Cherreads

#6 The Iron Giant Jump + Generic Rickroll Jump

[The Iron Giant Jump]

V.1.2

By Nerx

Intro:

Earth, 1957. This planet is exactly like ours with it being the middle of the cold war and tensions are high. But while the Russians satellite Sputnik is orbiting Earth, a giant metal robot suddenly enters our planet's atmosphere and crashes offshore of the a ton of Rockwell during a hurricane. In one day nine years old Hogarth Hughes will befriend the giant after saving it from some power lines it trapped itself in. He ends up getting the help of a local scrapyard owner and aspiring artist Dean McCoppin. Together they try to hide the robot from both the public and US agent Kent Mansley who wishes to destroy the giant. During all of this Hogarth ends up teaching the robot about morality and death. This is a world that asks the question „what of a gun had a soul?".

+1000 CP

Location: (United States Rockwell)

Background: (Terran)

You could be an eccentric yet smart kid who was put a few grades ahead, or a local artist who makes a living buying scrap, or you could even be an US government agent of the unexplained phenomena department. Whatever it is, something has brought you to the town of Rockwell.

Race: (Human) (Terran-Only)

You're a generic Homo Sapiens life form.

Perks:

Two free 100 perks and a discount on two 200, 400, and 600 perks.

You want Evidence? - (-100 CP/Free for Discount)

What you consider solid proof max not be what others view as hard evidence. Saying a giant metal man ate your car and got hit by a train would just get you laughed at, even with an eye witness. So now, with this perk, you will always knowledge what kinda proof people need to fully believe your story or at least get then moving. Whether it's trying to convince an entire organisation or just one man, you knowledge exactly what you need. You either finding that evidence or faking it is up to you.

That Makes them Shoot at You - (-100 CP/Free for Discount)

Generally the reaction to encountering a giant robot would be to wig out. You know, fear, panic *female screaming* and eventually people shooting at you. You get a different reaction. No matter how scary or imposing you normally are, people tend to be overcome with awe rather than fear. From there, so long as you take things slowly and treat them well, people will respond in kind. This effect can be toggled.

Do not Squash Him! - (-200 CP/-100 CP for Discount)

When it comes to movement and restraint, you are the definition of precise. As a large robot with the strength to tear apart buildings, you could perfectly straighten and re-align the rails of a mangled train track. But perhaps more impressive, is how even as a hulking giant you could gently nudge and prod a child without harming a single hair on their head. Your incredible level of controlled restraint is also subconscious. Meaning you could be carrying the child and focus on running away from an armed group shooting at you and not have to worry about dropping or squishing the kid.

My own Giant Robot - (-200 CP/-100 CP for Discount)

In general, you're pretty good at making friends with most people. Yet where you shine, is making friends with the supernatural. You could encounter an alien being from another world and become good friends with it in days. This perk also somewhat helps cover any language problems as they will often get some idea of what your intentions are. And if you ever save an alien's life or get it out of a painful trap, it will know it was you who helped it and will instantly consider you a friend.

Souls don't Die- (-400 CP/-200 CP for Discount)

You're pretty good at teaching people and you are excellent at getting beings to understand life and morality. You could teach a person who mere days ago didn't know the difference between a rock and a tree what death is. You can make the, understand that dying isn't bad, but it's bad to kill. You can install a desire in people to protect life and do good. A few days with you and a inspiring talk could make a person who only has memories of war strive to become a hero. Teach them jumper, that good people have a soul. And souls don't die.

Now dammit now! - (-400 CP/-200 CP for Discount)

Any firefight can easily turn into a hectic mess. So a fight against a robot that can shrug off 16 inch rifle fire and destroy dozens of vehicles in one burst could easily turn a fight into raw chaos. That is unless you're in charge. Your ability to stay focused is legendary as you will continue to keep your cool and command your soldierseven if you're fighting in a hopeless battle. This extends to beyond just yourself, as any soldier that serves you will find themselves able to remain calm and follow orders precisely no matter how scared they really are. Combine this with also having the kind of battlefield knowledge and skills equivalent to that of an experienced 3 star general, and you might find that battle to not be so hopeless after all.

I am not a Gun - (-600 CP/-300 CP for Discount)

One could argue that nothing you wield is a weapon. Not even a gun. As you have the ability to make any of your attacks only knock people out, not harm them. Even greater than that, you can convert what would have been damage into healing. You can make any of your attacks repair, mend, cure, and even revive the recently deceased so long as you have enough firepower. If it was you who launched, or at least gave the order to use it, you could make the devastating nuclear bomb a tool of salvation. Where even the once deadly radiation afterglow would instead continue to aid life, rather than harm it.

