Ratchet and Clank JumpChain CYOA by Anon10 Original Jump by Wukong Made without permission, not for Drive Upload INTRODUCTION: Welcome to the world of Ratchet and Clank. Here, aliens of all shapes and varieties can be found, and capitalism runs rampant. The money of this society is its literal nuts and bolts, though these are a special variety, marked in various denominations and oversized for most uses, yet somehow easy to carry in vast quantities. It is a world, a universe, that is built on the back of over-the-top consumerism, insane gadgets, and fearsome weapons of destructive power. Rules of engagement don’t exist here, and corporate bodyguards have no problem with eliminating you on sight. In fact, so much as looking at some people wrong can bring down unwarranted hostilities. This says nothing of the mad rulers of some galaxies, such as Emperor Tachyon, the genocidal maniac with a hatred for those with furry ears and lion-like tails. Not to say that this world is on the verge of any sort of collapse, as one dynamic duo is going to blow their way through the opposition and bring about a relative galactic peace very shortly, despite what greedy egotists may desire. You start your jump one year before one of the titular characters, Clank, is “born” in a factory on planet Quartu. LOCATION: Roll 1d8 to select your Location, or pay 50 CP to choose. 1. Veldin - Home of one Ratchet, a Lombax who runs a small Garage and dreams of escaping the backwater planet. This is where it all begins, though the planet itself is only a dusty, desert world. 2. Quartu - The planet that houses the factory where Clank will eventually be manufactured, kicking off the events of the series, it also houses a testing ground for Drek’s Giant Robot program, and some other interesting locales. 3. Hoven - A world perpetually snow-bound, with lakes that can freeze you in a matter of seconds and beasts that burrow through the powder like strange sharks. If you can handle the chill, the mining operations here are quite profitable, and perhaps it can be a cozy home. 4. Yeedil - Megacorp’s Headquarters is found here, and as such, it is one of the richest, darkest cityscapes in all of the Bogon Galaxy. It also houses some of the main factories where goods are produced and shipped to other planets in mass quantities, and the job opportunities are plentiful. 5. Fastoon - The former homeworld of the lombax race. After the planet was ravaged by Emperor Tachyon, the planet is mostly deserted, dusty, and dry. Left behind are ruins and nanophyte scavengers searching for lombax technology. This was also where Ratchet found Aphelion. 6. Viceron - A planet home to the infamous and heavily guarded Zordoom Prison, the most feared location in all of Polaris Galaxy. Even just being a visitor here could end up becoming a permanent stay, for the crime of speaking to an existing prisoner. All sentences are life sentences, and the guards will not hesitate to shorten that sentence with force. Watch your back, and your front. 7. DreadZone - Run by Gleeman Vox, this underground Gladiator Arena is host to some of the most dangerous, insane combat sports on the market, and operates in a legal grey area, where they somehow get away with kidnapping, bomb-collaring, and forcing well known local heroes to fight for entertainment. Good luck, if you’re found here, you’re likely to be collared. 8. Free Choice - Select any of the above options, or any other location within the setting. ORIGIN: You retain your Sex and Starting Age from your previous Jump, or you may pay 50 CP to choose both. Drop-In (Free) - No connections to the rest of the world, and nothing holding you back. The galaxies are your oyster. Go forth and blow some shit up. Engineer (Free) - You come from a backwater planet where you did regular mechanical work, and dreamed of building your own ship and escaping, much in the same way teenagers dream of getting their own car and finally being free to drive around town, but on a much grander scale. Adventure calls, and so do gadgets. Public Hero (100 CP) - Fame, Fortune, Babes, you’ve got it all lined up and waiting, and all you’ve gotta do is hold down some sponsorship deals, meet with the press, write your autobiography three times, steal the credit of people who actually save the day, and generally make an ass of yourself. Careful not to lose your source of income and become known as incompetent. Professional Sleazebag (100 CP) - Whether it’s through the corporate world of Gadgetron and Megacorp, or more subtle means, you come from money, and you know how to keep yourself in money. You’ve got connections all over several galaxies, but that also means you might have debts and favors owed to powerful people. Careful, partner, you don’t wanna get on the wrong side of the likes of these. PERKS: Perks of a corresponding Origin to your own are half price, and one of the 100cp perks is free. General: Nanotech Upgrade (Free) - Your body is adjusted to work with the Nanotech systems of the Ratchet and Clank universe, allowing you to collect experience and strengthen your body by defeating enemies, becoming tougher to kill and potentially extending your natural lifespan. Additionally, cracking open casks of Nanotech can instantly heal you from just about any wounds, though it can’t bring you back from the dead. Also comes with the strange ability to store an infinite amount of pocket change without ever feeling it’s weight or bulk, even if carrying hundreds of thousands of bolts should realistically be impossible. Drop-In: For Short (100 CP) - There’s a subtle knack to nicknames, and you’ve picked up on it. Somehow when you give someone a pet name, or a new name in general, it sticks, it fits, even something silly like naming