[Generic Totally Not Mind Control Jump]
1.0
By Burkess
Welcome to a world where nobody has mind control powers. You'll need these.
+1000 Agency Points.
Locations: (1. Austria)
1. This is just Earth, but people have some superpowers. Pick somewhere on the planet.
Origins: (N/A)
There's no backgrounds here. You can choose something plausible if you want an origin.
Age and Sex options: (N/A)
Pick whatever you want.
Perks:
These cost 100 points unless otherwise stated. You get 4 Agency Tokens. These can be redeemed to get anything you want here for free. Anything you buy here can be purchased multiple times. Doing so provides an additive bonus.
Polaroid Moment- (-100 AP/Free for Agency Token)
You can print photographs, drawings, and paintings of any moment you've experienced or witnessed, from any perspective of your choice. It could also be video footage.
Loyalty- (-100 AP/Free for Agency Token)
You know how loyal anyone is at any moment. To anyone. You can bring up a list of grievances and contributing factors that both earn and detract from someone's loyalty.
Negativity Sense - (-100 AP/Free for Agency Token)
You can sense negative emotions, and focusing on them will tell you their source and what's causing them. You can also hear any negative thoughts and peer inside of people's feelings to learn what they hate.
Helping Hands - (-100 AP/Free for Agency Token)
You know who is most in need of charity and help within a 20-mile radius. From a beggar who requires coins to eat today, to a noble who wants a wheel changed on their wagon, you have intimate knowledge of people's problems and what solutions they'd prefer.
Passive Renewal - (-100 AP)
You emit an energy from your body that heals things within a 15-foot radius. It nourishes and restores the things it comes into contact with, causing plants to grow and old scars to heal. There's no corruption or wound you can't restore given enough time and exposure to your power. The effects of this regeneration are especially pronounced within you.
Empathy Powers - (-100 AP)
Grants the ability to experience the emotions and sensations that other people feel, and the power to share your own feelings and sensations with them. You can heal people by taking their pain, both physical and mental, and dragging it into yourself. This transfers their issues to you, healing them.
Transparent Intentions - (-100 AP)
Other people know with certainty if you're telling the truth or not, and if you have their best interests at heart. They also know if you actually care about them or not, or if you just want something from them. And they'll know if you're trustworthy and if you plan to trick or hurt them in some way. This has massive benefits if you have good intentions.
Their Way Out - (-100 AP)
Fate arranges meetings between you and desperate people who are caught in between a rock and a hard place. You'll be placed in a position to help alleviate their troubles and solve their problems.
Soul Gazer - (-100 AP)
Grants the ability to see ghosts, spirits, souls, and other supernatural phenomenon. By examining someone's soul, you can see a summation of who they are as a person. Others can see the same for you if you show them your soul.
Full Immunity - (-100 AP)
Gains immunity to anything that alters your mental state or behavior. Magic, supernatural persuasion, drugs? If it tries to alter your mind or control your body, none of it touches you. You can toggle this on and off if you want to get drunk. Turning it on purges any altering effects.
Intent Reader- (-100 AP)
You can sense other people's intentions and know if they mean ill intent or not. You can also tell if they're being guided to do something by someone who has negative intentions.
True Or False - (-100 AP)
You know the exact percentage of how much of a statement you're told is a lie and what parts aren't true. It hones in on any form of lie, including lies of omission.
Best Interest Sense- (-100 AP)
You, and anyone you'd like to grant this to, can tell if a choice is in their best interest or not. If it would have catastrophic results, the thought of it will bring you great trepidation. Meaningless choices that affect nothing won't ping at all. Good choices will feel good.
Advanced Danger Sense- (-100 AP)
You have a precognitive danger sense that warns you of a threat to anyone you care for, in time for you to do something about it. Before it happens. On a personal level, it helps you avoid attacks and other misfortunes.
Stat Sheet Printout- (-100 AP)
You can get an itemized list of people's wants and needs by thinking about said person, and see a series of meters that show you when someone's needs become more pressing.
