Generic Werewolf v2.1
Generic Werewolf v2.1
v2.1
by Negative-Tangerine
Welcome to a world of wolves, wolf men, wolf spirits, and more wolves than you can shake a stick at.
Take 1000 Canine Points to help you be the best wolf you can be.
World Setting
The specifics of these locations as well as what time period or setting they take place in are entirely up to the
Jumper and their Jump-Chan / Benefactor. Go to the Victorian Age, the Middle Ages, The modern Day, or two
Galaxies to the Left, it's up to you where and when this jump takes place.
Starting Location
Roll a 1d6 to determine where you start. Otherwise pay 50 CP to choose your Starting Location.
3) Field / Plain
6) Free Pick.
Setting Period
Roll a 1d8 to determine where you start. Otherwise pay 50 CP to choose your Setting Period.
1) Medieval Times
2) Victorian Ages
5) Modern Day
6) Sci-fi Setting
7) Fantasy Setting
8) Free Pick
Age and Gender
Ages are 15+2d8 and gender is whatever you were previously.
It is 50cp each to choose your own age or gender.
Origin: Race
What race did you start as before your change?
Human
You are and always have been a human, roaming the earth on two legs, imposing your will upon everywhere
you go and everything you see. Your change has brought you closer to the wild nature that man has long
forgotten.
Wolf
You were always a wolf but with your change, you have become more than you once were. Whether due to a
curse from the gods, the experiment of a mad magician, or a chance of fate, you now have a clarity of mind
and knowledge that separates you from the common animal. It is time for you to walk and thrive among the
human masses. This origin cannot take the Artifact / External Source as they are a wolf already by default and
need another source to have human and were- forms.
You must choose either to receive the Wolf Spirit Companion as your ritually bonded power source, or the
mystical Hide item that has a generic wolf spirit bonded to it.
This can be the most in control form of transformation as the change is a voluntary act and is also the only one
that is completely reversible if Hide is chosen as it can be permanently removed and passed on, the Wolf Spirit
bonding version is not transferable.
This breed of wolf will generally start out with little control as they will be shifters from birth but with age and
experience will gain more control over their change and keep their mind during the shift.
These types generally have the least control of their change and can be the harshest on the infected as they
generally lose themselves in the change.
General / Undiscounted
Werewolf Transformation [Free and Mandatory / 300 CP for each additional form]
You gain a single werewolf transformation that you can change into, what it looks like, what advantages and
disadvantages this provides are determined by your selections in the Werewolf Builder and what Drawbacks
you select.
This provides you with the ability to use the Werewolf Builder to create your new transformations form and
abilities.
You can gain further forms by spending an additional 300 CP to access the Werewolf Builder again. This would
allow you to do something like making a stronger bipedal transformation and a faster quadrupedal form if
desired.
This will be worked into your history as needed, it can be something like gaining them through multiple rituals,
infections, bloodlines converging, or even repeated cursing.
This crossbreeding customization with the free perk level will not allow for you to take additional discounts or
free benefits as it is just an aesthetic change and background flavoring. You would gain any inborn genetic
abilities that your parents possess at a weaker 50% strength level and in some cases you may get a weaker
variant form of them like going from a pureblooded Kryptonian with psionics-based flight and super strength to
having nothing more than tactile telekinesis and a lesser psionic strength reinforcement. It is up to you or your
Jump-Chan to decide how this will work.
For an additional 200 CP this perk will now also let you choose a second race or origin (if it is of the racial
variety) for its full price. This turns you into a healthy and viable cross-breed that gets access to any and all
perks, powers, items, discounts, and drawbacks for both races chosen at full strength.
Taking two races will affect your background to justify your existence whether it is as a lab experiment, the
result of old fashioned breeding, or a freak accident / mutation.
True Wolf Form [Free for Human]
You gain the ability to transform into a fully mundane wolf form that would not look out of place in the world you
are entering.
This does not do the same for weaknesses. If someone has a weapon that does extra damage to
dragons, you will not have that issue if you are not explicitly in your dragon form.
