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Kuromukuro

You have arrived in the world of Kuromukuro to stay for 10 years. This world takes place in present-day Japan where aliens first arrived 450 years ago and have now returned with a renewed invasion. In the past 60 years, alien artifacts have been discovered and studied at the Kurobe Dam facility. These artifacts can awaken an ancient samurai warrior to pilot giant robots to defend against the invading aliens. You must choose your origin story and role in this world as you get involved in the coming events.

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0% found this document useful (0 votes)
1K views43 pages

Kuromukuro

You have arrived in the world of Kuromukuro to stay for 10 years. This world takes place in present-day Japan where aliens first arrived 450 years ago and have now returned with a renewed invasion. In the past 60 years, alien artifacts have been discovered and studied at the Kurobe Dam facility. These artifacts can awaken an ancient samurai warrior to pilot giant robots to defend against the invading aliens. You must choose your origin story and role in this world as you get involved in the coming events.

Uploaded by

Ziggurath
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Kuromukuro Jumpchain

Version 1.0.1
Sometime over 450 years ago aliens arrived on Earth. The small force was
repulsed and driven away, but since then in the mountains of the Toyama and Nagano
Prefectures of Japan there have been legends of oni.

60 years ago during the construction of Kurobe dam a pair of artifacts were
discovered. In the years that have followed Kurobe dam has become a center for UN
study and research of these alien artifacts and their replication in the form of the GAUS
units which use the Gravity Attenuated Upright Shell to allow for 20 meter robots to
move and fight almost like human beings.

In the present day a new force of alien soldiers from the same planet as previously
have arrived in orbit above the Earth to begin a renewed assault and an attempt at total
conquest of the planet below. And in the U.N. Kurobe Laboratory the ancient artifacts are
about to awaken and with them the ancient samurai warrior who serves as their pilot.

You will be arriving here as the events of the first episode begin, and grongols
launch from the efi dorg mothership. You will be staying here for 10 years. To help you
with your time in this world you will receive these…

+1000 Choice Points


Good luck and good jumping.
Origins:
What will you be and what will your role in the world be? Each of these origins,
with the possible exception of ancient samurai, will grant you a history in this world with
connections good or ill within it. Each of these will also grant you discounts on the perks
and items associated with the Origin in question.

Ancient Samurai: You’re not quite from around these parts. You have existed, either in
the shadows of the world remaining hidden and unseen, or in some sort of stasis since the
Sengoku period and the initial invasion of the ogres all those centuries ago. If you’d
prefer you can forgo your - possibly hazy - memories of the distant past and be a simple
drop-in, appearing without explanation, memories, or any connections in this world.

Highschool Student: You are one of the students at Tateyama International High School.
There’s a high probability that at least one of your parents works at Kurobe lab in some
manner. Still you are an ordinary youth who is only as connected to the upcoming events
as you make yourself be.

Kurobe Labs: You are employed by the United Nations at Kurobe Laboratory in some
manner. Maybe you’re one of the researchers, part of Major Graham’s command staff, a
(back up) GAUS pilot, a guard, or even just a construction worker helping with the
digging up of the new, 3rd artifact.

Border Patrol: You are part of the Efi Dorg GezonReko Company, and a new Border
Patrol officer among those on their mothership. You have been implanted with the false
memories common to Efi Dorg soldiers, including the mental blocks that prevent them
from seeing prohibited areas, but you are aware that these memories are false, and they
will not influence your personality or behavior; taking this background does not render
you automatically brainwashed.

Location:
Unless you are a member of the Border Patrol you begin in the Toyama region of
Japan, near the Kurobe dam, potentially at the Kurobe Laboratory. If you are a member of
the Border Patrol you begin on the Efi Dorg mothership above Earth.
Age and Gender:
As a Drop-In you are whatever age you were previously. As a Highschool Student
you are of course 16 to 18 years old. As a (non drop-in) Ancient Samurai, Kurobe Labs
staff, or Border Patrol officer you are (physically) at least 16 years old.
Perks:
The 100 CP perk associated with an origin is free if you have that origin, other
perks associated with the origin are 50% if you have that origin. No discounts on general
perks.

Basic Training (50 CP): You have the basic training expected of a modern soldier. This
comes with the basic physique to be able to successfully complete expected training. This
doesn’t come with battlefield experience, though it does come with the training to pilot a
geoframe.

Cosplay Culture (100 CP): You find it much easier to pass by with minimal attention
despite having a non-human form and appearance. Not because people just don’t notice
or ignore it and accept you despite it, but because Japan’s cosplay culture seems to be
exported with you to new worlds. When you arrive in them you will find that there is
already a small, but publicly known and recognizable, portion of the populace that
believes in dressing up in realistic costumes as all sorts of fantastic creatures and
characters. To go along with this, people have an uncanny tendency to assume your more
fantastic outfits or forms are merely examples of this art. They might question why
you’re doing this where you’re doing this, it does have some limits (a 300 meter tall kaiju
is not just a normal person in a suit), and once your form is publicly known to be a real
thing it’ll be a fair bit less effective, but you can get by with a lot as just a costume.

I Love to See Their Pleading Eyes (100 CP): You’re a twisted, psychotic asshole. Or at
least you can act like one. You know how to speak, move, and give the impression that
you are a murderous sociopath, or at least willing to become one if pushed. This won’t
actually remove your conscience or emotions, but you can easily slip into a persona
where your words and mannerism don’t show it, giving you an immaculate poker face
when it comes to threatening violence or worse against people.

This same deceptive nature seems to come up in interrogations and questioning, helping
you to give answers that sow seeds of doubt in your enemies. You don’t magically know
what precisely is the best thing to say, but you have a good idea for what might be good
things to say to drive wedges between your enemies.

Masseuse (100 CP) You are an expert masseuse, your massages both extremely
pleasurable and effective. A massage from you seems to remove the built up stress in
muscle and aid in recovery, helping muscles to recover from strain at several times their
regular rate, and free the recipient of the bodily stress that had built up in their muscles.
They might not notice this if exhausted until they’ve rested but this will help their sleep
be peaceful and re-invigorating.

I Have a Degree in All of Them (200 CP): You seem to possess the credentials, and
skills, needed to be a high school teacher. This applies to all fields that are commonly
taught in high school, and as such does come with a fairly comprehensive knowledge,
and a degree, in fields such as math, biology, physics, sociology, history, language arts,
and more.

If you also purchased Drill Sergeant you will now find that you can teach any skill at a
greatly accelerated rate as long as your teaching is strict, harsh, and grueling.

Mecha Kenjutsu (200 CP): You know there’s a lot of differences between piloting a
mech that uses a sword, and using one yourself. And yet people seem to be instantly able
to translate their weapon skills to their geoframes. It’d not be fair to leave you out of the
party. You now possess the ability to translate any physical skills you possess to the
working of a giant mech. Of course this is limited by its body type - if your mech doesn’t
have legs it’ll throw off your footwork - but in a humanoid mecha you could make full
use of your sword skills without difficulty, or your acrobatics. If you know how to make
your body do it, you can make your mech do it just at giant robot scale. You’ll still need
to learn the controls, but once you do you’ll have no problem replicating your sword
skills with a mech - assuming it has the range of motion necessary - despite it being
controlled by levers and having massively different reach, center of balance, and (even
proportionate to its side) speed of movements.

Wearer (200 CP): You have had medical nanomachines installed into your body. These
nanomachines grant you impressive recuperative powers. This gives you a relatively low
end healing factor; your wounds won’t be closing in the middle of combat, and while this
would help you recover from a clean stab through your stomach at substantially increased
speed you’d probably still want medical attention, and could still push yourself to
blacking out by fighting in a mecha battle with such a wound. Still your wounds heal
many times faster than humans, fast enough to recover from such a wound in a day, and it
gives you massively increased resistance to diseases and contaminants, and renders you
effectively biologically immortal as it will keep your cells from degrading with age and
counter the general effects of aging.

Falling Into the Cockpit (300 CP): While Yukina didn’t literally fall into the cube, she
was very much coincidentally at the right place at the right time with the right activation
credentials. Now you find that you have a similar luck, pulling you in towards the
vortices of fate or circumstance where the course of the world may change. Or in simple
terms you have a tendency to find yourself arriving at where important events will
happen. This doesn’t make them happen, and it won’t move where they would happen,
but it increases the probability that you will be there. Maybe your mom forgets her phone
and you have to go to the lab to deliver it to her on the very day the lab is about to be
attacked activating the ancient robot it is researching, maybe you get lost on your way to
hot springs leading you to an abandoned hot spring where the enemy is about to recover
their own wounded soldier, or maybe you find a great deal for a vacation to a city the day
before a major invasion attacks it from space. This can be toggled on or off if you don’t
want to be running into key events.

There is No Way That It Could Be a Lie (300 CP): Kennosuke’s memories were never
actually altered, but it was teased at and the efi dorg do have that technology. While you
can still forget things, or even have your memories damaged, your memories are immune
to fabrication, as you will instantly recognize a false memory for the lie it is.

And more actually like Kennosuke, when you have forgotten something or your memory
has been damaged - say because you were half-dead in a healing pod during the events -
it will be easy for you to regain your memory of an event as long as some foggy portion
remains by being confronted with the events. You’ll even be able to tell that these are true
memories and not your brain constructing false ones to fill in the blank.