Want A Good Time - (-100 AP)
Grants mastery over planning fun and recreational activities. You throw the best parties, picnics, and spontaneous get togethers. You know when people need this sort of thing the most and what sort of activities to do so everyone has a good time.
Relationship Web - (-100 AP)
You can see strings connecting people. Examining the strings will tell you the nature of this person's relationship towards them, and their feelings in return. You can follow the web of strings to learn who feels what about whom, as well as assessing compatibility.
Telepathic Powers - (-100 AP)
You gain telepathy. The ability to read the thoughts of others and communicate with them in their minds. Your ability works over a long distance.
Easy Joint Ventures - (-100 AP)
Thinking of a task you'd like to work together with someone on will show you visions of the people most likely to help you do that. Ranked in order of who would be most helpful and who is most likely to say yes.
Mind Control Reflection - (-100 AP)
Passively reflects mind control attempts back to the user. They'll put themselves under their own control and suffer under the effects of whatever they tried to use on you.
Possession-Be-Gone - (-100 AP)
You can drive out unwanted ghosts, possessions, and any other being who is taking control of something that isn't their body with an act of will. It also forces out parasites and any other creatures that live on or inside of someone or something's body that you don't want in there.
Items:
Memory Restorer- (-100 AP)
This is a small pen drive which flashes with a bright light when you press a button on it. It causes all memories to be restored. If someone had their mind tampered with, the effects will break, and it'll unravel.
The Art Of Free Will- (-100 AP)
This book teaches abilities similar to the ones you'll find in this doc to people who read it. They can study and learn to protect themselves. While holding the book,
you can teach perks and abilities you know to other people. The learning rate is quite fast if it's something related to the book's subject.
Free Will Bombs- (-100 AP)
This is a supply of grenade-like explosives that give free will and intelligence to anyone within the blast radius. You could, for example, toss one of these into a horde of reanimated skeletons and watch them all decide to become their own people and abandon their necromancer.
Companion Options:
These cost 100 points unless otherwise stated.
Recruit Anyone - (Free)
Anyone you want to recruit in this world is free to join you as a companion if they agree. This is a perk you can use in future jumps.
Drawbacks:
Each of these offers 200 points unless otherwise stated
Item Lockout - (+200 AP)
You can't bring items from outside the jump into this jump.
Companion Lockout - (+200 AP)
Your companions can be imported and buy things, but they can't enter the jump with you.
Scaling Rival - (+200 AP)
You have a custom enemy who gets a build here that lets them purchase things from this document using as many Agency points as you spent. They don't like you and want to defeat you.
But Is It Mind Control? - (+200 AP)
You're plagued by the thoughts of if your actions are violating the will of another person or not. This is something you don't enjoy doing. You may lie awake at night, thinking of the times you've used your perks and if it was mind control or not.
Do they love me, or my perks? - (+200 AP)
You'll now question your relationships and wonder if you have them because of who you are as a person, or if it's because of your special abilities. This will require honest self assessment to get past.
[Out of Context: Twilight Saga Supplement]
V1.0
By LJGV/Sin-God
This document can be used as a supplement in any Jump that would not otherwise have Twilight vampires and shapeshifters within its continuity. By taking this Supplement you have chosen to become a vampire, human, or werewolf of some sort and you will enter into a continuity that lacks Twilight type vampires or werewolves as a Drop-In opening your eyes in a small town you've just moved into. As a Twilight-Type Being gaining this new physiology through this Out Of Context Supplement you are, for the duration of this jump, a human-vampire hybrid, a shapeshifter, or a vampire. You can still utilize your alt-forms freely, barring something like an OOC perk or drawback that prevents that. Take these points, they'll help you adjust to your new reality. In future jumps your chosen form in this jump follows you as an alt-form you can don at will (barring drawbacks).
+1000 CP
If this Supplement is instead taken as an Isolated Jump you may select a setting of your choicemeven if it doesn't have a Jump Document and use this document as a ten-year-long Jump.
