come flying out of their ears. Funny how that
works, but I guess she's got to get the anger out somewhere. [100CP]
Calleigh d'Lyrandar: Lyrandar exiles get unfairly stereotyped as pirates from time to
time. I mean, who wouldn't, though - when your family runs the airship business, what's
worse than one of your own damaging that business? Calleigh, unfortunately, fits that
stereotype, though they make one dashing swashbuckler, especially when augmenting
their acts by devoting them to Ollandra. Who says Paladins can't be Pirates? Not Calleigh,
that's for sure. [100CP]
Riana Montague: A wolf Shifter, this Ranger has long since discarded the notion of
having an animal to help her out. What could be better than her own power, after all?
With an axe in each hand, she carves her way through the hordes that oppose her, and
on into legend. Eventually. [100CP]
Aithas the Dour: Long since forgotten by all his friends and family, this Changeling
Warlock would have it no other way - his fel pact has long since made his magic
somewhat volatile, and dangerous to be around. This has left him the kind of loner who
wears a heavy black cloak and sits in a corner in a tavern. [100CP]
Natial Spirer: This Half-Elven swashbuckler has seen it all - the bedstead races of
Xoriat, the infinite armies of Shavvarath, the darkest depths of Mabar and the
Lamannian forests without end. His training, primarily, is somewhere between Bard and
Rogue, though he mostly uses a rapier and has managed to pick up proficiency with
Rune Arms along the way. As such, he's well above and beyond most other companions,
being able to deal with the most complex of traps and problems with ease, and having a
spell for every occasion. [600CP]
Ferrianite Bladesworn: Some Paladins fall into their service. Others, like Ferrianite,
choose it. A Bladeforged dedicated to the Lord of Blades, Ferrianite is plated with
Adamantium blessed by said lord, wields a Greensteel Greatsword, carries numerous
Blessed Bestowments and tends to take no prisoners when enacting the full fury of their
lord's commandments. Might have a little Barbarian training, but no-one can say. Mostly
because anyone with any sense has stayed well away and no-one at all has ever asked
them, but still. Will attempt to brutally murder you on the spot if you are not a
Warforged of some variety. [600CP]
Canon Companion: You can one companion that canonically exists within the setting of
Eberron, such as the Lord of Blades or Jaela Daran. Be advised, though, that some
characters are more powerful in their own domains, and taking them from these
domains could have a potentially disastrous consequence. [300CP]
Page 29 of 38
Origin Companion Groups
Each Origin has an associated companion group, each of which can only be purchased
once. You receive a 50% discount on the group associated with the Origin you have
selected.
Frontline Soldier: You gain a small band of mercenaries, numbering from five to
twenty. They each have the Frontline Soldier Origin, a Race of your choice and the
Fighter class. However, they cannot buy Racial Perks and must all have the same Perks
purchased for them, which are notably less effective. In effect, the Perks in question are
evenly divided between the soldiers. In future Jumps, you may import these soldiers for
free, ignoring the companion limit. However, if you do, they cannot purchase Items or
Perks in that Jump. [200CP]
Great House Scion: The rich are well kept in Eberron, and this represents that. You
gain a number of servants, between ten and a hundred, that have next to no combat
skill but are very skilled at various miscellaneous tasks, such as cleaning your clothes,
making your meals and flying your airship. They cannot have an Origin or Class, but do
have a Race, though they cannot under any circumstances gain CP. On the plus side,
they can be imported into future Jumps for free, and do not count against the companion
limit. [200CP]
Experimental Arcanist: You gain a small team of research assistants, numbering from
two to five. Each has the Experimental Arcanist Origin, a Race of your choice and a Class
of your choice. Any CP granted to them through either the Drop In/Adventurer group or
the Companion Upgrade perk is split between them, distributed as you see fit, but they
gain a discount on the Wizard Training Perk in place of their Class’ 100CP perk. In future
Jumps, you may import these assistants for free, ignoring the companion limit. However,
if you do, they cannot purchase Items or Perks in that Jump. [200CP]
Clergyman: You gain a pair of bodyguards, each of which has either the Great House
Scion Origin or the Frontline Soldier Origin. They can have any Race or Class you wish.