If taken with Guardian of the Centuries your memories can no longer be wholly erased
and will always be able to return with time, and quickly if something would remind you
of them.
Ancient Samurai Perks
Tall, Dark, and Handsome (100 CP): Well you don’t have to be tall if you don’t want to
be, but you are good looking. You have the sort of appearance to appeal to girls (or boys
if you prefer), in an aesthetic of your choice, though you will find beyond general
attractiveness this makes you able to develop a tan with the smallest effort and ensures
you don’t sunburn easily, as well as helping make sure that when you’re injured you can
develop an attractive battle scar and won’t develop twisted or ugly scars, and can still
develop scars if you want to even if you possess superhuman healing abilities. If you
don’t want scars or to tan you can choose to turn those aspects off.

This also helps you carry yourself with a cool demeanor. It might be the way you carry
yourself, or the tone of your voice, but you could come off as cool even if you were
speaking in an archaic and overly formal pattern of speech, or doing a mostly naked
traditional folk dance (though with your looks mostly naked might help you come off as
cool).

Samurai Warrior (200 CP): You possess an incredible physique and combat skills to
match. Feats of acrobatics, in and out of combat, come easy to you, and your sword skills
make you an absolute expert in the field, and even unarmed you’re more than a match for
2 or 3 soldiers in close quarters combats, or at least able to lay them on their asses long
enough to get yourself and a prisoner away. It’d even be possible to throw your sword
into the target at a firing range. This same physical fitness and combat ability includes a
certain level of ability to push through pain and injury; it won’t stop a sword through the
gut from knocking you out, or make fighting in a mech with one a good idea, but you
could push through the pain longer than a normal person.

You find this physique and combat skill, and really any physical fitness or fighting skills
you come to obtain, is easy to maintain needing at most a small amount of semi-regular
practice and exercise, and easy to regain if lost.

Guardian of Centuries (400 CP): 450 years with only a machine, incapable of speech
and built as a low level recon drone for company for all but a few weeks or months,
stranded on a world that sees you as a monster and who you must hide your existence
from. You could handle it. You seem to possess a mind adapted to the years and ages far
better than any (normal) human. Your patience is immense, and loneliness may gnaw at
you, but it cannot break you nor your mind. In addition to that your memories do not
seem to fade, even after 450 years you could remember the exact layout of a ship you
spent one short voyage on, and neither do you skills or knowledge; 450 years alone
would not make you forget how to behave politely in company with another, nor would
you forget the advanced scientific knowledge stolen from those who invaded you.

Warrior for the Future (600 CP): Almost as important as Kennosuke’s ability to pilot
the Kuromukuro, was his ability to inspire others. You seem to be a source of light and
hope, your presence seeming to raise the morale of others around you. People have more
hope when they know you’re standing and fighting beside them, and even
non-combatants who know you can have faith that impossible odds will be overcome
when you are fighting for them. This isn’t just about hope in battle, though. Even on a
vacation you seem to brighten and lift everyone’s spirits, especially if you are excited and
joining into things yourself.

Your beacon-like presence also helps you to win the trust of others. People just can’t help
but have faith in you, even your enemies finding it hard to distrust you. This spell will be
broken if you prove yourself to be untrustworthy, but when you save and help others this
will be intensified. This will help you make friends of former foes, as long as you treat
them like friends in the making; save an enemy’s life and you may find that you now
have someone who’d much rather be your friend than enemy, and help them again and
you might have a brainwashed clone-soldier turning on everything they know to help
you.
Ordinary Student Perks
Hobby (100 CP): You have one which you know a lot about for a highschool student.
You know the ins and outs of its subculture, and how to actually do a pretty good job in
the field, as if you’d been working in it for several years. You’ll also find you’re also
pretty talented at it. For something like cosplay you’d know how to get attention, how to
make costumes, and have a flair for poses and and how to make yourself look good in
costume; maybe even a talent for acting. Maybe you prefer streaming, and know the ins
and outs of getting views, what cameras to use, and how to get a good shot from an angle
no one else will have. A future screen writer might have an idea how to stir up a media
frenzy with a few believable if not completely true tips, due to knowing what would
make a good story and be believable. Maybe you’ve got a knack for cooking, and could
make food good enough to potentially pass for being the work of a professional chef. Or
maybe you’ve got an interest in geology a lot about geology for a highschool student,
enough to put most geology majors to shame and make getting a PhD just a matter of
researching an appropriate topic for a dissertation. Whatever field it is, you could easily
go professional in it, assuming it's a hobby people are willing to pay for.

You may purchase this perk multiple times. Additional purchases are discounted for
everyone but not free for anyone.

Battle Navigator (200 CP): Battle is hectic and stressful. Even if you’re just a passenger
in a robot that’s fighting, it’s a stressful experience, and it’s easy to get distracted by the
chaos and miss things. Despite that you’re good at noting details, and patterns in fights.
This works best when you’re directly involved but not actively fighting yourself, standing
in the eye of the storm and finding meaning in the chaos, but even if you’re fighting
directly this will increase how observant you are in a fight. You might not be a trained
samurai, or even a soldier, but you are far from useless in a fight, and your observations
can turn the tides of battle. You won’t just be a damsel-in-distress to be saved.

Flower of Love (400 CP): Not everyone who fights alongside each other has a wonderful
relationship. You, though, seem to develop a pretty good one with those who you fight
beside. Those who fight on your side will grow to like you faster than they normally
would, even the brash and abrasive asshole that starts out considering you a useless load,
is likely to develop a soft spot for you after a few months and a few sorties together, and
the elite pilot who considers you are insufferable idiot may come to treat you as a friend
whose happiness is worth risking the wrath of the entire world for. This is not limited to
friendship of course, and you may find those you fight as allies to become interested in
having you as lover or wife. This effect is stronger the more closely you fight together; if
you’re a general on the backlines it won’t affect the frontline troops at all, and probably
have only a limited on your staff, but if you’re fighting on the front lines along with a
small squad you can expect the above, and if you’re fighting as a direct partner with
someone else truly side by side you can expect it to be several times faster and love to be
very likely (if you desire it).

Pilot Authorization (600 CP): You seem to be able to pass biometric scans with truly
unusual ease. And it’s not just biometric scans. When an object is made to be locked or
inaccessible to all but the rightful, or proper user you can use it too. This also applies to
when they are only usable by certain phenotypes, ethnicities, or species; it won’t fool
supernatural morality tests, but where you can count as them by genetics you’ll be fine.

You also have an unusual ability to use advanced technology you don’t actually
understand. You seem to hit the right buttons, click the right things, or hit the right
switches. This won’t guarantee it does what you want, but you will usually get some
positive result and you’re much less likely to break something by accident or cause an
explosion.
Kurobe Labs Perks
Squad Tactics and Cooperation (100 CP): You understand how to cooperate with
others and work as part of a team. You understand how to divide responsibilities, and in a
fight you understand how to watch each others’ backs, and how to incorporate new allies
into the team with minimal disruption even in the heat of battle. This also helps you to
understand how to capitalize on the gaps created when facing opponents who are not used
to fighting as a team.

We Don’t Have Time for the Runaround (200 CP): Bureaucracies are useful, and even
vital, but sometimes all their red tape gets in the way, keeping you from doing what needs
to be done when it needs to be done. You’re good at navigating bureaucracies, though,
able to recognize fairly well what purpose the red tape serves, when and how you can cut
through it, and when it’s better to ask for forgiveness than wait for permission. You also
find that as long as what you did was in the organization’s favor people are far less likely
to punish you for unauthorized action, and when they do the punishments tend to be
lighter than they otherwise would be. The more the situation was an emergency for the
organization the more this applies; release a prisoner of uncertain providence to pilot the
super robot and save the world and you’ll probably not even get a slap on the wrist, but if
you break out the known enemy combatant through sabotaging your employers for a
personal mission to rescue your daughter even if it all goes well and ends up being
beneficial to everyone you’re still probably being fired, though with this you might still
be allowed on the premises to instruct your replacement instead of thrown in a secret
prison for breaching top level world security in such a flagrant manner.

Drill Sergeant (400 CP): You excel at teaching others combat skills and whipping them
into proper physical shape. It might not be easy, and it might leave them with nightmares,
but you could take a subaverage high school student and turn them into a skilled
combatant with the physique to match in about 5 weeks. They won’t be matching
veterans special forces, but they’ll be a whole lot better than an average soldier fresh out
of bootcamp, and if you had longer to teach them you could train someone to be a
premier member of special forces, as your students not only learn and improve several
times faster than they should, but they seem to grow more talented in the field the longer
you teach them; this can’t make them more talented than you yourself though. This perk
only applies to physical and fighting skills, it won’t help you teach people skills, arts,
intellectual pursuits, STEM fields, etc, and it also only applies when your training is
harsh and grueling.
If you also have Samurai Warrior or Guardian of Centuries your students will find
that their physical fitness and combat skills are easier to maintain or regain up to the level
you taught them, not quite up to what your perk grants you, but still easier than it
normally would be.