You are also able to translate the verbal components of magic and other such abilities to your non-human
forms that are incapable of forming normal speech without issue.
This ability expands to other creatures as you gain other forms. So if you gain the ability to turn into a
housecat through an alt-form or transformation ability then you will be able to similarly communicate with all
Felidae species including but not limited to lions, tigers, jaguars, leopards, bobcats, and lynxes.
Built for Eternity [200 CP]
Just as your body can now regenerate and extend your life beyond the human norm, so too is your mind's
ability to recall and process information and memories. You now have eidetic memory and no longer have
issues processing large amounts of information or memories, and your capacity is now virtually unlimited in
scope to handle the possible eternity ahead of you.
You also have the benefit of increasing your ability to interlink ideas and concepts as well as boosting the rate
at physically and mentally improve, as well as learn and train skills and abilities by a full four times the rate you
would otherwise.
This means that you can go to a Universal Monsters jump as a Mary Shelley style of Frankenstein's monster
having attractive looks, a keen mind, and sharp wits. As opposed to the shambling and slow version that the
universal movies popularized.
Or you can go to the original Bram Stoker's Dracula as a Twilight style vampire that has no issues with the sun
beyond looking like they are covered in glitter and spend the entire decade messing with Dracula.
This also extends to thing like choosing a specific racial variant or breed of animal that you wish to go as or
take from, make you werewolf more of a Canis familiaris (domestic dog) and have your form take more from a
bulldog than a Canis lupus (gray wolf).
This is especially good in removing weaknesses and adding strengths as different pop culture adaptations of
various races show them with wildly different powers, weaknesses, and strengths. So if you substitute the
Universal Studios Frankenstein's Monster for the Mary Shelly kind you would no longer be afraid of or weaker
to fire than any normal man unlike the Universal one, or having a hunter gun you down with silver bullets only
to find that you are not affected by them as you are taking your vampirism from an older source that does not
have that weakness.
For example you could also just go to any of the various jumps that see you becoming Santa Claus, like the
Jumper Holiday and when replacing Tim Allan as Santa Claus you could have it be the older skinny, green
suited variation rather than the fat, red suited man that later became popular.
Hermit / Drop-In
You have gained the experience and skills needed to rough it on your own in any form of wilderness, and with
a little observation and interaction can befriend and tame even new and unfamiliar animals and beasts no
matter their level of intelligence.
You gain the ability to consciously and with training unconsciously merge your various enhanced and
unenhanced senses into one whole that provides a greater picture of your immediate surroundings.
Peasant / Citizen
This will help you gain the trust of groups and help you to resolve conflicts and reduce violence when you are
interacting with them. Over time this co-operative and peaceful environment will be self-sustaining within the
group even when you are not there.
Gain one mundane skill or craft of your choice and a 2x multiplier in any further attempts at learning new skills
and abilities.
Knight / Soldier
When viewed by a telepath or any form of mental and spiritual intrusions, you now have an almost physical
fortress within your mental landscape that protects your innermost self from outside intrusion and alteration.
This mental fortress design can be consciously altered if you have mental abilities that allow you to enter your
own mind, and will naturally alter its own look and design to improve with every jump and any new and
significant experience you go through as while it protects yourself, it is also a reflection of yourself.
Due to your unshakable sense of self and the mental barriers you have erected to protect yourself, you are
now immune to PTSD, insanity, and other mind altering states. Your internal fortress of self will help in
shrugging off mental intrusions, and attempt to alter how you think about yourself and the world around you.
Feral Charisma and Intimidation [400 CP | Discounted for Royalty / Head of State]
You can now bring forth your more animalistic personality to lend a sort of weight to your presence, this will not
only help intimidate others and can help break in those with a weaker will, but will help unconsciously attract to
you those that have a desire for strength or simple are attracted to those who possess it. This can be toggled
off if desired.
This grants you an aura of strength and wildness that can be projected around you or directed at specific
people for a greater effect. This can be oppressive to those of a weaker will, or attractive to those that look up
to, or desire strength.
Werewolf Source
You can only do this once per person and will infect them with a version of your own chosen alt-form biology.