They do not get any CP to spend unless you purchase either the Drop In/Adventurer
group or Companion Upgrade, but count as a single Companion for the purposes of
future Imports. In future Jumps, you may import these bodyguards for free, ignoring the
companion limit. However, if you do, they cannot purchase Items or Perks in that Jump.
[200CP]
Dedicated Craftwright: Every inventor needs a team, if only so they don’t have to
operate the machinery. You gain a small team of apprentices, between four and twelve,
each of which has the Dedicated Craftwright Origin and a Race of your choice, but no
Class. They must all have the same perks, should they gain CP through either the Drop
In/Adventurer group or the Companion Upgrade perk, and these perks are reduced in
effectiveness according to the number you have (four apprentices quarters it, and so on).
These apprentices count as a single Companion for the purposes of future Imports. In
future Jumps, you may import them for free, ignoring the companion limit. However, if
you do, they cannot purchase Items or Perks in that Jump. [200CP]
Page 30 of 38
Drawbacks
You may take any number of drawbacks. You can gain at most 1000CP from Drawbacks
unless specified otherwise.
On the Line: What is this? Why is there a massive crack in the Stormreach harbour
wall? What are all these people walking around in beyond-divine tier equipment? And
who the hell is Elminster? Welcome to Dungeons and Dragons Online, where
everything's just a little bit different - a platinum is 100 gold, the balance is slightly off,
and Beholders recreate the Star Wars trench run with beds instead of X-Wings. Wait,
what? [+0CP]
Callousness: You are just that bit more uncaring, that bit colder and more callous, to
push you over the line from a decent person to a bastard. [+100CP]
Bad Stats: You have some truly awful base stats. Whilst training can overcome this, it'll
take a serious amount of it. [+100CP]
Planar Problems: You have some serious issues with one of the Twelve planes that
aren't the Material. Whilst they won't actively hunt you down, if any creature from this
realm sees you, they will actively target you for murdering. This can be taken twelve
times, once for each plane. [+100CP]
Bad Reputation: You have a poor reputation with one of the factions in this world.
Maybe it's something you did, or maybe someone just doesn't like you. This can be
taken any number of times, once for each faction. The ire adds up, though, and some
factions have a serious bite to them. You must pick a faction around the same size
and/or strength as a Great House, for this, as being targeted by some tiny little podunk
thieves' guild wouldn't be worth it, would it, Jumper? [+100CP]
Violence Inherent in The System: The world is just that little bit more violent -
people will draw weapons faster, and give no quarter. If you intend to be a pacifist, this
will be much harder, and even taking hostages will be seen as weak [+100CP]
Non-Vancian Casting: Previously, every spell was unique and rigidly defined in its
capability, and spellcasters had a dedicated number of "slots" of defined power with
which to cast these spells. Now, though? That’s out the window. Casters can throw spells
around like there’s no tomorrow, and will almost certainly end up overshadowing you.
You cannot pick this if you have any casting capability of any kind. [+100CP]
Racial Tensions: One of the races seems to universally revile your existence. As with
Planar Problems, they won't actively hunt you, but if they see you as an enemy, expect
them to focus you to the exclusion of all else. This can be taken once for each race you
could select [+100CP]
Major Planar Problems: You have some really serious issues with one of the Twelve
planes that aren't the Material. At this point, they will actively travel from plane to plane,
place to place, trying to find you and kill you, murdering any associates of yours and so
on. This can be taken twelve times, once for each plane. [+200CP]
Page 31 of 38
Escalating Racial Tensions: One of the races seems to universally revile your
existence. As with Major Planar Problems, they are now actively hunting you, and will
stop at nothing to see you dead and everything you have made turned to ashes. This
can be taken once for each race you could select [+200CP]
Mindsundered: Your memories of out-of-Jump events are gone - entirely. Your life is
now nothing but this Jump, though your memories will return once you move on. You
cannot take this Drawback if this is your first Jump. [+200CP]
Ability Shattered: Your out-of-Jump powers are gone - entirely. Your entire breadth
and depth of capability is defined entirely by this Jump, though your powers will return
once you move on. You cannot take this Drawback if this is your first Jump. [+200CP]
Arcane Inability: You cannot use any magical items at all. Further, any magic items