Adaptive Tactics (600 CP): If there’s one thing that humanity has over the Border Patrol
officers of the Efi Dorg it’s the ability to adapt. Confronted with enemies immune to
ranged weapons it didn’t take them long to figure out how to change their armaments,
and fighting tactics to deal with such enemies. Whether you’re human or part of the
invasion fleet you now possess this ability. When faced with enemies that use strange
powers or abilities, or simple raw superiority, that negate or protect them from your main
tactics, strategies, or weaponry you are quick to think of how to work around these
defenses, and to change your tactics, strategies, and weaponry to circumvent your
enemy’s advantages over you. Whether this is learning how to fight in a new and
different style than you were trained, coming up with new tactics, or even physically
modifying your equipment, you are capable of quickly adapting to negate your enemy’s
advantages over you.
Border Patrol Perks
Doppelganger (100 CP): At the start of each jump, you may choose an individual in that
jump to resemble closely enough to be their clone. Your appearance will not truly be
completely identical, there may be some differences due to environmental factors, but
you could easily pass for them barring some form of physical maiming. This also ensures
that your DNA will read as identical to theirs while in your default form for the jump.

Samurai Warrior (200 CP): You possess an incredible physique and combat skills to
match. Feats of acrobatics, in and out of combat, come easy to you, and your sword skills
make you an absolute expert in the field, and even unarmed you’re more than a match for
2 or 3 soldiers in close quarters combats, or at least able to lay them on their asses long
enough to get yourself and a prisoner away. It’d even be possible to throw your sword
into the target at a firing range. This same physical fitness and combat ability includes a
certain level of ability to push through pain and injury; it won’t stop a sword through the
gut from knocking you out, or make fighting in a mech with one a good idea, but you
could push through the pain longer than a normal person.

You find this physique and combat skill, and really any physical fitness or fighting skills
you come to obtain, is easy to maintain needing at most a small amount of semi-regular
practice and exercise, and easy to regain if lost.

Body Adaptation (400 CP): Despite their focus on swordsmanship in and out of their
mechs the efi dorg grongols rarely actually follow the human body plan. Of course aliens
have no need to do so. Now you will find that you are easily able to adapt to non-human
forms. For mechs this means being able to apply your skills for piloting one type of mech
easily to one with even a very different body plan; if the control schemes are different
that’s a different issue entirely, but you can quickly learn how to adapt to a different
model or make of mech, and the differences of its physical form, and adapt your
movement and fighting skills. And as Jumpers are typically shape shifters, you’ll find this
applies to your new bodies too if you should change them. Just because you - or your
mech - suddenly grew 4 legs that won’t put you off from using your sword fighting
techniques, or performing acrobatics, instead you’ll quickly learn how to incorporate the
additional legs into them to a useful and positive effect, similarly if you suddenly grew
additional arms you could quickly learn to use them all in combat without them
interfering with each other. Turn into a dragon, and you’ll be easily figuring out how to
make use of your jousting techniques in that form, and if your mech just happens to
suddenly gain wings you’ll be able to quickly figure out how to sword fight in three
dimensions instead of just two.
If taken with Mecha Kenjutsu this will of course allow you to apply your physical skills
and fighting styles to non-humanoid mechs.

Kunoichi (600 CP): You are an expert infiltrator. You could slip through a highly
guarded military base unseen, at least long enough to get past the initial perimeter and
walls, though you might eventually need to steal a uniform and a security pass, or live as
a hunter gatherer on a mountain overlooking a city for centuries with only a few sightings
over the years and one or two blurry pictures. Which might be enough as you seem to
know how to move to make people not question your presence, and to keep people from
getting a full look at your face, or the bloodstains you’re hiding, without it being obvious
and suspicious. And this stealth is at its best when disappearing or escaping pursuit, even
a towering ogre able to vanish in the streets of a modern city from squads of security
forces chasing them like morning mist fading in the heat of day.

Of course such stealth is not purely skill. It seems to be luck as well. Infiltrating a town in
the night you might literally meet no one, and small gaps in patrol patterns, or people
being called to and distracted seem to fall in your path aiding your infiltration.

And since this is a mecha show, these skills seem to apply extremely well to mechs, as
you are adept at making a 20 meter tall - or even 30 meter tall - robot manage to lose
pursuers and tracking, or even disappearing amidst city buildings in the middle of a fight.
Having stealth systems might help with that, but even then being able to get away long
enough to activate them takes some doing.
Items:
The first copy of each 100 CP item associated with an origin is free if you have
that origin, other items (or additional copies of the 100 CP item(s)) associated with the
origin are 50% if you have that origin. No discounts on general items.

You may purchase multiple copies of items. You may import similar items into
those you purchase here merging them together, or even combine similar items purchased
here.

Cosplay Collection (50 CP): This is a wardrobe, or dresser, full of cosplay costumes.
The exact contents seem to change from time to time They have a fairly decent range
including examples such as: simple dress up and pretend costumes, like nurse or police
uniforms of the sort that a cosplayer would wear more than a legitimate nurse of police
uniform; generic off-brand fictional character outfits, such as fantasy warrior costumes or
plate mail bikinis; or even costumes designed to resemble specific fictional characters
from this reality, or others you visit.

Life Indicator (50 CP): This is a small pendant which can be connected to the life of a
single individual. Since you’re probably not extracting nanomachines from people, we’ll
let you connect it simply by touching it to an individual and willing it. While connected
to an individual the pendant will produce a faint red light for as long as they are alive.
This light will go out if they should die. At the end of each jump the connection will be
severed allowing you to connect it to a new individual in the next jump.

Loincloth (50 CP): This is a traditional Japanese loincloth. It is also the most
comfortable underwear you will find. It is otherwise a rather plain piece of clothing.

Pet Cactus (50 CP): This is an old, weaponless two legged efi dorg scout unit. Looking
something like a robotic emu or ostrich, about the height of a human. It doesn’t really
seem to do much, but follows your vocal commands to the best of its limited artificial
intelligence. It can’t speak, but give it long enough and you’ll swear you can understand
it, though that might just be the result of too much isolation.

Small White Furred Creature (50 CP): This is a small, white furred animal, probably a
ferret, and definitely ferret like. It is rather smart for a ferret, and very affectionate, but
mostly mundane. However it seems to have a good idea on if you are hurt or dying, as it
will begin to grow anxious and panicked and attempt to rush to your side when you are.
Streaming Gear (50 CP): This is a high quality video camera. It seems to have infinite
memory and storage, and will automatically back up its recordings on a memory drive in
your warehouse.

The Love of Your Life (50 CP): This is an ordinary military handgun except that it
seems to possess infinite ammunition as it never seems to run out when you’re using it.

GAUS Transport Trucks (100 CP): This is a pair of two trucks designed for the
transport of geoframe parts. They are capable of being connected together so that they
can be driven as a single unit, and carry full formed geoframes. Closing the roads to get it
through is up to you, but they can transport giant robots.

These trucks are self-maintaining, repairing, and refueling, and will replace themselves if
they are destroyed.

Secret Hot Spring (100 CP): This is a cottage positioned near a sheltered and secluded
hot spring. By default they will appear in an out of the way, and usually mountainous,
region and with a noticeable but not excessive walk between them. The buildings seem to
maintain themselves, and the spring will remain nice, clean, and clear regardless of the
environment around it. The path and area is also guaranteed to be bear free.

Cacti (200 CP): Standing at 3.8 meters tall each, these are low level drone mechs used by
the efi dorg roughly analogous to the dwarfs used by humanity. They lack gravity or
inertia control technology, and can be destroyed by anti-tank weaponry but possess
oscillating blades built into each of their arms, and are capable of capturing targets and
containing them in bio-conveyance capsules which place them into a sort of suspended
animation while within. They are capable of hiding, and ambush tactics without outside
guidance acting on their programming and internal AI. You gain 20 cactus units with this
purchase, and can replace any number of them with the smaller, unarmed blue units used
for scouting.

If any are destroyed, 1 cactus will be replaced each week. Additional purchases (which
are discounted) double your number of cactus units for each purchase (2 purchases would
give you 40, 3 would give you 80, 4 would give 160, etc) and will double how many
units repair/replace themselves each week. If bought with a Mothership, the number of
cactus units (and number which repair each week) is increased by an order of magnitude
(i.e. 200, 400 with 2 purchases, etc). If you also purchased a Subdermal Chip, Alien
Armor, Mothership, Horse, Crow, Tablet, Research Institute, or any form of
Geoframe it will include the necessary technology to send new orders and commands to
these cactus units through wireless means.
Pivot Stone (400 CP): Unfortunately, or maybe fortunately, this doesn’t connect to the
efi dorg network. Instead it seems to connect to your warehouse, or any other personal
dimensions which you have purchased for CP. This device, substantially larger than a
grongol, can be used to create a massive portal - at maximum size large enough to move
multiple kilometer long and wide motherships - to the specified space allowing for two
way movement of forces between them. Such a portal requires a fair bit of energy, but it
can absorb that energy from ambient heat, lowering temperatures around it by a fair bit
while charging. The stone is also not self-repairing or self-maintaining except that it will
be fully repaired at the start of each jump.

You get blueprints to make more such stones. While these won’t connect directly to other
dimensions you possess (or your warehouse), they will be able to connect to each other to
form wormholes to connect distant points.

Mothership (600 CP): Slightly more than 1000 meters tall, and 1000 meters in diameter
with a chandelier-like design of spurs coming off the center like spokes of a wheel. This
mothership contains many examples of efi dorg technology with tractor beams capable of
retrieving grongols from the ground, facilities for memory implantation and cloning,
gravitational shields and the ability to launch spikes which generate a forcefield
impenetrable to everything but certain wavelengths of visible light, and a gravitational
starship drive capable of relativistic speeds approaching light speed. This mothership can
be used to spearhead the invasion of a world, and for its small crew - only 7 individuals -
could hold many many more.