Origin: (Human-Vampire Hybrid)
Human-Vampire Hybrid
Rare children, born of a female human and a male vampire. Human-Vampire Hybrids are rare due to the difficulties many male vampires have with controlling bloodlust for humans while in such close, intimate proximity to them. Many male vampires either turn or outright slay their mates. Nonetheless, as the characters of The Twilight Saga discovered, it is indeed possible for humans and vampires to produce children with traits of both parents. Some hybrids produce venom (though this isn't guaranteed), and some hybrids have gifts (though this isn't guaranteed either). Human-Vampire Hybrids grow at exceptional speeds, have enhanced intelligence, are strong, warm, and in your case (assuming you take this as your origin) are as durable as normal vampires, as well as can eat normal food, are immortal, have beating hearts, slightly glow in the sun, and age to physical adulthood at stunning speeds (in about 7 years).
Perks:
Note
To get a Booster Perk you will need to purchase the complimentary Perks as an example:
Almost Unique -??? CP
Something Rare Booster - Something Unique
In order to get the Perk Something Unique, you need to take both the Almost Unique Perk that it follows and the Something Rare Perk that is commented before the boosted Perk.
General Perks
New Kid Effect - (Free)
When you first move into a new place, or otherwise become a new member of an organization (including populations such as a student body or work force) you'll be the center of attention in a positive way for a short time. People will be interested in you, will want to learn about you, go out of their way to help you out, for a time period lasting a few weeks to about a month or so (with how long this grace period lasts depending on how different the circumstances you're entering are from other circumstances you've been in. This means that if you go from one school to another school and both are normal, public schools, this grace period won't last as long as if you go from being home-schooled to being in a public school, or if you go from not being schooled to suddenly enrolling in a wizard school.), giving you time to acclimate to new situations. During this time you also get a passive boost to your charisma, though a fairly minor one.
Moving Origin Perk - (Free) (Cannot be taken with "Not Drop In")
This is an Out of Context Origin Perk. At the start of a Jump you can use this Narrative Perk to set your entry into the Jump Setting as if you were a Twilight Type Being moving into a small town.
Love Story Lead - (-100 CP)
You are an eyecatching 7 out of 10 at a minimum, on your worst day. You have the sort of attractiveness that actually turns heads and gets people talking, as well as appeal to people's other senses with the same universality and potency. With this you'll be everyone's type, provided they are attracted to your gender.
Monstrous Myths - (-200 CP)
You are remarkably adept at learning lore that accurately conveys the abilities, strengths, and weaknesses of various supernatural beings. This is organic, letting you have a curious luck when it comes to happening across folklore that actually tells you what various kinds of monsters, gods, and spirits can do and even with a glance at a supernatural being you can detect some of its capabilities. This only grants you knowledge of the history of monstrous beings if such knowledge is actually important to their abilities, such as if one's heritage directly affects how their powers manifest.
Scientifically Supernatural - (-400 CP)
Much like how Carlisle Cullen discovered that vampires and shapeshifters have a different number of chromosome pairs than humans do, there is some attempt to mesh science and the supernatural in your biology. This is something you can twist to your advantage, letting you have the ability to figure out how to do things like create artificial blood that vampires can safely and freely drink (which provides the same benefits as drinking human blood) or create an injection that can safely awaken the dormant genes inside of shapeshifters without them coming close to vampires. Someone wise enough with this perk may eventually figure out how to convert the abilities supernatural beings here possess into medical treatments or procedures that can grant humans things like biological immortality, or discover a medication that can awaken or strengthen a psychic skill without converting a human into a vampire.
Supernaturally Attractive - (-600 CP)
You are an apex member of any of your alt-form species in one very specific area. You are incredibly good at attracting and keeping mates. Everything about you is good at attracting individuals you are attracted to aesthetically, romantically, and/or sexually and this also remarkably improves your ability to perform intimately, causing your body to endlessly arouse and satisfy. This can be seen as being akin to a Singer; someone whose blood is delicious smelling to a given vampire, but in a way that is only a boon to you (causing those you're attracted to to want to devour you in other ways, rather than literally eat you or drink your blood). Your powers take on facets of this as well, with such powers subtly changing in ways that give you chances to woo and court those you are interested in. This perk can also allow you to turn thing that are linked to your powers and alt-forms that typically cause pain into things that do not cause pain or even cause pleasure. With this you can make those you feed on, if you're a vampire, experience a constant stream of pleasure, or cause your normally painful transformations to feel good (whether this is in reference to your own transformations causing you pain or things like your venom hurting those it turns into vampires).