you attempt to use lose their power whilst you're holding them, unless doing so would be
beneficial to you. [+300CP]
Corrupted Mindset: Your mental state is corrupted to the opposite of what you'd hope
it is, the diametric opposite of all you hold dear. This can be overcome with sufficient
mental prowess, though doing so merely excises it into a corporeal form that you can
beat into a pulp. [+300CP]
Enemy Adventurers: Somehow, somewhere, you have drawn the ire of a crack team of
adventurers. Maybe they've been paid by an enemy to attack you, or maybe they just
don't like you. Either way, have fun dealing with between three and six highly trained
specialists attempting to ruin your day. [+300CP]
The Draconic Prophecy: Whoops. Guess there's a prophecy about you now. Figures,
right? The one time a Jumper arrives in Eberron, and those oversized lizards already
know about it. In any instance, you now have a life of interesting times - everything that
occurs involving you is somewhat exaggerated. A random cave will turn out to be a Giant
ruin full of WMDs, political turmoil will envelop you if you so much as step into a grand
ball, and good luck finding an inn that doesn't contain a mysterious hooded stranger that
wants you to do some vague job for them. [+300CP]
Mournland Madness: Everything has gone wrong - all the monsters of the Mournland
have gotten loose and are wrecking everything in sight. Worse, they appear to be near-
completely immune to all forms of magic, psionics, physical attacks and they're
completely, utterly immune to any out-of-Jump powers. Further, they can deal damage
with their attacks that seems to penetrate any form of damage resistance. Good luck
with that. This does not count towards the Drawback limit for points gained. [+600CP]
Dark Dreams Don't Die: Don't rest your head, Jumper - the things in the dreams are
after you. Something horrifying, and well beyond your ability to defeat in a conventional
manner, is attacking you in your sleep, sent over by the Dreaming Dark to make sure
you enjoy your time asleep. Well, "enjoy" - probably better to say "nearly die every time
it shows up". In addition, every time it bests you, you will get a little weaker and it will
get a little stronger - it doesn't need to kill you if the waking world can provide. This
won't necessarily happen every night, because predictability isn't scary, but it could
happen any night. Hope you're not afraid of the dark. This does not count towards the
Drawback limit for points gained. [+600CP]
Page 32 of 38
End Notes
Houses
House Cannith: The Craftsmen, House Cannith is known for inventing some spectacular
things. They are a Human-only House, and their mark is the Mark of Making, which
grants magical repair and construction of increasing power and intensity.
House Deneith: The Mercenaries, House Deneith is known as the soldiers of the world.
They are a Human-only House, and their mark is the Mark of the Sentinel, which grants
defensive abilities of increasing breadth and depth as power increases.
House Ghallanda: The Hosts, House Ghallanda is known for providing food and shelter
to those in need. They are a Halfling-only House, and their mark is the Mark of
Hospitality, which allows the conjuration of food, water and shelter of increasing power,
purity and quality.
House Jorasco: The Healers, House Jorasco is known for providing medical assistance
to those in need. They are a Halfling-only House, and their mark is the Mark of Healing,
which can heal increasingly severe injuries as its power increases.
House Kundarak: The Bankers, House Kundarak is known for providing Eberron's
premier banking service. They are a Dwarf-only House, and their mark is the Mark of
Warding, which allows the placement of fixed defensive effects of increasing power.
House Lyrandar: The Pilots, House Lyrandar controls the skies from their flying airships,
and provides most transportation needs. They are a Half-Elf-only House, and their mark
is the Mark of Storms, which grants lightning-based magical abilities.
House Medani: The Scouts, House Medani is a house mostly contained to Breland,
though some do travel elsewhere. They are a Half-Elf-only House, and their mark is the
Mark of Detection, which allows the active detection of various different effects as power
increases.
House Orien: The Travellers, House Orien is known for their land-based transportation
services, most notably the Lightning Rail, a lightning powered magical train. They are a
Human-only House, and their mark is the Mark of Passage, which grants increased speed
and teleportation effects as power increases.
House Phiarlan: The Entertainers, House Phiarlan provides actors, bards, artists and
acrobats the world around, though mostly as a cover for spy activities. They are an Elf-
only House, and their mark is the Mark of Shadow, which grants illusionary magics as
power increases.