Efi Dorg Memory Stick (1000 CP): This is a simple flash drive, usb, sd card, or other
form of data storage device of your choice which contains efi dorg engineering blueprints
and technological designs. While it does not include details on the physics and science
behind them, this is far more complete than Zell’s knowledge given to Earth, and contains
instructions on how to build any and all efi dorg technology shown in the show and
potentially more unshown devices. This includes a wide variety of gravity manipulation
devices, advanced nanotechnology, the creation of spider-like robots that can control
brains by crawling in through ears, wide scale cloning, memory fabrication and
implantation, and who knows what they possess in technology not directly utilized for
planetary invasion. This also ensures that devices built from these schematics will still
function in future jumps.
Ancient Samurai Items
Nanotech Sword (100 CP): This is a sword built from alien technology. Made from the
same superstrong alloy as the efi dorg use for their grongols and armor, nanotechnology
is laced throughout it allowing it to slowly convert other materials to repair itself if
damaged. In addition it uses vibrational shifting technology to increase its cutting force
significantly. These combine to allow it to cut through most earthly metals with ease -
one could throw it point first and have it sink almost up to its hilt - and even slice through
the limbs of cacti and damage the armor of efi dorg warriors and their grongols, though
those are made of the same material hardened and thickened as armor so it will not be
easy.

Horse (200 CP): This 3m cube is capable of unfolding into a form that is very vaguely
reminiscent of a giant horse. Really it looks more like a large flying convertible, and it
functions like a flying convertible as well, though it is only designed with 2 seats and
despite its larger bulk doesn’t particularly have the sitting area for more. Made of the
same nanotech as other efi dorg tech it is capable of self-repair, when in cube shape
cannot be forcibly opened without destroying it by any Earth technology, is faster and
more maneuverable than a helicopter, and it seems to require no external power source. It
possesses some level of auto-pilot enough to fly itself to you if you call it, and to fly
where you designate - at least within its coordinates - but except to come to you it will
not fly unmanned, and will resist being piloted by others than yourself and any of your
Companions you designate. This horse will come to you when you call it regardless of
the distance, taking only a minute to reach you regardless of its distance from you (even
between dimensions) as long as no one is actively restraining or blocking it; its attempts
to get past interference are limited to merely the horse’s normal movement capabilities.
At the start of each jump you may choose a piloted mech you possess and have this horse
replace/double as its cockpit; this may affect the size of the horse.

Crow (400 CP): While arguably a mech all its own, the crow seems to be designed as
more of a support unit. Little more than a winged gravity propulsion unit with a one-man
cockpit, it does possess a pair of arms for use in grabbing onto and attaching itself to
another mech, as well as a tail. The tail is actually an oscillating blade in the form of a
long spear with a cross-shaped head. The crow is capable of lifting another mech for
aerial combat, allowing it to fly and function in 3 dimensions while remaining in an
upright humanoid posture. It is powerful enough to escape the atmosphere, and is capable
of quickly ascending above the clouds. The crow can be piloted, or it can be controlled
from the attached mech, and even called to the mech by remote, piloting to it and
attaching; it is not programmed for other autonomous actions besides ‘fly to’ and ‘attach
to’ its linked mech. At the start of each jump you may choose a mech you possess to have
the crow be linked to. Its size will adjust to match the linked mech if it is significantly
larger or smaller than an approximately 20 m grongol.
Ordinary Student Items
School Uniform (100 CP): This is an ordinary, (Japanese) high school uniform. You will
find that people seem to consider it appropriate clothing for you in almost any situation;
they might not consider it the ideal one, but whether you’re going to a high class gala,
relaxing with friends, or traveling through time in some sort of feudal fairy tale people
will not find it odd or scandalous. This school uniform is also alway flattering on you,
again it might not be the ideal outfit to make you look your best, but it will always look
good on you and seem to make you appear cuter than normal.

Amasan Prime Subscription (200 CP): You seem to have a terminal in your Warehouse,
or a property of your choice if you lack a Warehouse, which can access and order goods
from Amasan.com. These goods will appear by the terminal after a time which would be
normal for an Amazon delivery. The terminal will automatically convert local currency
into the appropriate currency for ordering from Amasan.com. This will, unfortunately be
Amasan.com as it was at the start of this series, and so you will not be able to order any
technology you introduce, or which is developed from the efi dorg invasion.

Tablet (400 CP): This is a simple tablet computer. It’s not particularly high power, more
the sort of thing that might be given to an elementary school student. But it does not seem
to actually use any power to keep it on (though it cannot provide more charge than its
battery has), and always seems to be able to access the internet. This can be any version
of the internet it has ever accessed, though the versions from past worlds will be locked
in as read only, leaving you unable to upload information onto them and never changing
from the time you left that world.

If bought with Amasan Prime Subscription you can order goods from online stores
from any of these worlds and have them delivered to you in approximately the time it’d
normally take for ordering from said store in the relevant world. You will not be able to
order sapient beings this way (including self-aware AIs), even if you have visited worlds
where such things are easily available through online shopping.
Kurobe Labs Items
Piloting Suit (100 CP): This is a lightly armored suit made for piloting a vehicle that
moves with high acceleration. The interior lining is shock absorbent, working to cushion
and support the wearer, and the exterior is made from a stab-proof carbon nanofiber
material. While this isn’t enough to make piloting a mecha moving at high speeds -
significantly faster than a human to scale - safe while you have a half-closed stab wound
through the gut it can make the difference between it being lethal and merely painfully
bad for you. Better yet it seems to never hamper your movements and to be unusually
comfortable, and will repair damage it receives overnight.

Helicopter Phone (200 CP): This cell phone isn’t really a cell phone. I mean you could
import it into one or import one as it, but it has no special ability to make calls except
one. You have a speed dial on it that allows you to call a helicopter and tell it to go to a
certain location. The helicopter will then arrive at the designated location within a
number of minutes. Its crew is armed, but will not directly engage in combat unless
attacked, and will not go more than a few steps from the helicopter. You can however tell
them to pick up willing individuals and transport them to other locations; though
movement between these two points follow normal physics for a helicopter. The
helicopter does not seem to be able to be stopped from arriving at the location it is called
to, though it is not guaranteed to be able to leave. While the helicopter is unoccupied -
except by its crew of not-people - you can order it to leave and it will disappear from
existence once more.

You must wait an hour between dismissing this helicopter and calling a new one, and if it
is destroyed they will refuse to send you another for 1 week; or if you have Amasan
Prime Subscription you can use it to pay to replace the helicopter and crew to be able to
call a new one without waiting this week.

Research Institute (400 CP): This is a research institute roughly equal to Kurobe Labs.
Designed ostensibly for the study and reverse engineering of discovered sufficiently
advanced technology, it is also set up for the creation and development of military mechs
based upon that technology, and includes a series of mass drivers to launch said mechs
out from for delivering them to combat locations. The institute is fully staffed, including
security personnel, with staff roughly equivalent to that of Kurobe Labs. While not
guaranteed to have Kurobe Labs political connections, it does come with a hydroelectric
dam (and situated on a waterway to make use of it) which provides an average of 1
billion kilowatt hours annually, and you will find that mysterious grants provide for the
salaries of the staff with legal paperwork to support them.
If you do not want to disrupt the setting by adding a second research facility equivalent to
Kurobe Labs, you may instead during this jump replace Hiromi Shirahane or Major
Graham in their position at Kurobe Labs. No named individuals or artifacts will follow
you with the lab, and in future jumps it will still insert normally and not replace an
existing canon research institute. If you replace Hiromi Shirahane, Yukina will still
somehow find her way to the Cube at the beginning of the series unless you actively
move to prevent this.
Border Patrol Items
Subdermal Chip (100 CP): This is a chip implanted under the flesh of your arm.
Capable of remaining hidden from security scans and simple medical scans, this chip is a
relatively limited computer which possesses the ability to display a holographic interface.
This interface can be used to upload maps, program it to recognize certain energy
frequencies and follow them to their source, and can connect to another system - such as
a mech - to allow it to send information between them; such as a simple recall command.
It does have a limited range for its sensors and system connection, only extending to a
few miles for its sensors, though it can communicate with a ship in orbit. If you purchase
any mechs, or robots in this jump, it is able to be used to contact them and quickly relay
simple commands.

Headless (200 CP): Headless are AI automated grongols. Built to lower specs than
piloted models - a combined assault from traditional military vehicles could bring one
and its gravitational shield down with difficulty - they are still powerful war machines.
They possess much of the same technology as grongols, including gravity compensation,
oscillating blade weaponry, and gravitational shields, though were not shown to possess
nanomachine enhanced self-repair. Their AI is sufficient for action on the battlefield,
though their responses are slower and more awkward than would be expected of a pilot,
leaving them vulnerable to a skilled GAUS pilot. They are capable of following simple
battle plans, and commands.

You gain 3 headless with this purchase, each additional purchase doubling the number
you receive (in addition to being discounted if it was not already), and if purchased with
the mothership you will receive a dozen for each headless unit you would ordinarily
receive. If you also purchased a Subdermal Chip, Alien Armor, Mothership, Horse,
Crow, Tablet, Research Institute, or any form of Geoframe it will include the
necessary technology to send new orders and commands to these headless through
wireless means.

Alien Armor (400 CP): This item comes in two varieties. Each time you purchase this
item you may choose one version to gain.

