Horizon: Zero Dawn Jump V1.0 Welcome to a world where humanity has regressed eons at the hands of one man. Where corporate greed ended the world, and then unwarranted pride crippled the future. Machines roam the land, once peaceful, now ever more erratic. Bandits plague the roads, robbing and killing as they see fit. In the shadows, a demon from the past plots. It’s the day of the Proving, the world is once again ending, and all you have is +1000 CP. Origins: Drop-in (Free): No (new) memory, no (free) items, probably no cash. Welcome to Meridian, your starting location. The currency of the day is barter, with metal shards being the most commonly traded item. Good luck. Nora (Free): A matriarchal tribe, the Nora live in a mountainous valley, sustaining themselves off of the land. Growing up here, you were taught to hunt for food, how to fight with bow and spear, and of the All Mother. Unfortunately, to leave Nora lands without permission is to be permanently exiled. On the bright side, you start out with a basic Nora outfit, a Nora hunting bow, and a staff. Your starting location is All-Mother’s Heart. Carja (100 CP): There are many tiers to Carja society. Thankfully, you’re not of the lowest tier. Indeed, you are a trader or artisan, able to travel freely as you wish. You have several connections with various suppliers, and know the major trade routes. You start out with a moderate supply of metal shards, ample enough to buy weapons and armour for adventuring outside the city. Your starting location is Meridian. Oseram (100 CP): The Oseram are skilled smiths and engineers. You start in the city of Meridian, with access to a forge and a basic weapon of choice. You also know the secrets of Oseram alloys, allowing your creations to be twice as durable. Banuk (200 CP): The inhabitants of The Cut face a great threat. Strange new beasts lurk the land, and misshapen trees of metal twist the songs of nearby machines. This is where you start; as part of a group of Banuk fleeing from a corrupt Werak. You start out with a bow, a staff, and your choice of special Banuk weapon that slowly regains ammunition. Perks: Herbal Knowledge (100 CP, Free for Nora): From a young age all Nora are taught to identify wild plants and their uses. Now, you too share this knowledge. You will instinctively know the basic medical and practical uses of any foliage you come across. Polearm Master (200 CP, Discounted for Nora): Spear, Glaive, Halberd, Quarterstaff, it matters not. If it's a melee weapon with a long shaft, you're an expert at it. Eagle Eyed (300 CP, Discounted for Nora): You have the ability to predict targets and aim at an almost superhuman level. Should you be able to perceive them, you could shoot the wings off of a fly. Sun-King’s Favour (100 CP, Free for Carja): You have a boon above and beyond your station; the interest of the Sun-King. Carja guards will be less strict, friendlier, and more cooperative, to the point where you may even be able to recruit temporary help if all seems otherwise quiet. This translates into other settings as the favor of your superiors, including those who have only heard of you. Mounted Grace (300 CP, Discounted for Carja): Be it for hunting or for sport, you have learned how to handle a mount. From leaping strikes to scaling mountains, you possess the knowledge, dexterity and muscle memory to pull it off. Furthermore, you know how to position yourself to avoid injury while riding with or without a saddle. Loyal Trade Routes (400 CP, Discounted for Carja): You have a network of suppliers that follow you on future jumps, allowing you to source any available supplies in the setting that aren’t incredibly rare. They are completely loyal, although they will seek self-preservation over obtaining supplies (such as going dark if an enemy is after them). A Box of Scraps (100 CP, Free for Oseram): You can, at a glance, identify mechanical parts that you can make use of with the knowledge and tools you possess. You also have an easier time understanding how machines function, able to identify key components just from seeing it in operation. Enduring Alloys (200 CP, Discounted for Oseram): You have the knowledge needed to make things that last. Items you forge are considered fiat-backed, and if lost or destroyed, will reappear in your warehouse at the start of the next jump at the latest. Remove With Care (300 CP, Discounted for Oseram): Be it a complex piece of machinery or a fragile animal part, you have an instinctive understanding of how to safely remove it, and the steady hand required to do so without damage. An Unspoken Connection (100 CP, Free for Banuk): You have a way with creatures (and machines). As long as you don’t harbour