Scientifically Supernatural Booster -Transformation Sharer
You have studied the nature of your supernatural states, and the supernatural states of other appropriate lifeforms and now possess a unique gift. You can easily, safely, harmlessly, and painlessly share your alt-forms with people. This goes from sharing things like vampire forms with mortals to sharing human forms with monsters and inhuman creatures. You can decide how this works, from sharing it with a kiss to requiring full blown adult activities to share it. When it comes to this ability what matters more than anything else is intent. You can decide if individual conversions, which work on humans and non-humans alike, come with chances to develop unique abilities such as Gifts though without the right perks you won't know if a conversion would result in someone becoming Gifted unless you go ahead and transform someone.
Human-Vampire Hybrid
Hybrid Physique - (100 CP/Free & Only Available To Human-Vampire Hybrids)
This perk confers all of the facets of the Human-Vampire Hybrid's physiology to you while you are in your H-V Hybrid form. This version of said physique comes with things like the ability to produce venom (which is, in the book continuity, only an ability Nahuel possesses), the glowing skin, the enhanced growth rate (which you can easily transfer to other alt-forms if such a trait would be advantageous for them), the strength (which matches that of a normal vampire, at least for the purposes of this jump), the ability to subsist on both human food and blood, and every baseline, purely physical trait exhibited by Renesmee, Nahuel, Serena, Jennifer, and Maysun. This version of the physique also gives you a normal level of fertility, allowing you to have kids if your partner would be able to, which will have traits of humans, vampires, and anything else as determined by your partner.
Mythic - (-100 CP/Free for Human-Vampire Hybrids)
Human-vampire hybrids are things of myths; poorly understood, dreamed-about creations of minds enchanted by the notions of a vampire who learned to love their human neighbors. You are something out of myth and people who discover your existence will be swept away by the romance of their ideas of your conception and birth. They will view you as the product of a love story and be more inclined to like you or think positively of you.
Two Parent Jumper - (-200 CP/-100 CP for Human-Vampire Hybrid
You are a hybrid. Sure, you may be a drop-in, but this origin is about you being a hybrid. You might as well get the best traits out of your parents, right? With this trait you can always select two humanoid characters from the same time period and setting (or not humanoid if you're in asetting where humanoids are not the central focus, like The Lion King or Warriors) and get traits derived from them, getting a buff to your appearance and direct physique as though they were parents. This by itself does not grant you a special ability. These characters can be members of different species, seeing as this fits your nature as a hybrid though in terms of appearance you'll have an appearance that lets you pass as a member of a single of the two species of your parents (which one is up to you).
Everyone's Jumper - (-400 CP/-200 CP for Human-Vampire Hybrids)
You have a very curious ability; the power to pass as for whatever is best for you in the eyes of those who are perceiving you. This means, in the context of The Twilight Saga, that you look human in the eyes of those who'd most want you to be human, or you look vampiric in the eyes of those who want you to be a vampire (so long as they wouldn't want you to be a vampire so they can hurt you, such as the Volturii wanting Nessie to be a vampire child). People will always have a beneficial first impression of you, particularly as it relates to things like your biology, always assuming you are like them or NOT like them in ways that they'd want you to be. You never have to worry about someone jumping to some deeply negative or harmful conclusion based on your appearance.
Scientifically Supernatural Booster - Food For All
Human-vampire hybrids have a very special ability that gives them a unique edge compared to their parents in The Twilight Saga. A human-vampire hybrid can survive entirely on blood, or entirely on normal human food, or on a mixed diet, without any negative health effects! You have been inspired by this and have taken its implications to heart. You know how to treat and prepare food such that it can be eaten by anyone without causing negative health effects. This means you can make human food that a vampire can eat that can sustain them and even give them the positive effects of drinking blood! You can do this for all beings, but it's easiest to do for beings you have alt-forms of (such as feeding a deity if you have a godly alt-form, or feeding a ghost if you have a ghostly one). Food prepared by you is actually enough to subtly enhance those who feed on it, making them just a bit smarter, stronger, and faster, unless you wouldn't want them to get enhanced by your food. It also tastes delicious, and a single meal is enough to sustain someone for some time.