The first is a suit of battle armor, apparently made from the same material as grongols
and the nanometal sword. Like them it is capable of self repair through absorbing
inorganic materials, and it is additionally hardened and prepared for combat. It will
deflect bullets with ease, though you might feel a kick from the higher calibers. The
armor is strong enough to block blows from a nanometal sword despite its vibrational
shift capabilities, though only with the reliability that normal armor might block a normal
sword meaning that a good blow with sufficient force can get through, but this still places
it above the armoring of the cactus units which required anti-tank weapons to disable.
This battle armor will also scale to your own defenses somewhat. While it will not
maintain the gap between ‘normal human’ and ‘completely bulletproof alien armor’ it
will copy any defenses you possess at a slightly increased level.

The other option is an atmospheric entry suit, though its main purpose seems to be stealth
infiltration. This is a fully functional spacesuit, capable of surviving the void of space for
as long as its air supply lasts. It is capable of surviving being propelled into atmospheric
re-entry with an initial push for additional velocity, and then being de-accelerated via
tractor beam. Its helmet is removable, and the suit includes gravity based technology to
allow the wearer to walk on water or perform assisted leaping allowing them to jump far
higher than normal. The technology for this purpose is held in metal roughly pyramid
shaped plates on the arms, legs, and one on the back. These plates provide some armor
value, as they are strong enough to stop a handgun bullet, though will be visibly damaged
and temporarily short circuited by the act. Despite these visibly bulky plates it remains
completely non-restrictive to your movements and easily worn under other
non-specifically tight fitting clothing such as a construction jumpsuit, and will adapt to
any shapeshifting you perform through perks or alt-forms. Like most efi dorg technology
nanomachines are incorporated into the fabric and suit allowing it to automatically
self-repair through absorbing inorganic materials.
Geoframe Builder
You may import an existing mech into any of the options for Frame. For any
option other than Unidentified Geoframe, it will get the ability to assume the form of the
relevant frame in a manner similar to your assuming an alt-form, and any purchased
add-ons and upgrades will be able to apply to either form.

You may import weapons and accessories designed for mechs into the Add-Ons
and Upgrades if you find them appropriate (such as importing a mech sized sword as an
oscillating blade). Add-Ons and Upgrades will be sized and designed for the mech they
are purchased for.

Additional purchases of the same add-on or upgrade are not discounted. However
if you purchase multiple separate mechs (and do not merge them) only the most
expensive mech is full price, all others being discounted (by 50%).

Frame:
You may purchase multiple frames as a single mech if you want your grongol to
be able to take on the appearance of a GAUS or maybe switch between a towering
commander class grongol and a GAUS/normal grongol.

Unidentified Geoframe (Free): If you already possess a mecha of some sort, you may
import it into this builder for free. It will gain no new capabilities, but you may purchase
Add-Ons and Upgrades for it.

Dwarf (50 CP): Standing at 3.7 meters, this is a single person geoframe. The cockpit is
not fully internalized, being open, but with a sheet of bulletproof glass, like a riot shield,
in front of it, and it possesses no particular sensors or gravitational technology. Still it is a
small, humanoid mecha which may prove useful for your purposes. It should be noted,
however, that as any Add-Ons or Upgrades will scale to the mecha, something such as
gravitational shielding purchased for a Dwarf will be substantially easier to breach and
unlikely to stand up to even anti-tank weaponry. Still it is included here, instead of
general options, if you want to try and make it something impressive.

Gaus (100 CP): The false grongols built and designed by humanity in imitation, and with
the help of, the artifacts. Standing 19.4 meters tall, they are capable of fighting against
the efi dorg geoframes, though they possess more limited gravity and inertia
compensation, and thus reduced agility and speed compared to a grongol, which still
allows them to move and jump in battle much like a human, and to even land safely on
rooftops, and are made of terrestrial alloys. You may choose whether to have a system
built to be piloted by 2 operators - a main pilot and a backup navigator - or a single pilot
with assistance of a simple AI. Regardless of your choice, it will possess an emergency
escape hatch.

Grongol (400 CP): The efi dorgs’ main weapon of war. Standing approximately 19.6 to
23 meters, though possibly with certain elements which extend above this height, a
grongol is a mostly humanoid, piloted fighting machine. Designed of an alien alloy which
can stand up to most human made melee weapons, though can be damaged through the
application of C4, and which is laced with nanomachines allowing for them to self-repair
and heal. They possess graviton based technology which allows them to scale walls with
ease, move with proportionately superhuman agility, and walk on water, as well as
powerful gravitational shields which deflect all ranged weapons. You may choose
whether to have an old system built to be piloted by 2 operators - a main pilot and a
backup navigator - or a single pilot with assistance of a simple AI. You gain a 200 CP
stipend for add-ons and upgrades for this mech.

Grongol - Ogre Class (600 CP): This is a grongol built on a larger, more powerful scale.
Normally a mech for a mech, yours doesn’t have to attach to a smaller mech. Clocking in
up to 50 meters tall it towers over ordinary grongols and should possess greater energy
output and capabilities. It does, however, require 2 pilots to operate even with the
assistance of efi dorg combat systems and possesses 2 cockpits. Its size also makes it
somewhat less maneuverable in combat. You gain a 300 CP stipend for add-ons and
upgrades for this mech, and any option that is free for a grongol is also free for a grongol
- ogre class.
Add-Ons and Upgrades
Anti-Tank Missile (25 CP, Free for Dwarf): This is a weapon designed to launch an
explosive warhead designed for down a tank, or similar vehicle. For a Dwarf this would
be expected to be able to bring down a modern military tank on a direct hit, though on
superior mechs it is likely to be significantly more powerful. Still it should not be
expected to penetrate a grongol’s gravitational shielding even on an Ogre-Class Grongol.
It is also not the easiest weapon to aim or fire, and while its ammunition will restock over
time, it carries only a handful of shots at a time.

Heat Spear (25 CP, Free GAUS): This spear lacks a sharpened point, and is not a
penetrative weapon. Instead it is a large, metal rod. It is coupled with a device to store C4
and to attach it to the tip of this weapon. By stabbing with the weapon when C4 is
attached it will attach the C4 device to the struck surface (detaching it from the spear) and
prime it to explode. This will soon be found to be an earth-tech solution which is capable
of dealing with headless and even piloted grongols, though still typically inferior to an
oscillating blade. For a GAUS you can have this weapon already installed for some
reason, or wait to acquire it until it would be created in canon.

Long Arms (25 CP per pair): Most geoframes possess arms proportionate to them as
human arms. These arms are longer, reaching almost to the ground, and could be used for
a gorilla-like form of movement. They are also somewhat more flexible and with a
greater range of movement than normal arms.

Rotary Gun (25 CP, Free for GAUS): This is a rotary machine gun for your mech. Able
to be carried or dropped when needed, though if you’re not getting this for free you may
choose to have it be built into your mech - potentially as head vulcans. Even fired from
within a grongol’s gravitational shield this will only do relatively light damage to a
grongol, though with specialized armor penetrating and explosive ammunition it could
bring down headless reliably and have a noticeable effect on a true grongol. Thankfully
such ammo is included and will automatically resupply with time. If taken on a dwarf this
is a .50 cal weapon, and could be trusted to damage a cactus unit at point blank and
potentially bring them down in one burst although would be likely to take more. A dwarf
may take this weapon for free instead of the Anti-Tank Missile if desired.

Oscillating blade (25 CP, 1 purchase free for Grongols): This is a large, mech-sized
sword made of the same advanced alloys and nanotechnology as efi dorg grongols. And
like other efi dorg weapons they used vibrational shifting to increase their cutting power,
allowing them to cut through most materials used by humans almost like they weren’t
there, and to inflict serious damage to grongols. If you want a weapon other than a sword,
you can choose another bladed or pointed hand-held melee weapon instead, it can’t have
individual moving parts (no chainsaws or drills), but if you want a polearm, or a lance
that would be an option. You may also take a pair of small swords or daggers as a single
purchase. A grongol can take a pair of Japanese style swords as its free purchase if
desired.

Crab Claw (50 CP each): Not really particularly crab-like, this is a weapon like the
Yellow Crab grongol mounted on each of its shoulders. Jutting out and then bending
down, looking almost like a wing when not in use, this is actually able to raise up and
unfold another joint to the limb, forming a bladed spike that can then be thrust down or
even wielded like a sword. The range of motion is relatively limited compared to an arm,
but it’s an extra limb with a large shift-blade and good for some unusual angles of attack.
You get one per purchase, so unless you want to look silly or like you have one awkward
wing you might want to buy 2.

Locked Access (50 CP, Free Grongol): The upgraded geoframe will only function for a
pilot who is a DNA match for its registered pilot, or if designed for a pair of pilots when
it possesses a pair of pilots who are genetic matches for their registered pilots. Efi dorg
officers usually have some means to reset this access, allowing a pilot to be de-registered
and a new pilot to be registered, but since you’re paying CP for this it will only accept
you (or someone who is a DNA match for you) as an authority to change its registered
pilots.

Nanotech Repair System (50 CP, Free Grongol): Nanomachines within the metal of the
geoframe work to help it repair itself. This can help to mend minor damage in combat,
though anything that knocks an armor plate off completely won’t be repairing itself in
battle, as well as massively cutting down on maintenance and repair cost and time. Some
damage may still be too massive to repair, and individual pieces do not seem to reform
indicating there is some core. If purchased along with the Wearer perk the mech is
capable of installing similar nanotech implants into its pilot(s) giving benefits similar to
the Wearer perk. Grongols get this upgrade for free.