a robot “Clank” for the sound he makes when he falls against the side of a ship will somehow fit like a glove. Ladies’ Man (100 CP) - Somehow, you end up attracting the attention of those you would have romantic interests in, no matter where you are. The girl next door will leave flowers on your step, the hot waitress gives you her number, and so on. This, of course, also applies to your relationships with your companions, and might help them admit any feelings they’ve got for you, and smooth over any rougher edges of your relationships. Interesting (200 CP) - Recognizing potential is always a valuable asset, and you can recognize it on sight, just by watching someone go about their daily lives, you can sense the spark of a hero within them, though the effort it takes to bring that spark out might vary depending on the person. In Plain Sight (200 CP) - Every Spy needs to know how to disguise themselves, and you can pull it off even with the most basic of tricks like hiding behind a newspaper, or trying on a new hat at a stand. Of course, more elaborate tactics for tailing someone and masking your presence will only improve the odds, but sometimes the classics are all you need. I will try to make you Proud (400 CP) - There is a drive, a determination within you to do right by yourself and others. Some might call it innocence, but you are far from innocent, you are painfully aware of the dangers of the worlds you are in, and you are aware of what you are capable of to fix it. This might seem like a weak, subtle power on the surface, but understanding what must be done to put a stop to an evil scheme is the first step towards reaching that goal. The willpower to get it done follows directly after, and you have it in spades. Secret Agent (400 CP) - You can sneak weapons on your person in the strangest places. Cufflink grenades, bow-tie throwing knives, a lapel flower that grows into a living kudzu to strangle enemies, if you can somehow conceive a way for it to fit on a fancy outfit, no one else will even so much as question it. Metal detectors will ignore it, pat-down checks will bypass it, and so on. You Already Have (600 CP) - Just by trying your best, things tend to go your way. Even if you fail, you’ll gain something from the loss, it will never be a total wash. This could be considered a luck perk, but it only applies when you’re actively trying, with all of your heart, to accomplish something. Casual effort is not enough. The struggle will make you stronger, Jumper, just hang in there. Movie Magic (600 CP) - For the sake of the “Plot”, sometimes you’ll simply gain an out that you really shouldn’t have. There will be an alternate way off the deserted station you’ve been stranded on, or the enemy will reveal a critical piece of information by monologuing. You get the idea. If it would work in a spy movie, chances are, it will work for you. Try not to rely on it though, genre conventions start falling apart once you’re acting while self-aware of them. Engineer: When all you’ve got is a Wrench… (100 CP) - Every problem starts to look like a sack of Bolts. By defeating enemies, even if it wouldn’t normally make sense, you can obtain a decent amount of local currency. Kill a wild animal, and you’ll find 50 bucks stuffed somewhere inside them. Dismantle a robot, and somehow they’ve got a pocket full of cash despite not having pockets. Platform Performance (100 CP) - Somehow, you’ve got an incredible amount of endurance and flexibility when it comes to navigating terrain. Hang onto ledges indefinitely, perform a double jump, wall-jump in alleyways, you’ve got all the skills of a platforming hero, and you can accurately manage combat while doing it to, strafing and flipping from side to side makes gunfights a whole lot more chaotic, but you’re somehow less likely to get shot doing it. Thrill-Seeker (200 CP) - Dogfights, Hoverbike races, Gladiator Combat, you are utterly fearless when it comes to new challenges, especially if there’s money or rewards on the line. The concept of Stage Fright ceases to exist, as does “Cold Feet”. You’re always ready for action, without the drawback of being suicidal or stupid about such things. You Do Care (200 CP) - You care. In the end, that might be one of the most important things of all. It actually matters when planets are in danger, even when you’ve seen countless like them before. The apathy of eons will never encroach upon your mind. The pessimism that clouds others cannot touch you. You will never grow tired of doing the right thing, even when it brings personal sacrifice. Nanotechnician (400 CP) - You’ve got a grasp of Nanotech, how to implement it into weapons to make them improve themselves as they’re used, how to integrate them into organics to heal their wounds and bolster their bodies, and how to use it in armor to negate a good chunk of damage you might otherwise take. This is the fuel of the universe, here, with the right application of this technology, you can do nearly anything. Something doesn’t Seem Right (400 CP) - There’s a way people talk when they want something out of you, and you’ve got your finger on that pulse. You can always detect ulterior motives, whether it’s someone looking to sell you something or someone laying a trap. This extra sense isn’t always perfect, of course, but it will steer you right far more than it steers you wrong, and you can fine-tune your lie detection skills as you go to eliminate errors. The Lombax Secret (600 CP) - Not the Dimensionator specifically, but the intellect required to create such devices. Of course, it took eight lombaxes working for months to develop that device, and you are only one person, so it isn’t as likely as you might initially think. This acts as, in effect, a