House Sivis: The Ubiquitous, House Sivis is known for working on everything in
existence. They are a Gnome-only House, and their mark is the Mark of Scribing, which
grants magical powers based around text and similar.
House Tharashk: The Inquisitive, House Tharashk is known for its work in bounty
hunting, prospecting and any profession where something needs finding. They are a
Human and Half-Orc only House, and their mark is the Mark of Finding, which grants
abilities related to finding specific things at a distance.
House Thuranni: The Assassins, House Thuranni was once part of House Phiarlan,
though they have now stepped to one side due to a schism. As such, they are also an
Elf-only house, and they share the Mark of Shadows.
House Vadalis: The Tamers, House Vadalis is known for the breeding and training of
animals both mundane and exotic. They are a Human-only House, and their mark is the
Mark of Handling, which gives benefits related to rearing and training animals
House Tarkanan: The Aberrant, House Tarkanan is filled with the outcasts, people with
any Dragonmark that does not match any other. As such, they are open to any race, and
their Mark can provide theoretically any benefit, though they suffer from being outcasts.
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Faiths
Note: All faith abilities can be used once per day at most
Aureon: The god of Knowledge and Magic, Aureon is typically worshipped by mages of
all calibres. His favoured weapon is the Quarterstaff, and his faith ability is a major
temporary boost to mental abilities and learning
The Becoming God: This divinity is believed to be the final destination of all Warforged
souls, if they have them. However, it is without body, so a group of Warforged are
constructing it one in a cave in the Mournlands with a box of scraps. Its favoured
weapon is the gauntlet (or unarmed fist for Warforged), and its faith ability is to rapidly
repair all mechanical constructs
Blood of Vol: The worship of the divinity within mortals, The Blood of Vol is, as the
name suggests, a rather violent faith, and is typically worshipped by humans. Their
favourite weapon is the Dagger, and their faith ability is a major temporary boost to
durability
Lord of Blades: The god-like entity that used to be a mere Warforged, the Lord of
Blades is not a true god, but faith in him grants power all the same. His favoured
weapon is the Greatsword, and his faith ability is a notable temporary boost to all melee
combat-related capabilities
Olladra: Goddess of Feast and Good Fortune, Olladra is typically worshipped by bards
and gamblers alike. Her favoured weapon is the Sickle, and her faith ability is a full heal
that grants temporary luck to those healed by it.
Onatar: The God of Forge and Flame, Onatar is typically worshipped by those associated
with forging and crafting. His favoured weapon is the Warhammer, and his faith ability is
a major temporary boost to melee ability and repairing magic.
Silver Flame: A quintessentially pure abstract entity of Good and Law, the Silver Flame
is technically a number of gods, though they are often worshipped as one. Their
favoured weapon is the Longbow, and their faith ability is the ability to remove a single
extraplanar being from existence in holy fire, though this is resistible.
Sovereign Host: A collection of deities always worshipped as one, the Sovereign Host is
associated with civilisation and all that implies. Their favoured weapon is the Longsword,
and their faith ability is a full heal that removes all ongoing negative effects.
Undying Court: The Elven leaders, the Undying Court made themselves immortal
through a more moral form of necromancy, which is typically not good for the not
murdering people thing. Their favoured weapon is the Scimitar, and their faith ability is
the ability to bring a single person back from the dead.
Vulkoor: The Drow god of trickery and destruction, Vulkoor is a half Drow, half Scorpion
known as a Scorrow. His favoured weapon is the Shortsword, and his faith ability is the
ability to summon a Scorrow to fight for you.
Prestige Classes
The sheer number of Prestige Classes is insane, with at least one available for almost
every combination of classes. Further, these abilities are enhanced if you have the
Prestige Class perk. For this reason, the abilities gained by it are mostly down to your
own imagination. For example, a Barbarian who has Multiclassing for Druid might
become a Bear Rager, turning into a bear whenever they rage. With the right class
combinations, this can be incredibly powerful, though it can also be rather weak with the
wrong ones. Choosing this perk when you have a single class focuses and hones that
class' abilities to a razor edge. Note that this is not limited by the hard mechanics of 3.5e,
and instead is meant to provide a method for mechanically combining the distinct
abilities of different classes.