Self-Destruct (50 CP): High explosives have been worked into your mech, allowing it to
perform a self-destruct. On a GAUS or Dwarf this would be C4, though on a Grongol it
may be a somewhat stronger explosive. On a GAUS this would be enough to destroy a
grongol if detonated adjacent to them, and on a Dwarf would be enough to inflict serious
damage to one. Somehow these explosives won’t go off until you detonate them, and do
not seem to actually slow your mech or interfere with its internal systems.
Tonfas (50 CP per pair): This is a pair of tonfas. Strong enough to parry oscillating
blades, they each possess an oscillating blade that runs down one side of the weapon. In
addition on one head of the tonfa there is a pile driver like spike made with the same
vibrational shift technology, designed to punch through armor - or a cockpit - and inflict a
destructive blow by piercing into an enemy with a sudden secondary thrust of force.
Comes in a pair.

Augmented Leaping (100 CP): Your geoframe’s ability to jump is improved, with a
smaller improvement to its running speed and overall movement capabilities. As a GAUS
this would put it roughly on par with an average grongol able to leap over other a
geoframe with a running start. As a grongol (or a GAUS with gravity compensation) it
would be possible to leap over the tallest dam in Japan with a similar running start.

Charge Thruster (100 CP): This device (usually) on the back of your geoframe,
somewhat resembles a jet engine. It is used to compress water vapor from the air and
create a blast of vapor which expands and accelerates the geoframe using a laser
propulsion mechanism. This allows for high speed forward movement with a very high
acceleration, though it does require a brief charge time prior to the movement. It remains
a tool for closing the distance with an opponent, especially one that does not know of the
ability.

Folding Claw (100 CP): When not in use this weapon resembles one of the crab claws
available above. However the portion hanging down after the initial jut from the shoulder
is thicker. This is because it actually has several more doubling over segments. Unlike the
crab claw this one is actually a claw, however, as the weapon is able to unfold into a
massively long arm more than twice the entire standing height of the mech, extending
with great speed, able to catch a military helicopter or potentially even jet in flight. It
ends in a hand which can be used to manipulate objects, and its many joints give it a
relatively good range of motion, though its length does make it awkward to use as an arm
and relatively slow when not launching outwards. Still it provides a melee weapon usable
at a relatively great range, and while extending it hits with great speed and great force
even by grongol standards.

Gravity Compensation (100 CP, discounted for GAUS, free for Grongols): This
technology helps to negate inertia and compensate for the mass of a geoframe. This
works to grant them agility and speed which would normally be impossible for such large
machines. It also helps them to remain standing and guides them towards autocorrecting
their balance, preventing accidental falls. This gravitational warping effect is potent
enough to allow for these 19 meter plus machines to walk on the surface of water without
breaking it, or easily scale nearly vertical surfaces. GAUS units possess a reduced version
of this for free which grants comparatively lesser agility and speed, and is unable to walk
on water or climb with such ease, but still can allow them to jump onto the roofs of
buildings without damaging them, and can purchase the full version.

Stealth Cloak (100 CP): This is a stealth system which allows your mecha, when
immobile, to project a field which allows it to blend into its surroundings. This seems to
also work to prevent active sensors from finding it, blending it with the environment
around it. This effect isn’t perfect, and someone close by will still see a rather blurry area,
and it doesn’t work when moving, but it can allow a 20 meter robot to hide from satellite
imaging and aerial searches under a light canopy of trees.

Apoptosis Blade (100 CP/200 CP): This is an upgrade which can be given to an
oscillating blade, or other bladed weapon, possessed by the geoframe. The blade becomes
host to a form of weaponized nanomachines which are capable of creating an apoptosis
command in other nanomachines, causing them to begin to self-destruct and spreading a
self-destruct command to other nanomachines of the same variety nearby. Against
grongols this will cause their armor to begin to weaken and acts similarly to a toxin
spreading through a living creature, and it will do similarly to other nanomachine based
robots and machinery. For the higher price of 200 CP this is no longer limited to nano
machinery, but will affect other machines and even living creatures it strikes similarly,
causing them to begin to weaken, corrode, and in the case of living creatures necrotizing
their flesh as it works similarly to a poison which excels in weakening healing factors.

Extra Arms (150 CP per pair): Your geoframe possesses a second pair of arms. These
limbs are fully functional and possess a full range of motion. You may purchase this
multiple times for additional pairs of arms.

Self-Driving Mecha (150 CP): Your geoframe is able to act as an autonomous drone
without the active presence of a pilot. While functioning this way it will act similar to a
Headless unit, its reactions slower than those of a trained pilot, and its AI of limited
intelligence, but capable of using its systems in battle and moving towards a goal, and
theoretically with the proper tool to relay commands you could pilot it by remote. It is
easy to manually override such control for an authorized pilot, and if you also bought a
Locked Access and Subdermal Chip you may set it so that it can only receive such
outside commands from you (or someone genetically identical to you) using said Chip or
another device receiving biometric data from the chip.
Spider (150 CP): Your mech now possesses a 2nd pair of legs that can fold up onto its
back. These legs possess oscillating blades built into their heels able to extend like
switchblades, or to be used in slashing kicks. When these legs are unfolded the mecha
takes on a somewhat centaur like appearance, able to move on all four legs providing
improved speed, quicker changes in direction, and improved jumping (though this last is
definitely below Augmented Leaping).

Spike Launchers (150 CP per pair): This is a matched pair of weapons mounted on
either upper arm of your geoframe, or alternatively on its torso to either side of the
cockpit. These spike launchers use nanotech to create spike-like oscillating blades and
fire them at high speed and force towards enemies. These weapons can easily penetrate
through modern military jets and vehicles, allowing them to be used to wreak havoc at a
range, and could do heavy damage to even a grongol if they could hit, but are useless
against a grongol’s gravitational shielding. Still you can probably find a use for them in a
future world.

Blade Tentacles (200 CP): This is a pair of 2 in-built weapons which double as limbs of
sorts. Long, flexible tentacle-like structures, they are covered in a segmented (shift) blade
so that when they are at rest they hang from the body like long swords nearly reaching
the ground. They are capable of highly flexible movement, and of stretching out several
times over their usual length, and hitting with high power, the final segment of each one
able to open into a grasping claw. When stretched, however, they are vulnerable to being
severed in a counter attack as the central cord is not protected by the vibrational shift of
the oscillating blades and is not as resilient either. You may purchase this add-on at a
discount by replacing an arm with the two tentacles.

Gorgon (200 CP): This upgrade gives your geoframe a somewhat interesting ‘hat’ of
sorts. From the head of your geoframe extends four protrusions somewhat like the arms
of a chandelier. These turn downwards after a little way, oscillating blades extending
from them. While these lack the full range of motion of a true arm - the part directly
attached to the head doesn’t seem to move, though there is a joint before the part that
hangs downwards - they can be used to parry attacks coming towards the upper torso of
your geoframe, and even to strike out at enemies, and a skilled pilot could use them for
almost a 360 degree field of combat potential. A second ring of swords extend from the
waist to block attacks that would come in too low for the head ring to defend against, and
add to the potential angles of attack.

Gravitational Shielding (200 CP, requires Gravity Compensation, free for Grongol):
Your geoframe possesses the gravity based shields which the efi dorg use in their
technology. These shields seem to do nothing against hand-to-hand attacks, or crashing
vehicles, but are capable of stopping projectiles and deflecting them off in various
directions, capable of repulsing missiles, possessing enough power to stop any
conventional ranged weapon and even a tactical nuke failed to stop a grongol with one of
these shields; though it did briefly shut it down. This shield’s power will of course
depend somewhat on the power and size of the mecha it belongs to.

Dragon (300 CP): Your geoframe is no longer humanoid in shape. Instead it seems to be
more like a bat, or some recent depictions of dragons. If you purchased multiple forms
for a frame, or imported a frame as anything but an unidentified geoframe, you may
choose to have this upgrade only apply to one or more of the alternate forms the frame
now possesses.

This upgrade changes the profile of your geoframe significantly. Quadrupedal on the
ground, with elbows that jut far above what its height originally would have been, and in
flight possessing a wingspan more than triple its former height. You may choose to have
your melee weapons (if any) attached to the mech in this form like spikes; maybe forward
mounted and a long weapon to form a jousting lance, or maybe a pair of blades rising up
from its back to cut through things you fly underneath. Its propulsion system is powerful
enough to quickly drag another frame above cloud cover and drop them only to come
back to them on the way down and repeat, and despite its speed this dragon is still highly
maneuverable, able to fly circles (literally) around a mech that lacks similar 3
dimensional capabilities.

Flight Mode (300 CP): Perhaps you’d prefer to be able to fly while maintaining a
humanoid frame. With this option your frame now has extendable wings with a span over
three times its height. This is similar to the Crow item except it cannot detach to fly in
isolation, cannot accept its own pilot, and loses out in maneuverability, speed, or both
against either the Crow or the Dragon options above. If you choose maneuverability
you’ll be significantly less maneuverable, still quite capable, but you will be relatively
ungainly; like the Ogre compared to the Kuromukuro in a flying battle. If you choose
speed you will have noticeably slower max speed and maximum acceleration especially
in the forward direction. If you choose both this will mitigate the effects on either one at
the cost of affecting the other as well.
Companions:
Companion Import (50+ CP): For 50 CP you can import or create 1 companion with
600 CP; they gain a background as normal. For 100 CP you can import or create 3
companions with 600 CP. For 200 CP you can import or create up to 8 companions with
600 CP. If you want more than 8 companions you can pay an additional 50 CP per
companion to give them 600 CP (and ability to get an origin). You may pay 150 CP to
import 4 companions if needed.