tripling in intellect when it comes specifically to engineering and the invention of weapons and vehicle technologies, allowing you to come up with outlandish things such as the Morph-O-Ray, or the CryoMine Glove, or the Aphelion Starship, as easy as breathing. Implementing your ideas into reality, however, might not always be possible with the current technology. But that’s not exactly an issue for you, is it Jumper? Hackerman (600 CP) - Somehow, some way, you’ve always got a method of getting past a door with an electronic lock. Anything that would normally require some sort of advanced key or DNA scan or really anything beyond a pin-and-tumbler system, you can find a tool to bypass it. Whether it’s using a shrink ray to grind on rails within a lock, playing a game of connecting the dots, rolling a marble around a table, or solving some other puzzle, there’s always a way in, and it’s always utterly impossible to trace it back to you. Public Hero: Hero’s Wit (100 CP) - Every hero has a catchphrase and a lineup of quips to throw at their foes, and now you do too. No more will you struggle for what to say while you’ve got the opportunity for a one-liner. Handsome Devil (100 CP) - The looks have to match the Hero, and yours are absolutely Heroic. Cleft chins become fashionable when you’ve got one. Better still, you’ll find it’s easy to maintain your body and slim down into your hero outfit, even after pigging out on pizza and ice cream for months. Just a few laps at the fitness course and you’ll be in ship shape again. Flair for the Dramatic (200 CP) - In spades, no less. You can spin the grandest yarns about yourself that anyone’s ever heard, and no matter how outlandish, the vast majority of people will genuinely believe your version of events, should you regale them with it. This effect is diminished when presented through indirect means, such as autobiographies, but it can very well still have an impact on the perception of you. Come on down! (200 CP) - When you advertise for a business, business booms. Whether it’s your natural charisma going to work or simply the sheer weight of your name brand, your endorsements will instantly double the profits of a business or product. This works even when it’s your own product, though to a diminished level, only a 50% increase rather than full 100%. These Massive Guns! (400 CP) - Your Strength is now bound to your Ego, in a positive way. The higher you think of yourself, and the higher others think of you, the stronger you become. Getting a crowd to cheer you on will let you flip over a car with your bare hands, even if such a feat was impossible before. Everything done for the sake of an audience will go better for you, even if there is no audience other than yourself and your allies. Can you Quarkly Quick? (400 CP) - Wanna teach others how to become a Hero? Just put them through a death course full of turrets, barbed wire, lethal sharks, and so on, they’ll pick it all up! No, seriously, you can have the most asinine, lethal training methods in the Galaxy… and they’ll work. Your proteges might hate you for it, but the effectiveness cannot be denied, it’s nearly twice as effective as any normal methods of teaching. Yes, this can be bent to apply to things other than combat and heroics, even arithmetic can be taught with liberal application of live fire courses. That being said, it’s at its most effective for physical skills, not mental ones. My PR Blaster Runs Hot (600 CP) - The Media can’t fault you. Ever. You could be caught on camera with your pants down or otherwise compromised and the public would simply let it skate by, if they even discovered it in the first place. Even better, you can find yourself in situations to make your image look better by stealing the credit of others on a relatively regular basis. Step in to take the last pot shot at a monster, and everyone but the original party involved will think you did all the work, failing to even recognize the true hero as anything more than a sidekick. Quarktastic! (600 CP) - Adventure ho! Somehow, life always finds a way to put you in the spotlight. You’ll find yourself in situations where you can act as the hero, such as bank robberies, prison breaks, and so on. You don’t have to engage with these events if you don’t wish to, but you’ll always find them relatively easy to deal with. It’s almost like these people are setting themselves up to make you look good. Professional Sleazebag: Under the Radar (100 CP) - You’ve got a knack for going undetected, whether it’s by authorities, pirates you’ve pissed off, or some other group you’re attempting to avoid, you can skate right on past them, as long as you’re careful. Even if you do get caught, you’ll find there’s opportunities to escape, should you desire to take them, and it will be months before your trail can be picked up once more in the aftermath of such an event. Charming Persona (100 CP) - Smooth talking comes smoothly to you, you slick bastard you. Public speaking, downplaying “tragedies”, hyping yourself up, you have a natural charisma about you that makes people think you’re better than you might actually be. Just be careful to cut the cameras when you finally let out how you REALLY feel. I’ve got Connections (200 CP) - Somehow, you can always, always find someone to market your products towards, no matter how outlandish, and you can almost always find someone willing to sell you rare, exotic products in return. The deal might not be in your favor every time, but if you’re looking to offload something “hot”, you can manage just fine. The Employee Discount (200 CP) - 20% Discount on everything you buy from large corporations, forever. This goes for Gadgetron, Megacorp, Grummelnet, and in later jumps it will apply to