Any item alterations and upgrades made will be maintained between jumps and are fiat-backed.
All origins get their 100cp perks for free with the rest discounted by 50%.
Building complexes, unless stated to have an in-world location, will be placed near your starting location
in-jump for your stay and will be attached to your warehouse after the jump is complete, they can then be
imported into future jumps as desired.
General / Undiscounted
Stick [Free]
This is your stick.
Your stick is your best friend.
There are many others like it, but this one is yours.
You now have a stick that is always the perfect weight and size to be used as a bludgeon, a cane, a walking
stick, or for a quick game of fetch. This stick can shift its size to accommodate all three of these features and
your own physical size, it is indestructible, and can be summoned and dismissed to your hand with a thought.
You can import or combine any similar items you wish into an item to gain any aesthetic upgrade as well as to
impart any effects onto them.
Well-Crafted Leather and Fur Clothing [100 CP | Free for Hermit / Drop-In]
This set of sturdy leather and fur clothes impart not only protection to their wearer but style. These clothes
were made by your own hand to exacting standards to not only survive the harsh environment of outdoor living,
but to also stand up to the claws and teeth of rival predators.
While they may not be as comfortable as ones made from higher quality materials this outfit mainly consists of
a leather and fur overcoat, pants, and boots that will protect you from the teeth and claws of your enemies.
These leather and fur clothes are made from the hides of defeated wolves that tried to take your territory, as
such you found that after you had poured time, effort, blood and sweat into their creation that they would now
fade away, fusing into your body when you shift forms.
Any form that you change into while wearing these clothes will now have your armor imparting a decent boost
to its defense against blade, tooth, and claw.
While not as protective as some other options these clothes are the most comfortable things you can wear
consisting of a shirt and pants/skirt, or dress, with a decent set of footwear.
These clothes were made with the combined effort of a small group of friends and allies in an effort to provide
themselves with a comfortable and long lasting set of clothes that will be comfortable over the long hours of
work and toil.
These clothes are made from finer materials and imbued with minor enchantments to regulate heat around the
wearer and ensure that the clothes weigh nothing on the frame.
Leather and Steel Armor [100 CP | Free for Knight / Soldier]
You have a set of sturdy leather and steel armor, how this is constructed is up to you but it must be primarily
leather based over suck as a leather under armor with a steel based main torso protection and leather pants,
or a leather long coat with steel inlays and outer layers.
This could be something like a leather duster with steel plates or a full torso steel cuirass atop a thinner fitted
leather base armor.
As a knight or soldier you have collected pieces from battle you have fought in and enemies that you have
slain, you are constantly using these pieces to improve your existing armor while keeping the leather base
armor intact. Using your earnings and connections you have had the base armor magically bonded to you so
that it and the steel portions will shift and grow with you.
Any form that you change into while wearing these clothes will now have your armor shifting to accommodate
any changes.
Wolf’s Head Moonstone Signet Ring [100 CP | Free for Royalty / Head of State]
This large gold signet ring has a stylized wolf head coming out of the surface of the ring with two small yellow
moonstones for eyes. While the sides of the ring are adorned with your personal symbol, the crowning piece of
this signet ring is the perfectly round and colorless moonstone gem of perfect clarity that has been set in the
open jaws of the wolf’s head that reflects a brilliant blue sheen in the light, making it look like the wolf is
consuming the full moon itself. This ring will resize to fit any finger for any form you possess, it provides a
minor boost to the wearer's luck and prosperity, along with clarity of the mind and focus to aid in their duties
and avoid the pitfalls of leadership.
As a person of wealth and means, you need a way to show your power and station, for this you have your
family Signet Ring that not only symbolizes you family station and history, even if just yours if you are the start
of your own line, this is heavily saturated with enchantments to provide prosperity and mental clarity to its
wearer.
This ring auto-resizes for all of your forms and provides a minor luck and prosperity boost, along with a boost
to the wearer's memory, recall, and ability to mentally make connections between absorbed information such
as sensory data.
