Shadows of the Limelight JumpChain.pdf

Shadows of the Limelight JumpChain.pdf - Shadows of the...

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Shadows of the Limelight Welcome, jumper, to a world where stories carry influence, and the pursuit of fame is indistinguishable from the pursuit of power. At the peaks of the world, the Illustrati hold sway, those for whom recognition has granted supernatural abilities. In their employ are an army of bards and troubadours, who regale every bar, inn and stage with tales of their exploits. And in the shadows are those who would see the balance of power shift from an elite few to the unsung many. You will start in Gennaro, one year before the barely-known Dominic de Luca strikes a lethal blow against the infamous Zerstor. Here's 1000 CP: spend it carefully, because you’ll be spending ten years here. Backgrounds: Drop-In: No memories, no fame. You receive 100 CP to compensate your initial lack of renown. Runner: Every city has its tasks for the quick. Perhaps you deliver packages, whether legal or not. Maybe you ensure messages reach the right ears. Either way, you're also a seasoned participant in the Rooftop Races, and as a consequence are quite well-known to the local excitement seekers. Bard: This is a world where stories hold sway, and those who tell the stories hold a power of their own. You find yourself among their number, spreading songs and poems of the Illustrati of the world. Illustrati (200 cp): You are one of the elites of society. One way or another, you built your way into becoming famous throughout the country, or possibly the world, and wield your powers full-time.
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Domain The exact nature of a domain is subject to much debate among the scholars of the world. However, the basics are well known. All people of this world, including you, gain power by gaining fame. A complete unknown would not benefit from their domain. A person of some repute would gain the strength to leap ten feet in a single bound, as well as weakened versions of their domain's effects. Somebody known across the country might wield incredible physical abilities, as well as the full power of their domain, and further fame might allow you to surpass even those limits. Practice will enhance your control over your abilities, but not their strength. Roll 2d8 for your domain from the list below, or pay 50 cp to choose. Your abilities are only empowered by your fame from the jump you're currently in. Should you gain a Spark, this restriction is removed, and you benefit from your fame across all worlds. All domains grant immunity to harm from themselves, so long as the source of harm is equal to or weaker than your domain, as well as a natural intuition for the domain's use. The listed abilities are not the limit of your powers; other uses can be found for a given domain. They are there to give an example of what to expect. 2: Fire. Also known as the domain of flame, or combustion, or even ignition. You can detect nearby flame, and are not blinded by its light. In addition, you can manipulate it, weaken or strengthen it, and conjure it from yourself. A simple, but versatile domain.
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  • Fall '13
  • ProfessorChampolllion
  • Debut albums, The Domain, Sydney, The Fame, Illustrati

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