Title: Jumper
Description: Welcome to the War
Riven - March 30, 2008 12:04 AM (GMT)
Ok, I watched the movie Jumper the other night and after watching it I thought this would make a great RPG. If you havent seen the movie I recommend watching a couple of Jumper trailers to get the general basics of the movie, such as what jumping looks like and so forth.
Without giving away spoilers for the movie here's the general gist of the plot line.
For hundreds of years a genetic anomaly has created Jumpers, people with the power to teleport anywhere across the world, assuming they've been there or can see where they want to jump to. Working from the Shadows are the Paladins, who have been around since the first Jumper came into existence. The Paladins are religious fanatic nut jobs that hunt and eradicate Jumpers, believing them to be abominations in the face of god. Paladins are highly trained and are armed with advance weaponry that allows them to inhibit a Jumpers ability to teleport. For hundreds of years a private war has waged between these two sides, unseen by the general public.
Top 10 Jumper Facts:
1, A Jumper can only jump somewhere they've been, or can see. (I.e. using photos or video footage) Under extreme moments of stress or faced with a live or die situation, a Jumper can unconsciously jump to another location they've been to without thinking about, some place that they would feel safe, etc, etc.
2, When they jump, a Jumper leaves what are called Jumpscars - or sometimes called Jump Rot - these are distortions in the fabric of reality. Jumpers can pull other objects or organic matter through these Jumpscars. (Additional Note: Jumpscars are the only method a Jumper has of jumping somewhere without having been there before. They can grab the Jumpscars and will themselves to follow another Jumper. This is the ONLY way a Jumper can jump without having been somewhere and even then they're restricted to only being able to go to the same place as the Jumper who left the Jumpscars)
3, Jumpers can have their ability to jump inhibited by electrical discharges, from devices such as Tasers, etc, etc.
4, Jumpers can use their ability to Jump to increase the momentum of physical attack, (i.e. punching, kicking, body slamming, etc,etc)
5, Jumpers appear to be physically more durable then your average human, being able to survive being slammed point blank with pick up truck with little more then a few scratches and a lot of pain.
6, Jumpers need to wary of their surroundings when they jump. An example would be in the movie tie in novel, a Jumper is shot at and the bullet goes through the jump with him and barely misses his neck.
7, When Jumping, a Jumper can cause a serious amount of collateral damage to surrounding if their Jump isnt focused properly. They can leave small craters in the ground - similar to those left by a guyver's blast field - as a Jumper grows and learns how to control their Jump ability they can stop this collateral damage from occurring. What's more this side affect can used as a defensive weapon of sorts. A Jumper can expand the field around them, using it to keep enemies at bay and even tear apart surrounding structures, such a room if they're in one and were to use this. On living creatures though, this type of jumping appears to have a draining affect on them, making them very weak.
8, It is implied that most Jumpers first manifest their ability to at the age of 5, however this uncontrolled Jump is typically forgotten unless they're trained to control their power and the memory is repressed.
9, Extended and constant jumping can be and is usually very exhausting to a Jumper and they can become disorientated.
10, If a Jumper is captured by a Paladin's Jump Tether weapon, they can be pulled back through their own Jumpscar to their jump point of origin. Example being that if I was to jump from this room to another with a Jump Tether attached to me, the Paladin could rip me through the Jumpscar back into the first room.
NOW
Now if this was to go ahead, there wouldn't be a central plot direction, the idea will be that players can create up to a maximum of three characters and can go off and do practically whatever the hell they want. You can be a Jumper, you could be a normal human, you could be a Paladin. General rules apply such as no god modding or acting like a jack ass. Within the rpg, Jumpers and Paladins are enemies, there is a war going on between them, Paladins are organised, Jumpers are not. Paladins have the advantage of being able to bring a small army with them to confront one jumper and one Paladin can usually be enough. Still the whole idea of not having a general plot direction to follow is to give players the chance to explore and develop their characters and see what stories come of it. Yahs can team up if yahs want to, thats up to you.
However while there is no specific plot direction that you have to follow, I will still through in some events that might cause characters to intercept every now and then.
My only other restriction is that if you go with Paladin, you don't get to be the surpreme boss and command giver. You'll just be an agent or so forth. I'll be the one that controls the leader of the Paladins.
So what do yahs think? Questions? Suggestions?
Mr Zektoll - March 31, 2008 07:14 PM (GMT)
If a jumper knows what a person or object looks like, but not specifically where they are can they jump to the location of the person/object?
Riven - March 31, 2008 07:38 PM (GMT)
no they cant
A character in the movie had the opportunity to try that but had to resort to jumping the area he knew this other person lived in and had to look the old way and he had 8 years experience jumping
Kaiser Dragoon - April 1, 2008 09:55 PM (GMT)
My question os this:
If a Jumper was to fight Nightcrawler, who would win?
Riven - April 1, 2008 09:57 PM (GMT)
*Kicks Kaiser in teh ass*
Dont know, this isnt a crossover discussion
Kaiser Dragoon - April 1, 2008 10:10 PM (GMT)
| QUOTE (Riven @ Apr 1 2008, 04:57 PM) |
*Kicks Kaiser in teh ass*
Dont know, this isnt a crossover discussion |
u asked if there were any questions!!!
It was a genuine question! How rude!!
Besides we all know Nightcrawler would win anyways.
So what os teh outer most extreme level of Jumping anyways?
How much can they move with each Jump, like can they take a building? a city block? a continent?
The Bladesman - April 1, 2008 10:28 PM (GMT)
About teh paladins, r they born into teh group or selected?
Tydorei Belouve - April 2, 2008 02:25 AM (GMT)
I recently seen this movie last night. And teh main character took a apartment with him. I would say that most jumpers cant do that though...
u can however teleport at teh right time it seems, like a truck or bus coming your way, and have it follow u through teh portal....
But, lets just wait for rivens reply.
Riven - April 2, 2008 02:25 AM (GMT)
Answer to Kai's Question::
teh largest thing that a Jumper has been able to jump os a simple apartment, not teh entire apartment block, just one of teh apartments within teh building and teh act of doing so nearly killed teh Jumper. One of teh other characters mentions having known a Jumper that tried to jump a whole building once and killed himself trying and all he managed to do in teh end was make teh building shake a little.
Answer to Bladesman's Question::
I suppose there would be Paladins that has at least one parent or family member that was a Paladin before him or her and raised to become one as well, but for teh most part they seem to scout around individuals that seem to have teh most potential to become a Paladin
Tydorei Belouve - April 2, 2008 02:27 AM (GMT)
lol. reply at teh same time. but im on top because I am more powerful. mu ha ha ha.
Riven - April 2, 2008 02:54 AM (GMT)
Amazing as it sounds Tyde os correct about teh cars and bus,
- Waits for teh world to end............>> <<, >>; <<''....................Continues in disappointment -
However it should be made mention that teh particular character who could do that, has been perfecting his ability to jump continuously since he was five years old and had been through a lot more then teh main character so he was far more experienced and had a better handle on his abilities.
Kaiser Dragoon - April 6, 2008 04:52 PM (GMT)
I assume the paladins possess no special talents?
Maybe this RPG could give them some nifty tricks to make it more interesting...?
Riven - April 6, 2008 08:01 PM (GMT)