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Advanced Classes
The benefits gained from these do not override the base class. Further, whilst some of
these abilities may seem duplicable with training, they are in fact incredibly uncommon
amongst the peoples of Eberron, and as such cannot be taught except by the most
esoteric and elusive of masters. They can only readily be learned, represented by buying
them with CP.
Artificer: You gain the abilities of a Self-Forged, allowing you to perform your feats of
incredible craft upon yourself and slowly but surely becoming entirely mechanical
Barbarian: You gain the abilities of a Totem Rager, calling up animalistic totems when
you rage to grant you variable and exotic buffs whilst you do, from claws to stronger
muscles to even minor gliding wings
Bard: You gain the abilities of a Factotum, able to imitate any other basic class in ability.
However, you are limited in the time you can, and you are never quite as powerful as
someone who specialised in that class in the first place
Cleric: You gain the abilities of a Warlord, using mundane tactics to supplement your
buffs. This gives everyone under your command notably increased capabilities, simply
because you can use the magic and the mundane together in your plans. You can also
use mundane means to replicate magical effects, such as telling someone to get up to
heal them, and vice versa.
Druid: You gain the abilities of a Spirit Shaman, using the spirits of the land to better
empower your spellcasting. Further, you can use your Wild Shape powers to turn into
elementals based on your current location.
Favoured Soul: You gain the abilities of an Angel of Vengeance, gaining massively
increased offensive powers against specific targets as defined by an oath you can take
against them. Downside, you do not get the Advanced Class bonuses against those you
have no oath against.
Fighter: You gain the abilities of a Knight, able to issue unignorable challenges to people
for one-on-one duels. This functions like a taunt.
Monk: You gain the abilities of a Kensei, able to treat weapons you have training with as
though they were unarmed for the purposes of your Monk benefits
Paladin: You gain the abilities of a Crusader, gaining the ability to passively channel
divine energy through your martial actions in such a way that you gain more unusual
effects as you fight
Ranger: You gain the abilities of a Stalker, gaining massive benefits when tracking and
killing specific targets, as well as similar benefits with bows
Rogue: You gain the abilities of a Ninja, gaining some supernatural abilities based
around invisibility, stealth and assassination.
Sorcerer: You gain the abilities of an Elementalist, gaining increased power, versatility,
breadth and depth of ability with any element you specialise in. You also gain access to
fusion elements if you have two, such as Magma for Fire and Earth, and may take
Elemental Mastery up to three times, ignoring the restriction on oppositional elements.
Warlock: You gain the abilities of a Hexblade, able to channel your Eldritch Blast into
your attacks, hitting anyone struck by your attacks with it, and your armour, increasing
its effectiveness
Wizard: You gain the abilities of an Archivist, able to learn Divine spells as though they
were Arcane
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Legends
Artificer - Rune Arm Mastery: You can now reconfigure your Rune Arm to be a
combination of every Rune Arm you own. You can switch it between functions freely,
allowing it to replicate their effects, or you can make it a combination, giving every
effect at reduced power
Barbarian - Frenzy: Your Frenzy inspires terror in your enemies, reducing their ability
to withstand you. Further, its effects multiply your physical abilities, making you much
stronger, faster, more durable, etc.
Bard - Song of your People: Any spell you know may be carried through the effects of
your music
Cleric - Divine Metamagic: Your Metamagic effects are vastly increased in
effectiveness, making your spells much more useful
Druid - Greater Wild Shape: Your Wild Shapes are now imbued with the power of
nature, and have elemental components such as stone skin and claws of fire that make
them more powerful
Favoured Soul - Purity of Body: Your flight is now very fast - around 120mph - and
does not tire you. Further, you do not need to eat, drink, sleep, or breathe, and your
physical abilities are further enhanced.
Fighter - Most Masterful Guy At Fight: The techniques you develop on the fly are at
the pinnacle of any other sword school - they do not need further refinement.
Monk - World Crushing Waterfall: You may charge your attacks, forgoing making
them to build up power and send a single devastating blow flying. This requires that you
do not move, but can lead to a punch that could shatter mountains.