ill intent, you have an almost supernatural ability to not be attacked by non-sapients. You can also recognise their attempts to communicate, which is handy as they will still attack if you ignore their warnings. Withstand the Cold (200 CP, Discounted for Banuk): The cold, the heat, the corruption, you've endured it all. Through harsh training and exposure, any physical maladies you suffer have a greatly reduced impact. Awash in Blue Song (300 CP, Discounted for Banuk): As long as a creature (or machine) can think clearly and is non-hostile, you can encourage them into a pacifist state; lasting until either a day passes without reinforcement, or the creature is damaged by (obvious) hostile action. Can I Keep Him? (400 CP, Discounted for Banuk): You can forge a bond with a creature or machine under the effect of Awash in Blue Song, permanently imprinting yourself as a friend to it, unless you deliberately attack it or imprint on another. They will attempt to follow your orders to the best of their abilities, and will attempt to follow you if no orders are given. Goat's Grace (100 CP): You never lose your footing, even when on the narrowest of ledges. You also possess an instinctive understanding of whether or not you could make a jump just by looking at it. Behemoth’s Strength (200 CP): You are unusually strong, capable of carrying and using weapons intended to be mounted on vehicles with ease. You also have a greater sense of balance, enough that combined with the strength increase, you can carry up to 20% more. Shadow Stepped (400 CP): When it comes to stealth you know exactly how to move to minimise any sound you make, how to kill without giving your target a chance to react, and where to hide that you won’t be seen. Aura of Authority (400 CP, Discounted for Drop-In): You know how to hold yourself such that you appear to belong. Those that don't know better will assume you have the proper authority to do what you wish, and even those who know who is supposed to be authorised will second-guess themselves. Alpha Registry Access (600 CP, Discounted for Drop-In): Wherever you are, it always seems like automated systems are mistaking you for someone of importance. Doors that would only open for high ranking officials gladly greet you, genetically restricted items function regardless. Whatever the cause, as long as a system isn’t run by a sapient and has user based restrictions, you always end up having some of the highest clearance. Items: Bulk Purchase (Variable CP, Undiscountable): You may purchase 8 or more of any one item at half the CP you would have to normally pay (discounts included). 500 Metal Shards (50 CP): Metal Shards are the most commonly traded item, and the closest to a true currency that exists. Your starting cache of shards increases by 500 for each purchase. Focus (100 CP): At its most basic, a Focus is an interactive holographic display projected directly to the user's eyes. It also features a host of learning, communication, and exploration programmes, and allows for custom programmes to be created on it. It can interface with nearby systems as long as they have remote access in some form. A Weapon of Choice (100 CP): You gain either a hunter’s bow, warbow, sharpshooter bow, tripcaster, blast sling, or war sling, plus the knowledge of how to craft ammo for it. The weapon is of the highest quality any bar the Banuk can craft. My Robot Horse (100 CP): A robotic mount that can be called on from your warehouse at will, usually either bovine or equine in form. It is completely loyal to you and your companions, and is unhackable. If destroyed, a new one will be constructed within a day. Cloak of the Beggar (200 CP, Discounted for Drop-In): It's just a tattered Cloak. However, when worn it seems like no-one sees you as more than a mild nuisance. You might get shooed away from places, but you won't be noticed or followed unless you actively bring attention to yourself. A Deadly Trophy (200 CP, Discounted for Carja): Torn from the (possibly still living) corpse of a machine, this weapon of the old world is deadly in its might. You get a heavy weapon of your choice, which regains ammo at a speed equal to half its fire rate. If you so wish, you may instead combine this weapon with one you already possess from a previous jump. A Banuk Special (300 CP): You’ve come into possession of a unique Banuk weapon, usually reserved for Weraks. What’s more, yours seems to have an endless supply of ammunition. Should you choose to, you may combine this with a weapon you already possess. Hacking Module (300 CP): When physically in contact with a machine, this module gives you limited access to it, allowing you to change its friend or foe