If you desire to give a companion more CP you may transfer CP to a companion at a 1 to


1 ratio. Each companion is given CP this way separately.

Canon Companion (50 CP): For every 50 CP you pay you may recruit 1 canon
character.

Loyal Butler (50 CP): This is a member of the U.N. forces assigned to the Kurobe
Laboratory, and specifically trained as a GAUS pilot. From a country other than Japan,
America, China, France, or Britain, they are a fully trained special forces operative,
heavily skilled in guerilla warfare, as well as with experience in digital warfare. In fact
they seem trained in a lot of things. While far from an expert, they are something of a
renaissance man, possessing at least a little skill in almost everything. Besides their
existing skills, they also seem to pick up new skills and talents at incredible rates, and to
possess the Mecha Kenjutsu, Basic Training, Squad Tactics and Cooperation, and
Masseuse. The reasons are unclear, but they seem to have decided that they wish to
devote themselves to you as a loyal servant.

Identical Enemy (100 CP): This is either a human - if you’re an Efi Dorg - or an Efi
Dorg clone soldier - if you’re human - that is remarkably genetically identical to you,
having completely implausible identical DNA is likely involved. They have all your
biological abilities.
Drawbacks:
Need more than 1000 CP, you may take drawbacks for additional CP. All
drawbacks fade at the end of your jump (before choosing whether to stay, continue, or go
home).

First Invasion (Toggle): Would you rather explore when remnants of an efi dorg ship
crashed on Earth and the seeds of the series were planted? By taking this toggle you will
be arriving in Kennosuke’s time, immediately after Zell and his people crashed their
stolen ship into the efi dorg ship that was arriving at Earth, roughly 450 years ago.

Relatively Speaking (Toggle): This is a setting with slower than light space travel
(though wormholes are used to circumvent this) and ultimately a war fought across 224
light years and at least 450 years. As such while the main events take place in under a
year, a decade may not be enough time to truly explore it. Instead of staying 10 years
from the viewpoint of an observer at rest, by taking this toggle you may choose to stay
here for 10 years from your own personal relativistic frame of reference (i.e. if you’re
moving at .995 c for the whole jump you’ll stay 10 years as you experience it which
would be approximately 100 years on Earth), or up to 500 years either from a
hypothetical observer at rest, or from your own personal relativistic frame of reference.

Self-Insert (Toggle): You may replace one of the canon characters of the series assuming
you have the proper background and roughly have the proper build or can simulate it.

American (100 CP): Well you don’t have to be from America, but you certainly act like
one of the stereotypes about Americans. You’ve got an abrasive streak, and a tendency
towards being loud, rude, and superior to those around you. This won’t guarantee people
dislike you, or even stop you from being charismatic, but it will be despite these qualities
and people won’t simply ignore them.

Giant Ninja Robots (100 CP): The UN is horrible at following enemies. Oh, they can
catch 20 meter robots being launched like meteors from space, but despite still having
plenty of observation satellites they keep disappearing from their sensors on the ground,
and let’s not get into 20 meter robots disappearing from the sensors of ancient alien
technology in the middle of battle. While before you might have been able to overcome
this with competent satellite work, much less supernatural or clarketech powers, now you
will find that your enemies have a way of slipping from your searches and view at least
for a time. This isn’t insurmountable, a thorough search can find them and not every
enemy will always be able to disappear from your ability to track them in combat, but
you will find your supernormal means of doing so to be especially degraded.
Keystone Target (100 CP): It would seem that the efi dorg did not send only one ship.
Somehow they were made aware of you long enough ago to send a second efi dorg
mothership looking for you in specific. They have a general overview of your abilities,
but not specifics, and will include at least one crew member who bears a strong, and
genetically perfect, resemblance to someone you cared about when you knew them, or
care about even now. If taken with Pivotal Change the entire efi dorg empire will have
this knowledge, and be aware that you are a major threat to their empire.

Lacking in Appeal (100 CP): I hate to break it to you, but you’re not very cool. In fact if
anything you’re totally and utterly uncool. Expect them to view you rather akin to how
they would Jose. Maybe if you do something big - like save the world - you could
become a beloved hero, but you’d still just have an air of ‘lameness’ around you.

Medieval Values (100 CP): You will find yourself holding social values more in line
with the feudal era than the modern period. You won’t necessarily force your values on
others any more than you normally already would, but you will find yourself possessing
them. And unlike Kennosuke you will not adapt almost instantly and seamlessly to
believing in modern ideas and ideals.

Samurai Weeb (100 CP): You’ve never heard of the Hagakure? Sometimes called the
Warrior’s Bible, it’s certainly your new holy text. Written in the 18th century, more than
half a century since the last warfare in the country, it is a book that created many of the
west’s perceptions about samurai due to Imperial Japan’s pushing of it for its soldiers
during WWII. You will now attempt to live life like one of the honorable ‘samurai’
presented within, and this is not the mere trappings like Sophie, you will push to wholly
dedicate yourself to being the idealized, honorable ‘samurai’.

Shipping Goggles (100 CP): Someone asking about how to get a girl to pilot a giant
robot, because you can’t just force a girl to do something like she’s a guy… obviously a
romantic question. You tend to view everything through a romantic lens, especially other
people’s (inter)personal problems. You’ll be looking for romantic subtext in everything,
and sometimes it will be there, but you’ll be getting a lot of false positives. You also feel
an urge to help in other’s ‘romantic’ woes.

Stagefright (100 CP): You suffer from a fear and anxiety of public speaking, or being the
center of attention from large masses of people. Oh, acting with friends for a film for you
and your friends might be ok, but addressing a school auditorium - or something like a
live broadcast to be watched by the world - would see you freeze up almost completely.
Just Stop Shooting Already (100/200 CP): Your ranged weapons are completely
ineffective against your enemies. It doesn’t matter what the weapon is, or what the enemy
is, but if it shoots a projectile it will not successfully harm your enemy. An exception will
be made if the enemy is extremely close, but we’re talking close enough you could just
hit them with the projectile launcher possibly with more ease. For 200 CP you will be
unable to cognitively accept this fact, and find yourself still trying ranged weapons
against almost every single enemy, and the collateral damage you inflict on your
surroundings with this useless barrage of attacks is increased.

Child of the Past (200 CP; Border Patrol may not take this drawback): Well even if
you’re not an Ancient Samurai you seem to have been thrown into the present from the
past. You have forgotten all modern society, as well as all post-industrial societies
(including magical equivalents), and lose any scientific knowledge past what could be
expected of 16th century Japan. Any background memories you gain from this setting are
now of 16th century Japan.

Could You Stop Streaming (200 CP): You seem to film and stream everything. Any
time anything remotely interesting is happening you will have the compulsion to film and
publicly stream it. The desire for likes and clicks will eat away at you, even if you have
enough integrity to only want to show the truth, and you will find yourself tempted to go
to dangerous areas for the chance to film and stream what you find. People have the right
to see the giant robots fight from far closer than minimum safe distances.

Efi Dorg Programming (200 CP; Border Patrol only): Remember how the Border
Patrol background noted that you would recognize the fake memories for what they were
and they would not affect your personality or thoughts? That’s no longer true. You have
drunk the efi dorg kool-aid, and wholly accept these memories and are fully loyal to the
efi dorg cause. This can manifest in one of two ways.

In the first, you retain all your usual memories, but this loyalty is unwavering and
unswerving even with the knowledge that you are a brainwashed clone soldier, and you
will remain loyal to the efi dorg empire in the face of anything else; this is loyalty to the
empire and its continued hegemony not to the current governing regime so while you’re
not going to help people destroy it or cut it up, if the current leaders order you dead you
may throw a coup.

In the second, you lose all out of jump memories until the end of the jump, and they
cannot be restored until the end of the jump. The memories you have will seem
completely real to you, and be thoroughly implanted and out of jump means to prove
they’re false will fail. Even so you may be able to be convinced to betray the efi dorg and
their cause, and convinced through non-paranormal evidence that your memories are
false.

Honorable Invader (200 CP): Like the efi dorg in season 1, you are a special kind of
stupid. The special kind of stupid that invades a planet by sending your soldiers 1 at a
time against their champion, ignoring the support they’re being given by lesser allies, or
fighting your own allies because they dare help you. It’s almost like you’re playing with
your opponents, the way you choose to hold yourself back, and not apply your full power.
And even when you’re not holding yourself back, you seem to have lost your creativity
and adaptability, using only the most direct and tried and true applications of power.
Unlike the efi dorg, you won’t eventually just actually commit your full force to
overwhelming victory, even after having greatly squandered much of your resources, and
given your opponent many chances to prepare and grow stronger.

Meathead Marine (200 CP): You’re not the brightest individual. Oh you can be an
excellent combatant and your head for combat tactics is completely unaffected. But if you
were put into school you’d be a C student at best, and you’re the sort of science dumb to
forget that water conducts electricity and to use a shock collar on someone in a pool.

Starcrossed (200 CP): Congratulations, Jumper, you’ve found love. Or you will. During
this jump you will fall in love with someone. Deeply. Completely. Utterly. And by the
end of this jump you will lose them permanently. They cannot become a companion. And
you will never be able to be with them again even in future jumps. The love you felt for
them will not fade at all during this jump, and you will lose them at least 5 years before
the end of the jump, filling you with a feeling like half of your soul being gone, though it
may fade after this jump. It will not, however, immediately fade with the lifting of the
drawback, just begin to fade at its natural (or perk assisted) speed.