Hybrid Heart - (-600 CP/-300 CP for Human-Vampire Hybrids)
You can mask yourself perfectly, utilizing traits of both of your parent species to perfectly resemble one or the other. You have the ability to lean into one line of your heritage, and can extremely easily pass for a member of that species, even physically, and can pick and choose which line you lean into. This trait allows you to, for example, make your heart beat loudly if you lean into your human side, or allow you to focus how intensely you glow in the sun if you lean into your vampire side That said this also gives you the best of the common facets of both of your heritages, making you a peak human and peak vampire at the same time, with whichever half of your lineage is more beneficial for you at a given time being the one that presses most dominantly on you giving you the power to utilize the strength of a newborn vampire with the growth potential of a human, giving you the power to become even stronger over time and with training.
Two Parent Jumper Booster - Best of Both Worlds (Gift - Outcome-/Probability Manipulation)
This perk takes Hybrid Heart and amplifies its effects. With this you get the physique of a newborn vampire, perpetually, meaning you always have the enhanced strength of a newborn. More importantly, however, this trait gives you a Gift. This Gift is a unique ability that is derived from your parents. In future jumps this gift grows, taking on new facets derived from past parents you've had/chosen for yourself as per Two Parent Jumper.
Supernaturally Attractive Booster - Heartachingly Beautiful
Like the infamous Immortal Children you are heartachingly beautiful. This gives you a level of innocent, impossibly youthful beauty which enchants and ensnares those around you. To see you is to love you, though not romantically (however it can be turned romantic with just a little bit of effort on your part). You are stunningly beautiful, and unlike Immortal Children you are beautiful in a living, life-like way. The color in your cheeks is enchanting, and the beating of your heart is music. This is a uniquely powerful charisma booster, one with a profound and mighty effect on both supernatural lifeforms and mundane beings, enchanting and ensorcelling them even without active intention on your part. It becomes incredibly difficult for someone looking at you to want to harm you, and this effect is so profound that even just hearing your voice inspires some degree of protectiveness. This effect is weaker if you are not a Human-Vampire Hybrid or not in your Human-Vampire Hybrid form, but is still present even then, causing hesitation and sadness in your foes when they think of opposing you and doing you harm. Most creatures can power through this, but the hesitation alone can buy you valuable time or even open the door to a path that leads to converting foes to your side!
Shapeshifter
Supernatural Workout - (-100 CP)
This is a very curious ability. With this exercising your powers counts as exercising your body. When you use your powers you are effectively exercising, growing in strength, speed, agility, and perhaps most importantly developing your muscles. This means that the more you use your abilities the more shredded you become. How this manifests aesthetically is up to you, it'll never make you look out of sync with your ideal self, and instead passively inches you towards your most handsome or beautiful self. This power kicks into overdrive when you use abilities that wholly shift your appearance, such as spells or abilities that turn you into a monster andaccelerates your transformation into your ideal vision of yourself aesthetically. This also applies to your alt-forms as well, pushing them toward their idealized, most aesthetically attractive states even when you aren't in them (though at a slowed rate).
Know Your Roots - (-200 CP)
You understand your ancestry, and the ancestry of monsters as well. You intimately know all of your community's folklore and are well-versed in religion and theology broadly, allowing you to understand the origins of monstrous abilities. You also precisely know your own family tree, and when you honestly communicate it to people (and intend for them to believe you) they believe you. This also enhances your ability to study other families, and to gain valuable information by understanding someone's heritage.