You are what you choose to be- (-600 CP/-300 CP for Discount)

What if a gun had a soul. What if that gun decided it didn't want to be a gun. Normally, it might not get to make a choice at all. Not anymore. Not with you. It doesn't matter what you are. It doesn't matter if you were built or destined to be something. Who you are is entirely up to yourself. What you like, what you want, all these things are up to you and nothing can stop you. But not just you, but others too. Some time spent with you and a heartfelt speech could allow a robot designed, built, and programmed purely to be a killing machine the choice to be a hero instead.

Items:

One free 50 items a discount on a 100, 200, 400 item each. Any item lost or destroyed will reappear in the warehouse or nearby after 24 hours.

Bread Box - (-50 CP/Free for Discount)

Only it's not holding bread. Instead it's filled with an endless supply of Twinkies and a bottomless whipped cream spray can.

Old Radio - (-50 CP)

A simple radio, one that was common in the 1950s. Only this has an infinite battery and channels that always play songs from 50s. It also has a couple stations that will play any current news as if they were being told during the 50s. Same sound, tone, wording and everything.

Coffee-Zilla - (-100 CP/-50 CP for Discount)

Otherwise known as espresso. This box not only contains an endless supply of espres mix, but you can use it in place of sleeping with no harmful side-effects. Though you might want to keep it away from children unless you want them talking like the micro machines man.

Chat N' Chew - (-200 CP/-100 CP for Discount)

Your very own 50s themed diner, complete with everything one would need. Neon lights, a jukebox, self-replenishing food supply, always ready coffee, and always cold ice cream. The building even cleans and repairs itself. Each jump you can choose to attach it to your warehouse or import it into the world. Go with the warehouse option, and you'll find that the diner will expand itself to accommodateany number of companions and followers you have. If you go with the import, the restaurant will often draw in people who share news about interesting events or even some information that will help you out a little with any current coals.

Drawbacks:

It's Heading North - (+100 CP)

Every so often, during an even where you'd like to keep your cool or be suave, a squirrel will appear out of nowhere and climb up your pants when no-one is looking.

He reacted to the Gun - (+300 CP)

You better hope that no one ever points a gun at you, for everyone else's sake. It doesn't matter if they can hurt you or not, if someone points a weapon in your direction you have an almost irresistible urge to destroy it and the wielded. And that's just if it's one person with a handgun. Anything more, and you risk going berserk and attacking everything in your path. While your loved ones can break you out of this frenzy, even they are at risk of being attacked by you.

[Generic Rickroll Jump]

 1.0

By Burkess

Welcome to Earth, 1987. This is the year that the hit song Never Going To Give You Up will be created. You can witness these historic events, or perhaps play a role in them. You'll need these.

+1000 Astley Points.

Locations: (3)

3. Any setting of your choice, but Rick Astley exists there and will film a music video.

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 Astley 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.

You Know The Rules And So Do I - (-100 AP/Free for Astley Token)

You can get an understanding in moments of the obvious and unwritten rules in any situation. You won't fail to read the room, nor will a different culture or alien species baffle you. This grants you the same understanding of customs that anyone you're interacting with is operating under.

Gotta Make You Understand- (-100 AP/Free for Astley Token)

You can explain any subject as if you were giving a combination of a PowerPoint presentation while also speaking at a motivational seminar.

Never Going To Give You Up- (-100 AP/Free for Astley Token)

Circumstances align to enable you and those you care for to stay together in the future and not drift apart, both geographically and also emotionally.

Never Going To Let You Down- (-100 AP/Free for Astley Token)

You at all times know what other people's expectations are for you. What the bare minimum they'll accept, as well as what exceeds expectations for them.

Never Gonna Run Around And Desert You- (-100 AP)

You're immune to temptation and can optionally choose to gain a strong sense of honor. Your honor would keep you from ever willingly betraying someone who hasn't betrayed you, and would let you break mind control if it tried to force you to violate your ethics.

Never Gonna Make You Cry- (-100 AP)

Enables you to know exactly what actions would upset someone, even unknowingly. And what actions would do the opposite of upsetting them.

Never Gonna Say Goodbye- (-100 AP)

If a relationship of some sort is in danger of breaking or fraying, you'll be warned the moment the seeds of this are planted. You'll also be told what you need to do to fix things and smooth them over. This enables you to assess other people's relationships too.