Vassal (200 CP): You are the dedicated vassal of another individual in this jump. This
will be a canon individual from this jump, and you will serve them as a loyal and devoted
butler or samurai warrior. You can choose who if you have someone you’d particularly
like to serve, and they can even be a companion you are recruiting, but you will take the
subordinate role and serve them and their wishes like a vassal should without trying to
influence or control them. You will not be their slave, but their loyal servant like
Kennosuke to Princess Hime, or Sebastian to Sophie, and you will behave towards them
with the same levels of loyalty and devotion; whether you feel this loyalty and devotion
(induced as part of this drawback) or just are compelled to act in a way befitting it is up
to you.
Chronic Backstabbing Disorder (300 CP): Cooperation is just something that seems to
be beyond your allies.Your allies, whether gained in jump or out of it, have a rather
irrational and even nonsensical tendency to betray you and each other for reasons that do
not make sense in context, and ultimately seem to be purely out of a narrative need to
backstab each other. You can expect to find any ally to be at best unreliable, and even the
loyalist may find some thin pretext to betray you along the way. This may not be an utter
betrayal of your side - though you can expect some of those - but it might just be them
stabbing you in the back to take the ‘glory’ of killing the enemy even if there is no reason
to desire that glory.

Even Fantasies Can Come True With Enough Willpower (300 CP): Ye olde power
lock drawback. You and your companions will find all your out of jump powers, perks,
abilities, items, followers, and resources in general sealed. But unlike Ryoto Akagi you
shouldn’t need them, or willpower, since you’re getting enough powers right here to be a
major character, or just copy Kennosuke.

Pivotal Change (300 CP): Normally the efi dorg empire would be crumbling already,
some force - postulated to be most likely outside aid - having brought together their
enslaved populations and starting a wildfire of rebellion across their captured worlds.
Now, though, you have entered into a timeline where that did not happen. Moreover, the
Border Patrol proceeded with at least a minimal level of competency, bringing a new
pivot stone with them, instead of relying on hopefully finding the old one which had been
blown up. As such even before your arrival here the pivot stone has opened its portal in
orbit, and a full assault fleet of thousands of motherships has appeared in the sky. You
must ensure that the efi dorg empire collapses before you leave this jump or you fail this
jump. Before you think you can just cruise a spaceship at near light speed while waiting
for the efi dorg to inevitably the empire will not fall without some external force upon it
and you must provide it because the universe won’t be. You can still duplicate the implied
canon events, linking together the conquered people, and providing them with material
aid, and weapons to start a revolution across the empire, but it won’t be happening
without you doing something and even if they all rebel without something else to break
the balance the subjugated people lack the power necessary. You do not have to destroy
every last efi dorg, or even free every planet they’ve conquered, but you must ensure that
the empire has suffered losses it cannot recover from and that it will decline and fall.
Outro:
Your time here has come to an end. Whether through failure, or success, it’s time to
leave this world behind, and to make the final choice of a jump.

Go Home: The only option if you failed your chain. Return home, time resuming
on your home dimension and every one you visited on your chain. You get to keep what
you had gained on the chain at least.

Stay Here: You’ve grown to like it here. You’re definitely not leaving. End your
chain, time resuming on your home dimension and every one you visited on your chain.
You will remain in this reality, no longer a jumper, but you will keep what you gained
from your chain.

Continue: You can’t just throw away the gift of a chain. You’ll leave this world behind,
passing further than even the nexus of all-realities might allow you, continuing on to
another world and another jump. Proceed to your next jump.
Notes:
Jump by Fafnir’s Foe.

I tried not to rant too much about how the efi dorg are among the most incompetent alien
invaders this side of Independence Day, but I will include here that the efi dorg are super
incompetent.

Logically speaking Wearer should not prevent maturation merely the wearing down of
the body with age. Yukina doesn’t seem to have aged in the last 5 years, and she hasn’t
erm developed as much as princess Yuki’s clone, but that could be based on nurture and
childhood nutrition and not when they got nanomachines (they’re also implied to have
some slight differences in their DNA and they would almost certainly have epigenetic
differences which could cause it), especially as her and Muetta could pass as the same
age previously, and she and Sophie (who was the same age as her but looked much
younger) still appear the same age after the 5 year time skip. All this is to say I am
washing my hands on whether giving it to a child will keep them a perpetual child.

The Wearer perk really shouldn’t exist. Bestowing it to pilots should be an automatic park
of a grongol. Unfortunately given the many ways to exploit that, and the importance of
the ability itself that would have increased the price of a grongol… for an ability that
tends to be redundant on many jumpers themselves (though being able to spread it around
easily is much less so). So I made it a perk so that if you needed it (or wanted the power
to just start pumping them out) you could get it, but you didn’t end up paying for it
unnecessarily.

In the case of the Horse’s size with different mechs it’s based on the cockpit size, not the
mech’s size itself. It is, after all, the cockpit transformed into a vehicle all its own. In the
case of a dwarf this means it’s more like a hoverboard or a scooter than the 2 person
convertible it would normally be, for a Mazinger it’s going to be something about the size
of a pilder given that a pilder is the cockpit transformed into a vehicle, for something
similar to a Megazord or even Yamashiro Takuya’s 1 man Leopardon where the cockpit
of the robot appears to be a large bridge meant to hold several individuals it could be
much larger than the convertible. Given mecha can range from the gorilla suits of
Heinlein up to expanding larger than the universe they are in, it can vary a lot.

The efi dorg soldiers were able to use their implants to call their mechs from a few miles
by interaction with its holographic display (or willing it?), trace the keystone’s energy
once it’d be mostly identified by the mothership, project a holographic display showing
their location relative to the keystone or their mech, and order orbital mecha drops from
the mothership. This indicates it has some ability to send/receive messages, and take
specific programming (as it could change to detecting this specific frequency that the efi
dorg had to isolate and identify), so seems to me to be some sort of limited computer.
Getting it to do more than this is up to you.

For the alien armor spacesuit option I was forced to assume that the mothership used
gravitational braking of some sort on them, since they couldn’t fly and also a handgun
bullet past point blank range visibly damaged the suit so hitting at meteoric speed should
have done some serious damage.

The Ogre Class Grongol does not require a smaller mech primarily because 1) it’d be
awkward to put into the doc that way, 2) it didn’t shown any qualities of the attached
mech and just seemed to be using it as a second cockpit and a weak point, 3) that was
demonstrated to be a horribly stupid design in the first fight with the Ogre, and 4) when it
showed up again the need for 2 pilots was brought up but no real signs of the two mechs
system though they did seem to be in separate cockpits.

While functioning on its own, a Self-Driving Mecha is effectively a Headless built to


normal grongol specs (i.e. better shields, and seemingly somewhat better armor and
typically better weapons/gimmicks).

It might be possible to use Subdermal Chip to control a mech with Self-Driving Mecha
like a remote control and micromanage its responses, even at normal speed, but it doesn’t
seem to have that sophistication for giving orders on its own, and possibly lacks the
bandwidth, so would require you to somehow improve the chip, the mech, both, and/or
some sort of super fictional hacking skills. Still more basic commands like ‘attack that
mech’ could be given with it without such issues.

Efi dorg gravity shielding is purely soft science handwaving to allow for hand to hand
fights and the anime (wisely to be honest) doesn’t actually go into it more than necessary
to establish ‘ranged weapons don’t work but hand-to-hand combat does’. With the
mothership’s gravity based forcefield stopping everything but certain wavelengths of
light. … Why certain bands of light and not others would be exempted by a gravitational
effect was not explained. A combined assault of tanks and helicopters was able to take
out a Headless unit in the 2nd episode but we aren’t shown how it did so. A missile which
was physically larger than most used in the series missile almost penetrated the Yellow
Crab’s shield, and as the headless are noted as having worse shields than the piloted units
it might have just been that, but that does still indicate some sort of size limit (which is
also indicated by Helicopters being able to fly through the barriers). We’re told one was
attacked by a nuke (probably a tactical nuke), and looking at the one image of the scene
being talked about in review it seems to have exploded well away from ever hitting its
shield and something about it still managed to temporarily shut down the unit though it
soon rebooted. Make of it what you will.

Many of the drawbacks can be summed up as ‘You behave like the efi dorg. Yes this is
nonsensical. So is canon efi dorg behavior.’ A lot of efi dorg behavior makes sense for the
Proud Warrior Race Aliens Obsessed with Honor. They do not make sense for a small
force of brainwashed soldiers sent to establish a beachhead by aliens who care jack squat
about honor.

Theoretically copying Kennosuke’s major points/traits, at least the ones you can
purchase, is possible with 1300 CP. The 100, 200, 600 CP Samurai perks, Wearer, and
Mecha Kenjutsu perks, 100, 200 CP Samurai items, and a Grongol with Augmented
Leaping + Apoptosis Sword. The 400 CP Samurai Perk and Item are both based on Zell,
though the Crow was primarily used alongside the Kuromukuro. You do lack his talent as
a curry chef. Of course Kennosuke would have Child of the Past and Stagefright as well
which would give you the Crow, and his chef worthy curry skills (Hobby perk).

Changelog:
Version 1.0.0: Released.

Version 1.0.1: Fixed some spellcheck induced errors, and Loyal Butler’s missing
description.

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