anything equally ubiquitous, such as, say, Walmart brand foods. If you’re buying something from a smaller company or a lone salesman, however, don’t expect this to apply. In the Margins (400 CP) - The Profit Margins, that is. Stock markets, pawn shops, bazaars and public markets, they all operate under similar ideals: The ideals of Value. You can read between the lines, see when people are overselling their products, which companies are overhyped and which ones could be brought up to line your pockets. And when you’re the one selling, you can make people buy your bullshit at nearly twice what it’s actually worth, if you just talk to them long enough. Let the bolts flow, baby. Cut a Deal (400 CP) - Whether it’s sponsoring someone to be your spokesperson, or actual blackmail in some form, you can find the strings to pull to make someone do what you want. The pieces to the puzzle will simply fall into your lap should you go looking for them, and you’ll have a sense for how much you can push someone before they’re willing to take the consequences you’ve put over their head instead of doing what you desire. I’m no Thief, just a Humble Smuggler (600 CP) - You can outright steal something from someone, and they’ll pay to get it back, rather than exacting revenge in any way. Steal someone’s special hoverboots, and you can get thousands back for them. Even if it’s the most blatantly obvious theft in the world, such as a product with someone’s name signed onto it, they’ll still follow your deal rather than try to get it back by other means, and may not even realize it was stolen until much later. Worker’s Competence (600 CP) - Ah, minions, underlings, hired help, it’s so hard to find good ones. Not anymore. Simply by being in your employ, you’ll find that those you request to aid you with tasks will stop being bumbling idiots and start acting like they have some level of professional standards. Guards won’t simply get dropped in a four on one fight with a lone agent, the witty banter will be delivered AFTER securing a foe and preventing them from having a chance to escape, and so forth. Obviously if they are well and truly outmatched you can’t expect them to perform, but in situations where they really should have been capable of doing their jobs, they actually will. Even better, this strange benefit will apply to your Companions even if you aren’t paying them or anything, no more jobbing due to having a bad day. SPECIES: The world of Ratchet and Clank is filled with a great many kinds of Intelligent Life, humanoids such as Captain Quark are far from common, so selecting one here will allow you to blend in. You don’t have to take one, of course. Blarg (Free) - Red-skinned, with glowing blue or yellow eyes, and coming from the pollution-ridden planet of Orxon, Blargians are known for being scheming backstabbers, a reputation not undeserved, given the actions of Chairmen Executive Alonzo Drek. Fongoid (Free) - Short, with purple-blue and black skin, Fongoids are a race of tribalistic luddites that reject technology as a tradition that spans back thousands of years, to the era when they were given the power to control time, only to abuse it and lead to the need to develop the Great Clock. They worship the Zoni, and are some of the few still aware of their existence, though even to them they are often known only in myths and legends. Tyhrranoid (50 CP) - The number of eyes a Tyhrranoid has determines their strength, with one-eyed ‘Noids being pint-sized, frail creatures, two-eyed being intelligent enough to pilot vehicles, three-eyed capable of standing their own in battle, and four-eyed acting as elite commandos. For 50 CP, you are only two-eyed, by paying an extra 50, you can become a three or four-eyed, gaining enhanced strength and durability at the cost of being, well, a ‘Noid. Might help when Nefarious begins his schemes, who knows. Cazares (50 CP) - Often thought to be connected to the Lombaxes in some way, Cazares share many traits with them, being furry humanoids with dark brown fur and lion-like tails. However, they are in fact a separate species, and excel not in technology, but in leadership, with the Solana Government being hosted on Marcadia, their homeworld, and both the Galactic President of Solana and eventually the Mayor of Metropolis being Cazares. Agorian (100 CP) - Warlike, brutally strong, and lovers of combat in all forms, you will typically see Agorians either on the battlefield or within arenas. They carry with them a sense of honor, and will not hesitate to slug you across the face for calling their mother a tentacle monster, even if she was one. Cragmite (200 CP) - The avowed enemies of the Lombaxes, sealed away in a separate dimension during the Great War of the Polaris Galaxy. Pragmatic, charismatic to a degree, and hideously ugly, their greatest strengths were their skill with technology and persistent cruelty. These traits, of course, will pass on to you, though you can ignore the mild urge in the back of your mind to do bombing runs on the nearest city if you want. Valkyrie (200 CP) - An all-female race by choice, these robotic, vaguely germanic, very powerful individuals built a city that floated in the sky in order to avoid volcanic eruptions, and then kept that decision as a defensive structure. They’re incredibly skilled in aerial combat, both within spaceships and in atmospheric conditions using jetpacks and other methods of flight. Also comes with a giant, shiny, metal ass, and yes, you can tell people to bite it whenever you want. That’s normal for these rude bitches. Robot (300 CP) - A combat robot built to kill, you can pick any of the robotic enemies featured in the series (save for the Valkyries and Boss Enemies for obvious reasons) as