Consistent Physiology - (-400 CP)
A shapeshifter is stronger in one form than in another. Shapeshifters have some measure of enhanced characteristics while in human form, some hints at their greater nature, but they are only at their strongest when they are shapeshifted. This is a disadvantage that clever vampires could take advantage of, in fact it may well be a necessary advantage for them to exploit if a lone vampire is at war with a group of shapeshifters. Thankfully you don't have this weakness. You are as fast, as strong, and as dangerous in your human form as you are in your shapeshifted form, and can actually benefit to some extent from the strength of your full alt-forms as well. This does not grant you true Kryptonian in yellow sun strength if you are in a human or human-like form but it does grant you some vestige of that, making you stronger than a human could ever be. This is true of all facets of your physiology, not just strength or speed.
Scientifically Supernatural Booster - In Control
The kind of shapeshifter you are, as opposed to a Child of the Moon, grants you at least some measure of control over your shapeshifting. The term Some measure is important since newly awakened shapeshifters do not have hair-trigger control over their shapeshifting, but they have much more control over it than a Child of the Moon does. And your nature as a jumper has resulted in you gaining two new abilities related to this. Firstly you can share your shape shifting nature and abilities with others, allowing them to mature into shapeshifters themselves, and secondly you can save Children of the Moon and other such cursed or infected shapeshifters from involuntary transformations. With a transfer of bodily fluids in some way, and intent, you can grant Children of the Moon control over their involuntary transformations, and also grant them the many of the same basic boons a shapeshifter like you have; enhanced physiques, enhanced senses, and elevated body temperature.
Dual Imprinting - (-600 CP)
This perk gives you one of the most unique facets of Twilight Saga Shapeshifters; imprinting, but in a controlled manner so not at all the incredibly dangerous and distracting thing that occurs to Jacob. You can imprint, which in your case requires making eye-contact with the person you're imprinting on and intent, with an adult/appropriate person of your age of your choosing once per jump. Once you've imprinted on someone that person and you become uniquely, nearly exclusively attracted to each other, and both of you intuitively, instinctively understand eachother. Your connection to that person and their connection to you is something neither of you can honestly deny, and is an active source of strength for you both. Falling in love, truly and utterly head over heels in love, with someone you imprint on would be remarkably easy. You also possess a platonic version of this that creates an equally deep and intense version but for platonic relationships instead, creating an instant connection that allows you to easily and truly befriend one person per jump without regard for things like species or other significant differences. This secondary version of the power's once-per-person limit does not use the same type of imprinting as the romantic one does, allowing you to use this power twice per jump (once for a romantic soulmate, and once for a platonic best friend). This ability takes on different facets if you are not a shapeshifter, such as causing others to recognize you as their imprinted mate if they are shapeshifters or causing someone to become a bit of a singer to you if you are a vampire or human-vampire-hybrid (though you'll never struggle to control your urges around them, even in dire situations).
Know Your Roots Booster - Astral Ancestry
It seems that your nature as a jumper, mixed with your knowledge of your roots has done something quite unusual. You have reawakened the great spiritual powers of some of the Quileute tribe, the astral and psychic powers of the Spirit Warriors. You can astral project, influence animals, and exert control over nature itself, and every five jumps your psychic powers will noticeably grow in potency, taking on new facets and maturing as you do. You can have these abilities even if you are not a shapeshifter, perhaps as a result of a keen connection to nature or a deep understanding of your psyche allowing you to project your spirit elsewhere.
Supernaturally Attractive Booster - Pack Physiology
You are more than just an idle shapeshifter, jumper. You are an alpha! This grants you greatly enhanced strength, speed, and also grants you control over the pack-based telepathy shapeshifters possess. You can use this to influence other shapeshifters, even ones not in your pack. If you are not a shapeshifter and you possess this perk then you are a peak member of any species you become and are incredibly charismatic to other members of your species, and you can influence and even command them if they are weak-willed or if there's a vast enough difference in willpower between the two of you. You can also break people out of pacts, and induct them into yours so long as they are willing to be inducted into your pack. This trait also persists across species boundaries, though you can't communicate telepathically, precisely, with members of your pack that are not the same species as you (however you can transmit images and feelings to them, and they can be taught how to do the same with other members of the pack).