Paladin - Blade of Divinity: When channelling divine power into your smites, you
strike with the force of ten - in fact, you strike exactly ten times, as divine spirits overlay
your being and strike exactly as you do. This also affects all other divine channelling
similarly
Ranger - Apotheosis: You now ignore all armour with your attacks and do not suffer
any form of penalty, allowing you to make bow shots against people literally millions of
miles away with the same ease you could someone stood twenty feet away. Just be
mindful of travel time and the need to see your target.
Rogue - Sneak Attack: Your sneak attack now has a 50/50 chance of instantly killing
the target, regardless of their resistance to death effects. This does not work on people
who are massively more powerful than you, but everyone else is fair game.
Sorcerer - Elemental Apotheosis: All Elemental-related perks now apply to all
Elements, though you gain heavy resistance instead of immunity to them and you do not
gain weakness to any element. Further, you gain the benefits of the Warforged Features
perk if you did not already have it.
Warlock - Blast Shape Mastery: You may now channel any spell you know of any
range through your Eldritch Blast, either as a follow-up effect or as a combined blast, or
vice versa, sending Eldritch Blasts out from the impact point of a Fireball or as arcs from
a Lightning Bolt.
Wizard - Archmage: Combined spells are much more effective, and you can now
combine any number of spells - for example, Vampiric Touch, Hold Monster, Immolate
and Suggestion would create a spell which chained a target down with burning chains
that sapped its life force, granting it to the caster, and allowed for magical interrogation,
whereas Meteor Swarm, Rain of Fire, Storm of Vengeance, Earthquake and Control
Weather would, essentially, call down the end times upon whoever angered you.
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Thaumic Discovery: A Thaumic Discovery can be likened to a spell improved with the
3.5e feat Arcane Thesis. However, whilst Arcane Thesis is inherently limited to the
metamagic effects available to you, a Thaumic Discovery is not, and can even produce
some truly unique effects. For example, a Fireball under the effects of Arcane Thesis
could deal a combination of Fire and Cold damage, whereas a similar spell from Thaumic
Discovery would likely include some form of movement restriction or dexterity reduction
in those hit by it, as the ice froze them in place, as well as a damage over time effect
from the fires continually burning them.
Thanks
Wizards of the Coast, for publishing D&D
Keith Baker, for making the setting of Eberron
Turbine, for making Dungeons and Dragons: Online and introducing me to the setting of
Eberron properly
The Jumpchain Discord, for telling me I'm shit and pointing out where I could do better
The Jumpchain /tg/ thread, for basically the same as the above
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Changelog
V1.1
+ More items beyond "read the rulebook, here's some money"
+ More description for every perk
+ A whole roster of pre-made companions, at least one for every class
+ Perks specifically for class companions
+ A way to give companions more CP to spend
- Minmaxxing lowered
- Removed Herobrine
V1.2
+Reworked Great House Scion perks to be less same-y
+Made sure every class gets their basic features for free
+Reworked Multiclassing/Gestalt perks to be more in-line with new class stuff
+Made the numbers on the GHS items more in line with what the game has
+Added canon companions
V1.3
+Thaumic Discovery and Grand Project are no longer one-off
+Sorcerer has utility spells now
+Financial Aid can now give yearly money
+Silver Flame divinity ability is no longer as powerful
+More disadvantages
+Racial perks made cheaper
+Clarified Advanced Class and Prestige Class to avoid tier arguments
+Stormreach can no longer be destroyed by one wizard with a Staff of the Magi
+/-Potions of Wonder are no longer able to instantly kill anyone anywhere ever
V1.4
+The Becoming God Lives
+Class descriptions rewritten
+Origin Companion Groups added
+Sorcerer de-elementalised
+Warlock Perks reworked
+Monk Perks improved
-Removed Potions of Wonder
V1.5
+Clarifications
-Typos
V1.6 NOT-SO-FINAL
+More Clarifications
-For A Few Typos More
V1.7 – Apparently I’m Shit Edition
+More intro description stuff
+Races now get the base abilities, as intended
+Psionics is no longer Kalashtar exclusive
+Kalashtar can now be telepathic
+Thaumic Discovery explained in End Notes
+Class 100CP perks reworked
+Perk wordings clarified to add additional synergy
+/-Maxxing out on Drawbacks no longer ruins your entire decade
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