your basis. You come equipped with all of their weapons, a power supply that can handle vigorous activity as long as you’re charging up at least 4 hours a night, and the knowledge that you’re not a foul-smelling squishy. Zoni (300 CP) - Strange, pint-sized, purple-skinned entities capable of warping time, it remains unclear if this was a technological breakthrough or a natural ability, and as such, for you, it’s both, part of your Nanotech Upgrade Suite now includes the ability to slow time by a factor of ten for your surroundings. Anyone you are directly touching will be immune to the effects, allowing you and your allies to dodge bullets, run across normally fast-moving platforms, and so forth. You can only hold this ability for about five seconds (from your perspective) at the start, but it can increase with practice, with a hard cap of a full five minutes of slowed time. Lombax (300 CP) - The legendary geniuses that sealed themselves off in another dimension after defeating the Cragmites. The lombaxes are most well known for their fuzzy ears, lion-like tail, yellow-brown fur with stripes along the ears, and absolutely brilliant skills with mechanics and electronics, as well as a penchant for odd ideas. You gain this same skill, able to reliably pilot nearly anything you come across, able to build nearly anything up to a helmet that can shatter dimensional barriers (with a limited “range”, you can’t use this to slip into other Jumps if you build it, just alt-versions of your current Jump), and shoot anything with a trigger with scary accuracy. Take the “Tachyon’s Target” Drawback for no CP if you choose this. ITEMS: You may select one 50 CP Item for free, and get a 50% discount on one item from each tier following that. Bolts (50 CP) - 50,000 Bolts, enough to buy one higher-end weapon, or live comfortably for a few years. This can be bought multiple times. Remaining currency at the end of your time here will automatically convert itself into the local currency of your next Jump. Nanotech Canisters (50 CP) - A stockpile of Nanotech that has been programmed to heal wounds. There’s a set of ten canisters, each time one is cracked open, it will restore you to full function, purge diseases, and so forth. Restocks every month. Ammo Boxes (50 CP) - A stockpile of Nanotech Ammunition that has been programmed to adapt to any of your existing ammo-based weaponry, though it may lack special properties that it’s normal ammo carries. Cracking open one of these boxes will fully reload three weapons from empty, and you have a set of ten that restocks every month. Pak-Set (50 CP) - If you’re a robot, this can be integrated directly into your body. Otherwise, it comes in the form of a metal backpack. This pak-set comes with an internal shrink ray that can allow it to store far more items than it should normally be able to, with a capacity of 100m2. Additional features include a Hydro-Pak, allowing you to swim rapidly underwater with high mobility, a Thruster-Pak, allowing you to make ground-pound attacks, gain extra height and distance on jumps, and glide over surfaces like ice, and a Heli-Pak, which offers greater distance on jumps and the ability to slow your falls. Each of these will automatically equip as you desire, and the battery for them never runs out. If you have an AI, you can spend an additional 50 CP to integrate them into this body, making it transform from a backpack into a true robot akin to Clank, capable of moving on it’s own and using all of it’s features, which would also include the infamous Clank Zapper to watch your back. XK-81 Jetpack (50 CP) - Here we go, a fully-fledged jetpack system, hover in midair, dash around and fly over difficult terrain, all the usual things you use a jetpack for. It comes with enough fuel for an hour of flight, and refuels itself once per day. If you bought the Pak-Set, this can be integrated into that for free. Nanotech Weapon (100 CP) - Nanotech Weapons are famous for their ability to adapt and improve over time. You can select any Non-RYNO class weapon from any of the games to purchase here, including the Omniwrench, or import your own to make it immediately compatible with Nanotech. They begin at their most basic form, and can be upgraded both using Raritanium and by using them to defeat enemies. This can be purchased multiple times for additional weapons. Nano-Armor (100 CP) - Armor that is integrated with your Nanotech systems, allowing you to read out your Vitals, absorb the shock and damage from small arms fire (including plasma and laser-based small-arms, of course), and integrate with Nanotech Weapons to read out Nanotech Experience Levels, Ammo Counts, and so on. The Nano-Armor suit will be customized to fit your personal sense of style, and if it is somehow destroyed, it will regenerate directly onto your body within 24 hours. Basic Spaceship (100 CP) - A simple, pedestrian space cruiser, capable of interstellar travel, but not inter-galactic, as it lacks a Warp Drive. Comfortably seats 4 people, can potentially seat up to 9 if you don’t mind being incredibly cramped in a long flight through the void. Carries no weapons of its own, and goes the space equivalent of “grandma’s 40MPH on the highway” slow. But it gets the job done. Mobility Gadget Set (100 CP) - The Swingshot, the Grind Boots, the Gravity Boots, and the Charge Boots, all integrated into one pair of shoes, and a device slightly bigger than wristwatch that both acts as your swingshot and lets you choose what parts of the boots are active. This is everything you’ll ever need to get around the galaxy on foot. Utility Gadget Set (100 CP) Every single piece of equipment that Ratchet has ever found himself using, from the near-useless like the Hydrodisplacer to