So better than being a Jigsaw victim or spending the next week peeling apart Kamen Rider lore. It is currently just about turning a profit. The building itself is vast and ornate and stocks a wide range of goods. You inherit a historical department store. You inherit a large, extremely expensive and well furnished apartment in a good part of New York City. Does not run out of fuel or break down in normal use. (Default brand is Hershey's).Ī car of your choice that existed in the 60s. While this makes you a lot more likable generally it has a peculiar and particularly marked effect on businessmen who after meeting you would simply not consider working with one of your competitors.Īt the end of every jump you get a 60s style poster advertisement for the setting.Ī chocolate bar of a brand of your choice that appears at will in your pocket or hand. You are exceptionally charming and have a great knack for knowing exactly what will play well in what room. On top of generally getting treated a little better you find that as a result you can bend the rules or act out with little risk of chastisement. You give the vague impression as being very difficult to replace in any place of work or group you find yourself in. Why, you could get to the Rolling Stones early enough to have them selling Rice Crispies. When you see something like this you become firm in the knowledge of something's huge success. Through a combination of insight and good fortune you have an uncanny ability to discover things that are going to be massively successful. Can be bought repeatedly at a discount for skill in more disciplines. You also find that this gift can be turned seamlessly (and at great profit) to selling things to people. Whether in the field of music, art, film or writing you are exceptionally gifted and can craft truly memorable works. So how does this sound as a challenge-related house rule? And some may be promised to become a jumper if they can prove to be a relevant challenge to my jumper self.Īnd finally, all house rules that affect my jumper self also affect them so for instance they will also be limited to the peak power of a jump and have to train up all their powers including the ones they copied from my jumper self. Some may want a non-violent rival that can actually match and challenge them. Some may believe my jumper self is evil and needs to be stopped. And not every enemy/rival wants to kill my jumper self and their motivations can be varied. These enemies/rivals will follow my jumper from jump to jump and if my jumper self manages to kill them (Or they decide to stay in a jump/give up) their spot will be filled by another randomly created enemy/rival come the next jump. For example, if an enemy/rival in the Boss Squad picks a fire archetype they can get a random selection of some of my jumper self's fire-related and teamwork/cooperation-related perks and items.
They have one intrinsic archetypeĪnd one, or if they're a Lonewolf two, they can choose. The enemy/rival types also get archetypes that determine what random perks and items of my jumper self they get to start off with as well as giving them discounts on perks and items (and possibly companions) related to their archetype. * Warlords- Enemies/Rivals who start at the head of at minimum 100 "normal" people. * Boss Squads-Enemies/Rivals who start in teams ranging from three to six * Lone Wolfs-Enemies/Rivals who start alone These enemies/rivals slots can be filled by three different types of enemies/rivals which are It would work like a modified version of the Foil Complication from the Alt-Chain doc, but instead of getting an enemy/rival per companion, they'd get a single enemy/rival slot per jump. Ok, so I'd like some advice on a house rule I'm thinking of adding to my chain to help with keeping it challenging.