Vampire
Classically Charismatic - (-100 CP)
You are classically charismatic. This does enhance your looks, serving as the sort a booster that gives you classical western vampiric good looks (it makes you look sharper, paler, and stronger), but more than anything else it's a personality enhancer that makes your personality more intense in all of the best ways, amplifying your best traits and making you more charming while also enhancing your ability to overcome your fears and hesitations allowing you to seize on opportunities to be social if you'd want to be without fear or anxiety.
Gifted Vision - (-200 CP)
You can tell what gifts others have, and incredibly importantly; you can tell what gifts someone would get if converted into vampires (or other such species). You have an unerring ability to predict how something like a vampiric transformation would specifically alter someone, and can help train them and get them ready to be turned from one species to another without losing themselves in the process, allowing those who'd become vampires due to your actions to be as stunningly in control of themselves as Bella was when she was transformed.
Supernaturally Hidden - (-400 CP)
You are incredibly adept at hiding your supernatural nature. You know how to cover up physical giveaways of your supernatural nature such as pale skin or even what makeup to wear to prevent your skin from sparkling in the sun. This also makes you adept at lying believably, preventing you from being discovered as a vampire unless you're having a truly bad day. This trait remains effective for your other alt-forms as well, letting you hide your powers with impressive skill.
Scientifically Supernatural Booster - Supernatural Sniffer
In The Twilight Saga, shapeshifters have a distinctive, and unpleasant, smell to vampires. Now all supernatural creatures have smells of their own, allowing you to detect other supernatural beings in a wide radius. This sense is impossible to fool, and you can tell when unfamiliar beings smell of the supernatural even when you aren't precisely sure what kind of supernatural being they happen to be through scent alone. That said, once you've determined what kind of a creature smells like what the scent will remain consistent for the rest of your chain, unless you reach inward and change how a species's smell is registered by you. Don't worry, you won't find the scents unpleasant.
Self Control - (-600 CP)
You have the most valuable gift of them all; self control. Vampires in Twilight often struggle with self-control, and for you it's effortless. You will never lose control even if you find a Singer of your own, or find yourself surrounded by blood. This ability also allows you to do things like easily have sex with humans without surrendering to the powerful cravings blood makes you feel. This also comes with the ability to feed on someone's blood through bites without injecting them with your venom, meaning you can bite someone and feed on them without converting them!
Gifted Vision Booster - A Gift Of Your Own (Gift - Obfuscation/Perception Manipulation)
With this you have a gift of your own. While initially Twilight Saga gifts were either subtle or purely mental things (such as Edward's ranged telepathy, Aro's tactile telepathy, and Alice's precognition), vampires revealed in Breaking Dawn had some pretty intense gifts with Ben having elemental manipulation abilities, Kate having an electrical gift that lets her afflict people with what appears to be a purely mental sensory illusion of being electrified by a cattle prod. Even before them, however, there were some brutal gifts like Jane's power to make people feel as though they were being burned, or Alec's power to deprive people of their senses. Now you possess a gift of your own. It's pretty evident in the text that there is a wide variety of gifts, ranging from some as simple as the power to induce intense repulsion in those around you (Repulsive Magnetism; Fred's, from the Seattle Newborn Army, power), to things as dramatically powerful as Pathokinesis (the power to control emotions, Jasper Hale's power). You have a power of your very own. Every five jumps this gift grows, gaining new facets based on your newly acquired perks and the personalities and natures of those you've converted or fed upon and taking into account the adventures you've had since you acquired the power in the first place. If you are not a vampire and you get this, you have a weaker supernatural talent that venom would boost. The talent is real, and is still appreciably supernatural if understood properly.
Supernaturally Attractive Booster - Hybrid Maker
You possess a resilient biology and can always sire or bear children. You can do this even if you and your mate are both vampires, or would otherwise be incompatible. Children you have will have the best traits of your nature as a vampire, or other supernatural natures you have On while bearing or siring them, as well as the best traits of your partner. This means that if you have a Twilight Saga vampiric form On while siring them they will be immortal (though they'll age to maturity before their aging ceases). This also works if you and your mate are both vampires with vampiric forms actively On while making a child, allowing your fertility to overcome the biological barriers that undeath should cause. You can also share this trait with others, and in so doing form an incredibly keen bond with them that makes them strongly loyal to and protective of you. This also grants you perfected control over your fertility, allowing you to only ever get pregnant or impregnate someone if it's what you'd want.