the much more powerful like the Grav Tether and O2 Mask. This also notably includes, but is not limited to: The Pilot’s Helmet, all the various forms of the Hologuise, the PDA, the Refractor, the Shrink Ray, and the Warp Pad. Vendors (200 CP) - An array of Gadgetron, Megacorp, DreadZone, and Grummelnet Vendors that sit within your Warehouse. Here, they’ll provide all of their usual functions, allowing you to purchase ammo, new weapons, armor, and so forth. Beyond this jump, they’ll also stock themselves with local equipment such as alchemy potions and other tools, though the price will be marked up slightly from if you got them anywhere else. They’ll still maintain their usual stock of equipment from here no matter what, though. DreadZone’s Omega and Alpha mods can be applied to any weapon if you purchase them, not just ones specific to that vendor. Workshop (200 CP) - A fully-kitted out workshop for working with Nanotech and other technology from this world, complete with it’s own infinite power supply for all the power tools and such, separate from the rest of your Warehouse systems. It additionally comes with a small supply of the many exotic metals that can be found, such as Adamantine, Trillium, Carbonox, Raritanium, and so on, a 10-pound supply of assorted material that restocks once a week. Hoverbike (200 CP) - Or Board, or Boots, or whatever form of “Hover” you desire, it will all max out at a top speed of 400mph, though this may require the use of Boosters of some form, and the choice of vehicle will dictate how easy it is to control yourself at these speeds. Infinite fuel, if you manage to blow it up it will reappear in your Warehouse after a week. Combat Bot Squad (200 CP) - A pair of fully autonomous mid-grade AI built by DreadZone to serve it’s contestants as allies in the arena. They can provide a number of useful features, including their own suite of weapons, deployable shields and rails to grind on, the ability to fly over gaps, EMP Grenades, the “Hacker Ray”, and more, like the Ravager weapon. Comes in any array of paint jobs you’d like, and you can import your own AI into them if you desire. They do NOT count as Companions, neither taking up slots nor being able to be imported into such features. The Landstalker (200 CP) - A giant, walking tank, with two plasma machine guns on its front and pods of plasma mortars that can lock on to up to 16 different targets at once, each individual shot of which is enough to blow through a layer of six inch, hardened steel plate before dissipating. It has defense to match it’s offense, being able to take a full barrage of its own mortars twice before finally shutting down, and it can be set up to be remote-piloted, or house an AI if you desire. R.Y.N.O (400 CP) - Any version of the RYNO you desire, and it comes with it’s own ammo stockpile that grants it an additional 250 shots, replenishing each week. The function that makes the later versions play classical music can be altered to play something else or outright disabled if you want. Can also be used to acquire a Harbinger, or a Zodiac, if you so wish.You can also prevent the RY3NO from reaching its infamous V5 form if you want. If you pick a Zodiac you’re a faggot. Infernox Box (400 CP) - A single crate, when broken, it will encase you in flaming armor that makes you utterly invincible for the next two minutes, and then vanishes. Melee weapons will be coated in flames, and only the strongest of opponents will be able to withstand more than one hit from your attacks. Reappears once a month. Bolt Multiplier Box (400 CP) - When this green box is opened, it will enrich you with a strange form of Nanotech that lasts for two minutes. Any money obtained during this time, even that which is handed to you by companions or retrieved from an existing stockpile such as a bank account, will be doubled. Reappears once a month. Starship Phoenix (400 CP) - The full thing. Galactic Ranger staff not included, but nearly everything else. This ship is massive, with at least five different decks, plus the Bridge itself. Full kitchen, dorms for staff and soldiers staying on board, bays for docking starfighters and other vessels, including at least two of the large dropships used to deploy in-atmosphere. Among it’s amenities is a full gym, a VR Deck, a sauna, the infamous VG-9000 Game System, which appears to just be a weird retro callback to the SNES, in green. You can customize the parts of the vessel that aren’t seen to your tastes, and the Trophy Room will actually create its own small golden statues of you, your companions, and any major achievements you believe are worth displaying upon it. Slim Cognito’s Ship Shack and Smuggling Station (400 CP) - While Slim himself isn’t here in person, you can count on him to be able to remotely provide you with… less-than-legal upgrades for spaceships, as long as you pay in Raritanium. For regular cash, he’ll offer weapon mods, weapons that aren’t typically sold in your location (Megacorp in the Solana Galaxy, for instance, in other jumps this might be things exclusive to one country being able to be sold by him). You get the choice of whether this Station is set into your Warehouse, or if it exists as a separate entity that orbits around your starting planet in future jumps. Aphelion (600 CP) - One of the fastest spaceships in the universe, equipped with a powerful, snarky AI. Contains a warp drive to allow inter-galactic travel within reasonable time frames, a full library of Lombax Technology related to ships, and a suite of powerful weapons. This version comes with all of the Zoni Upgrades available in Crack In Time, including the Swarm Rockets, Xulian Overthruster, Proton Cutters, Polarity Plating, and so on. This ship is fully capable