Never Gonna Tell A Lie And Hurt You- (-100 AP)

Grants an understanding of cause and effect that lets you accurately calculate what impact your actions will have on others in the immediate future. You're also aware of when you're about to knowingly or unknowingly break your word to someone else before you do so.

We've Known Each Other For So Long- (-100 AP)

Your relationships grow stronger overtime as everyone involved finds ways to express more of themselves. You'll share details about your lives and find ways to grow together.

We Know The Game And We're Gonna Play It - (-100 AP)

You're very good at games and can quickly teach other people how to play them, no matter how complex the game is.

Don't Tell Me You're Too Blind To See- (-100 AP)

Your eyes pierce through all illusions. You don't need them to see anymore, either, having been granted true sight. You have a field of awareness that lets you see within what would be your usual line of sight, and is unaffected by light levels or barriers.

Dance Moves- (-100 AP)

Turns you into a skilled dancer. You can make a spirited attempt even when you don't know the steps. Most people won't even notice.

Cinematic Acrobatics- (-100 AP)

Offers lots of experience in acrobatic stunts and parkour. Doing front flips over tables and running up a wall and performing a backflip is easy for you. You have a talent for making it look effortless.

Makeup Team- (-100 AP)

When you will it, you can summon a makeup team who will give you a movie star level makeover. They come with clothing you can wear that will let you look your best.

Become A Meme- (-100 AP)

You're very meme worthy, and the things you say and do will spread from person to person. You have a knack for being quotable and can condense the message you want to spread into small sound bites.

Music Production Skills- (-100 AP)

Turns you into an expert music producer who can create hits. You have an eye for talent and can spot people who will become big with the right push.

Astley Voice- (-100 AP)

Grants a powerful and distinctive singing voice, optionally making you sound like Rick Astley. It comes with the skills and training to be good at singing.

Items:

Astley Uniform - (-100 AP)

An endless supply of all the clothing worn in the music video. In various sizes and alternate colors.

A Microphone- (-100 AP)

This microphone never runs out of battery and can project your voice better than any mic on the market. If you travel to a world with better microphones, this one will upgrade itself to be stronger than those, and with more features.

Production Equipment- (-100 AP)

Unseen camera equipment that records you and cuts and edits the clips at your command. It's managed by a producer who will produce music videos for you. Among other things. You can also record other people with their consent, and handle production yourself.

Appearing Spotlights- (-100 AP)

A set of spotlights. At will, these spotlights will shine down on an area of your choice, in a pattern you decide. They'll affix themselves to nearby surfaces and have an internal power supply

Athletic Club - (-100 AP)

This is where the music video was filmed. You have a copy of the athletic club. It includes places to play sports and a bar.

Pop Up Video- (-100 AP)

When viewing something, you can choose to have pop-ups appear. They'll list details about it, as well as a variety of trivia related to it and the people who made it, if applicable. These popups are physically present in the world and are solid objects that fade away when you press the X button.

dQw4w9WgXcQ- (-100 AP)

This item shape-shifts itself. If you were handing someone a CD, it would appear in your hand when you reach for it. It can also account for environments where the tech level is low, letting it play a projection instead. What it does is it lets you Rick Roll someone in a way that'll catch them off guard. And it places a compulsion on that person to Rick Roll somebody else. And so on. Before you know it, nearly everyone in the setting will be involved. Further memes will be created from here as people embrace the idea.

Supplement Mode:

You can choose to use this jump as a supplement and attach it to another jump.

Drawbacks:

Each of these offers 200 points unless otherwise stated.

Leave When The Story Finishes - (+0 AP)

You can leave when the Never Going To Give You Up song is finished, or it becomes impossible to produce it. Unless another drawback conflicts with this. In that case, settle the other drawback first.

Be The Main Character - (+200 AP)

You become Rick Astley. Your goal is to have a successful music career. You have to film a music video.

Extremely Hungover - (+200 AP)

You begin the jump with an extreme hangover. You'll be fine after you sleep it off, but many events will try to interrupt you from recovering in peace.

Stunt Accidents - (+200 AP)

You have a 50% chance of failing any stunt you do, which decreases by 1 percent each time you do fail.

Companion Lockout - (+200 AP)

Your companions can be imported and buy things, but they can't enter the jump with you.

Fickle Fans - (+200 AP)

Whatever look you have when you first become popular and start to gain traction is the only one your fans will like. They'll find you no longer fetching if you change your looks from that point on, and your popularity will start to wane until you go back to how you were.

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