descriptors, shut it down, or similar functions. Ranged Upgrade (100 CP): Unlike regular hacking modules, this one maintained the Corruptor's ability to infiltrate a system via projectile when attached to a ranged weapon. Minerva Upgrade (200 CP): Ordinarily a hacking module would require access codes to infiltrate more secured systems, however yours has an advanced cracking subroutine, allowing said codes to be generated via exposure to the target's encryptions. Be warned, the more advance the encryption, the longer it will take to crack. AI Shell (400 CP, Discounted for Oseram): A special shell designed to hold an AI within, this sphere is special in that its designed to capture any AI programme that comes within range of it, provided one is not already present in the shell. Shield-Weaver Armour (400 CP): Based on a prototype from the old world, this armour projects a forcefield that can withstand tremendous impact before having to recharge. Be warned though, as if the shield is completely diminished, it will take twice as long to recharge. If you so wish, this property can instead be imported onto an armour you already possess. Tallneck (400 CP): These large beasts of metal roam the lands unconcerned for what goes on around it, tagging the location of nearby systems it can detect and mapping the geography of the area. Now you have one that reports only to you. Any transmissions within its catchment radius are reported to you, along with a map of the area. When combined with any sort of display system, this can be used to form a map that can track nearby machines. The Embrace (400 CP, Discounted for Nora): You own a valley of plenty much akin to All-Mother’s Embrace, that will follow you into future jumps or, alternatively, attach to your warehouse. The Embrace offers a wide selection of game and plant life, but lacks the presence of a Cauldron or the associated machines. It is also absent of an inactive HORUS. Apollo’s Odyssey (600 CP): Supposedly destroyed by an antimatter explosion in orbit, somehow the Odyssey’s copy of Apollo has ended up in your possession. This cache of information contains all the knowledge the Old Ones were able to salvage before the collapse, and attaches to your warehouse, although is accessible through any connected device. Companions: You can have any number of active companions. Companions can’t take drawbacks (as restated later), purchase items, or have companions of their own. Mysterious Companion (Free): You may import any number of current companions with the drop-in origin. Import Companion (100 CP, bulk discount at 8+): You may import a current companion, granting them their choice of option, other than drop-in. They also get 300 CP to spend. Escort Companion (100 CP): Alternatively, you may have events conspire to put you on a path of cooperation with an existing character, although this offers no guarantee they will remain helpful if your goals are diametrically opposed. OC Companion (100 CP): Do not steal! Instead, here's 300 CP for your OC to spend. Companion CP: By paying any amount of CP, each of your companions gets the same amount to spend. Drawbacks: You may choose any number of drawbacks. Companions, however, can’t choose drawbacks, instead suffering the same drawbacks as you do. Twin World of Mondas (+0 CP): Choose any setting or jump limited to a single planet. That world now suffers the fate of the Faro Swarm, merging all the technologies and weapons. Somehow, however, the contents of Apollo’s Odyssey still only contains its normal cache of information. An Outcast, to be Shunned (+100 CP): You have a reputation, deserved or not, in your tribe of origin that led to you being marked as someone to be shunned. People from your tribe will be reluctant to interact with you at best, and outright refuse to acknowledge your existence at worst. Depending on the tribe, there may be ways to regain your honour, however. Enemy Within (+200 CP): Someone from your tribe has followed you. For whatever reason, they intend to either kill or enslave you. Enemy Unknown (+300 CP): For some reason, machines are just a bit more hostile with you than with others. Where a normal person might get a warning, a machine will attack you. Where a normal person might be driven from an area, you are doggedly pursued. Even normally peaceful machines are wary of you. SYSTEM THREAT DETECTED (+500 CP): For whatever reason, Hades has decided you're a major threat, and is seeking to eliminate you. Who’s Aloy? (+800 CP): The motherless child was cast down the mountain at birth, now it’s up to you and you alone to save the day. Of course, there’s also the small matter of the genetic locks on most old world technologies and locations.