of entering Black Holes with no threat to itself or it’s passengers, and exiting them just as easily. You may import your own AI or spaceship into this position, upgrading it as applicable. Quantum Stopwatch (600 CP) - A stopwatch that contains some of the power of the Great Clock within it, allowing you to create a Quantum Superposition Clone of yourself for up to five minutes, before taking a full day to recharge. This Clone will repeat all of the actions you made while “recording” it, and then the watch will take you back in time, allowing you to work alongside your clone. You can shorten the amount of time you have in order to create multiple Quantum Clones, with each one splitting the time of its existence evenly. The possibilities are as endless as your imagination. Those not holding the stopwatch will not be aware of your Recording Sessions, though they will be able to identify your clones. Also has the ability to produce Chrono Bombs, which are capable of slowing time down by a factor of 10 within a 10-foot bubble around them, lasting 5 seconds from the exterior perspective. It can produce up to five in a single day. IRIS Supercomputer (600 CP) - The Ultimate Search Engine, with a stated IQ of 3 Billion, or the equivalent of 3 Billion Holo-Net Fanboys. Capable of detecting entities stored in alternate dimensions, so long as it was present to witness the event that led to their banishment. It’s abilities and intellect are so fierce as to be almost able to predict the future. However, your version is somewhat limited, as it will only have information available to it from the Ratchet and Clank universe, and in future jumps, you will have to manually set up IRIS Probes around anywhere where you intend to gather and process information. You gain 10 Probes at the start of each jump, each the size of a gallon jug and capable of being launched into space and broadcasting without a range limit back to the main Supercomputer. The range of detection for each Probe is roughly one planet’s worth, if placed in proper orbit around said planet. Without being placed into orbit, it can cover a 500 Kilometer Radius around itself at any time. Should a Probe be destroyed, it will reappear in your Warehouse after one month. Of course, you can also connect it to the internet in future jumps, and it can freely gather information that way. Expect it to hijack high-security, even quantum computers in the time it takes you to blink. Galactic Rangers (600 CP) - A full, 50,000 Robot Strong Army of Galactic Ranger Warbots, armed with plasma cannons to replace their left hands, and all of the fear they started out with at the start of Up Your Arsenal. While they’re cowards, they’re cowards that can have the fear inspired out of them, as Ratchet himself demonstrated, turning them into fully capable warriors. They’ll organize themselves however you like, and by and large follow your orders, just don’t expect them to do things the heroic way for a while, they’re rookies. They each have durability comparable to a human wearing proper, if basic Nano-Armor, and can be repaired with Nanotech just like living beings. If one dies, they’ll be “rebuilt” for deployment with the same AI core -give or take a few hours of memories- after a week. Their weaponry starts out comparable to the basic plasma-based pistols seen throughout the galaxy, though they can be upgraded however you like, of course. Deplanetizer (600 CP) - One of the most dangerous weapons in the Universe, a station that can either be set in-orbit around a planet or within it’s atmosphere. Regardless of where it is, once it’s fired, that planet is reduced to chunky cosmic salsa. Roughly 20% of its mass will be broken down into subatomic particles by the beam’s path into the planet’s core, the rest will be scattered as space dust and asteroids that you can freely harvest. It does this to an entire planet in a matter of seconds, populated or not, though there might be some shields and other defenses capable of defending against the laser. If, by some chance, this super-weapon is destroyed, it will reappear after one year. COMPANIONS: The J-Force (50 CP) - Import up to 8 Companions, costing 50 CP Each. Each one gets a free Origin and 600 CP to spend, plus their freebies and discounts. We’ve Still gotta Fix That Arm (100 CP) - Pick a Canon Character from this world, you may take them as a Companion at the end of your stay. No fuss, no muss, they’ll gladly join you. You can take this multiple times, if you wish. DRAWBACKS: You can take up to a maximum of +1000 CP in Drawbacks “QWWWWAAAAAAARRRRRR-” (+100 CP) - When you get incredibly stressed or upset, your brain short-circuits, for lack of a better term. You’ll freeze up, and need a good smack to the back of the head to reset. If you have cybernetics or robotic parts, you might end up broadcasting some cheesy rom-com lines during your periods of frozen wrath. This will never occur during a genuinely dangerous situation, only for comedic effect. Stunderwear (+100 CP) - Jumper, you have some really, really goofy methods of implementing your ideas. Electroshock underwear, Helmets that break universal boundaries, Pocket Crotchetizers, and so forth. Expect your inventions to trend towards the weird, even if they still function perfectly fine. Secret Agent Companion (+100 CP, Requires a Companion) - One of your Companions is somehow famous across several Galaxies, and overshadows you at every turn even if they don’t really mean to. Expect to be the butt of jokes, for them to get more recognition, and so forth. Not very Quarktastic (+200 CP) - Captain Qwark, in all of his buffoonery, has decided to follow you around and attempt to leech off your deeds. Expect him to somehow make a mess of things