Items:
Any lost or stolen items will return to you after a week in the same condition as when you had it unless otherwise stated.
Food Supply - (Free)
You have access to a replenishing food supply perfect for yourself regardless of alt-forms in your warehouse. This is more than enough to share with a decently sized family, such as 8 or 9 people, and the food adapts to the consumer's biology. With this, any vampires or other such monsters you create will not have to worry about food so long as they stay in your good graces.
Supernatural Vial - (-100 CP)
This is a single vial containing the essence of one of the three origins in this supplement. Whichever essence it contains is protean and in flux until you decide it's time to use it. When you use it, which you can do once a jump, you can give it to someone to drink which will confer upon them the powers of one of the three species featured in this supplement. Upon drinking it they'll instantly transform into whichever of the three origins you chose, without having to endure pain. They'll instantly acclimate to some extent, this won't produce vampires as even-tempered and able to resist their urges as Bella, but they'll be better than average newborns if you use it to turn someone into a vampire.
Drawbacks:
Breaking Your Foes x3 - (+600 CP) (Human-Vampire Hybrids, Shapeshifters, Vampires)
This is a tiered drawback, one that costs 200 CP per tier. For each installment of this you take, a pair of other Twilight Type Beings, only 2 per origin appears. These Twilight Type Beings do not have perks and have needs, urges and attitudes matching the type of Blank they are.
Epic Blanks x4 - (+800 CP) (Human-Vampire Hybrids; Shapeshifters; Vampires; General Perks)
Sans drawbacks there are no other Twilight Type Beings when you first appear here. This changes that. This drawback causes there to be uniquely powerful Twilight Type Beings whoappear at the same time as you. Each of these enemies has access to the full perk list of their origin. Each tier of this corresponds to a different origin, which you select when you take that tier. The final tier of this grants all of the summoned individuals access to the general perks as well as the perks for their origin.
True Twilight Type x1 - (+300 CP) (2nd Part/Alt-Form Lock)
Oh… Oh no. Now you think like a Twilight Type Being, afflicting you with a shapeshifter's instinctual loathing for vampires, or a vampire's hunger and disdain for shapeshifters. This alters your mind even if you can at times power through such sentiments. For the duration of this jump expect to be stuck acting like whatever type of Twilight Type Being you chose as your origin would. If you take the second, +800 CP tier of this, you cannot shapeshift out of your Twilight Type Being form. Alternatively, you can take the second part of this without the first, but for only +300 CP .
Generic Drawbacks
Elites Everywhere - (+100 CP)
Every Group of opponents that you face will have at least 1 extra Elite member.
Almost Entirely dark - (+100 CP)
Has the sun gone out or something? Everywhere you go seems so dark that you could mistake midday for early night.
Silent Night - (+100 CP)
Unfortunately not, every Christmas an annoying narrator will be rhyming in your inner ear the entire jump constantly reiterating insults and things that you already know.
Orphan - (+100 CP)
Your in-universe parents are dead and you are an orphan.
Never mind my head trauma - (+100 CP)
People don't care when you are injured.
Too soon - (+200 CP)
Yes you did and every attempt at a romantic confession or to kindle a relationship will crash and burn in a humiliating way.
Sore Thumb - (+200 CP)
There is something odd about you that makes you seem noticeable as foreign being to anyone who deals with anything not native to earth or this dimension.
Alone - (+400 CP)
For the duration of this Jump you can not import any out of Jump companions or followers with the option of them being frozen in stasis for the duration of the Jump. You must reserve this drawback with the effects of the drawback taking place for the entire Jump.
Boss Rush - (+600 CP)
Post jump you will have to have a 1v1 fight against every enemy you have faced in the jump one after another, you will not be able to move onto the next jump until you have beaten them all.