constantly, and bumble his way into your Warehouse even with things in place to protect from that sort of intrusion. But that would ruin me! (+200 CP) - Chairman Drek, or someone like him, just got a hold of some really, really nasty blackmail on you. Whether it’s made up or not, if it’s released, your public image is going to be utterly trashed, you won’t be able to find work anywhere but the criminal underworld, and even then, you’ll struggle. Better do what they tell you, or find a way to shut them up for good. Space is Huge (+300 CP) - And you just lost your Keys. Specifically, the key to your Warehouse, and all of your extra powers along with it. All you have is your BodyMod body and the things you purchased here. Tachyon’s Target (+300 CP) - The Emperor of Polaris wants your head on a platter, and then a pike, and then slowly roasted on a fire and served on a platter again. He’s short, he’s mean, and he has an army of mecha and robots, while working with a pirate lord to make sure you can’t just hide in the criminal underworld. All of the effort he spends towards finding Ratchet and other Lombaxes is now aimed squarely at you. Those in Power (+400 CP) - The people who hold all the cards in this world: The CEOs and Stockholders of the major corporations such as Gadgetron and DreadZone? They’re out for blood, and there’s a price on your head. Whether it’s because they want something you brought in with you or because you’ve been framed in a crime against them, they’re going to use their extensive resources, elite commandos, and host of insane weapons to hunt you down. The Pirate’s Wrath (+400 CP) - Captain Romulus Slag and everyone working under him have turned their attention from the Polaris Galaxy to you. They have ships capable of operating inside of Black Holes and within the depths of stars, and weapons that can damage these vessels in kind. Prepare your booty, Jumper, because it’s about to get plundered. Rip Ya a New One (+600 CP) - Somehow, someway, you’ve angered the most powerful pair of individuals in this universe: The Last of the Lombaxes, and the Inheritor of the Great Clock. That’s right, Ratchet and Clank, together on another adventure, and this time, their target is you. I hope you know what you’re doing, Jumper, because they have plot devices on their side, and even if you start out in a completely different galaxy, they’re going to find you by at least your fifth year. Kumper (+600 CP) - Dr. Nefarious has somehow built a robotic duplicate of you, with all of your powers and your most used equipment, and is seeking to replace you by force. Good luck, you’re gonna need it. SCENARIOS: You can only select one Scenario. If your Scenario would be incompatible with your Drawbacks for some reason, such as taking Kumper and Great War together, the answer is simple: Time Travel is involved. The Great War - You arrive many Eons before the actual events of the games, during the legendary Great War of Polaris, when the Lombaxes did battle with the Cragmites. This time, however, the Dimensionator will not save them, you will. You must defeat the Cragmites for good, without the Deus Ex Machina helmet, within your 10 year stay. Should you succeed, you will be rewarded with a Prototype Dimensionator, which can be used one time, in order to visit any Jump you have previously entered in your Chain, as the Return option from the Warehouse. After this, the Dimensionator will be lost, and cannot be used again. DreadZone’s Finest - Congratulations, Jumper, you’ve been drafted for DreadZone! And unlike simply landing there as a location, your stay is not going to have a chance to be broken. For the next ten years, you must climb your way to the top of the leaderboards, and you cannot kill Gleeman Vox in the process, or any of the major staff. Other gladiators, of course, are fair game. Once you reach the top, you must defend your title for the remainder of your time. Your reward for suffering through Vox’s madness is simple: Your very own DreadZone Arena will now follow you to other Jumps, with a portal tied to your Warehouse to allow you to access it at any time. Once there, you can either enter as a participant or organize games with the local inhabitants of your current Jump. Hone your skills, act like a sadistic rich bastard, whatever you want, it’s your Zone, now. By Your Carbonox Bootstraps - It’s time to build a business, Jumper. You start out with a small weapon’s shop in your rolled or chosen location with yourself and your Companions as the only staff, and you need to build it up to rival Megacorp, Gadgetron, and Grummelnet inside of a decade, while facing fierce competitions from the existing galactic monopolies. Corporate espionage, assassination, and so forth are all allowed, it’s capitalism, there is no rules. The only metric for success is the profit line. Should you truly rival these groups by the end of your time here, your business will now follow you everywhere, supplying you with resources, weapons, research and development, and so forth. It will all be connected to a computer system within your Warehouse, and operate independent of your current Jump. The Trillium mines will continue operation no matter what universe you’re in! Even better, you can adapt by binding new sub-corporations to your existing behemoth, allowing it to produce local currencies and materials for you, once you put in the start-up effort. Capitalism Ho! THE END: What will you do, Jumper, now that you’ve experienced a decade in this insane world? Go Home You’ve had enough of adventure, it’s time to take your piles of bolts and start a conglomerate back on Earth. Stay Here Perhaps you like the opportunities and madness of this universe? Travel On To new horizons! Continue your Chain!