You can import any other ring you wish into this item to gain a wolf's head and moonstone upgrade as well as
to impart its effects onto them.
Wolf Weapons
You can import any similar items you wish into an item to gain any aesthetic upgrade as well as to impart any
effects onto them.
These weapons never get dull or break and take magical enhancements well and they are bound to their
owners, conveying a feeling of being an extension of their bodies when wielded.
When shifting into a non-human form these weapons will shift away with you and any enhancement to these
weapons may have will carry over to your natural weaponry shifting the way they look and allowing for their
abilities to be utilized in your new form.
Wolf’s Claw Sickle and Scythe [200 CP | Discounted for Peasant / Citizen]
You have an unbreakable sickle and scythe that will never get dull, they both have a stylized wolf paw with
claws outstretched and worked into the head where the blade meets the shaft of the handle.
Wolf’s Fang Sword and Sun Shield [200 CP | Discounted for Knight / Soldier]
This Wolf Fang Sword is unbreakable and has a styling that is reminiscent of a roman gladius, it has its blade
extending from the open jaws of a wolf head guard with yellow opal eyes, and a shaped wolf bone handle
capped off with a metal pommel embedded with a transparent blue moonstone.
The Sun Shield is a roman-esque parmula steel-banded shield, with a sun shape embossed in its center.
The Sun Shield is now coated in silver with a golden sun shaped boss in its center and will explode with the
fiery fury of the sun when struck.
Alpha Wolf’s Spear [200 CP | Discounted for Royalty / Head of State]
The unbreakable Alpha Wolf’s Spear has a sculpted wolf head connecting the flexible spear shaft to a large
spear head that will never get dull, and a metal shod end cap on the butt of the spear that has a stylized sun
emblazoned on it.
Private Forest Cave with a Small Lake [400 CP | Discounted for Hermit / Drop-In]
This 10 hectares of privately owned forested land has fallen under your ownership, hunting and trespassing is
prohibited unless approved by you. On it is a cave system containing a chain of five separate caverns linked
together, the middle two are kept at a comfortable warm temperature with the rear two deep enough that they
keep a cool temperature year round. There are multitudes of bioluminescent fungi spread throughout the
caverns to provide a dim but acceptable level of light and small fissures which lets fresh air flow through the
entire cave system with small patches of light that are perfect for sun bathing.There is also a stream that cuts
through the fifth cave that leads to a hidden entrance outside and travels to a nearby lake that is teeming with
fish and other wildlife and that is situated far enough away and generally downwind enough from the cave's
location that your presence will not scare or alert others.
Not only is it teeming with fish and other aquatic animals but it will attract prey animals and has a tendency to
subtly attract beings of power and importance to itself for fortuitous encounters and meeting under the
moonlight.
If there is a special requirement to grow a plant the ground will be able to supply energy to replicate these.
Military Base / PMC HQ with Barracks and Armory [400 CP | Discounted for Knight / Soldier]
This is a Private Military Company Headquarters / Military Base containing a basic barracks filled with enough
single bed rooms for up to 40 knights or soldiers, as well as an armory with enough non-regenerating basic
weapons and armors in the form of either swords and steel mail, or guns and bulletproof vests for a full
complement of 40 people.
All Werewolf Source items can grant WP in addition to the WP granted by the Free and Mandatory Perk, and
may also be used to grant Werewolf forms or powers to others.
This bracelet grants the wearer the effect of "Basic Sense Augmentation" from the Werewolf Builder while
worn.
Hide [200 CP | First Free for Artifact / External Source | Discount for Artifact / External Source]
This can be merged with any other shifter hides, symbioses, or similar items.
You gain the hide of a wolf that has been ritually skinned and had their spirit bound to it, donning this wolf pelt
merges it with its wearer and allows them to access a werewolf form, unlike other forms of werewolves this pelt
can be removed and given to others without issue as the transformation is bound to this item.
There are two ways to use this item when purchasing it.
You can forgo the free purchase of the Werewolf Transformation perk and add the 500 CP from that to this hide
giving you 800 WP to work with in the werewolf builder for this hide, this will mean that for this stronger
transformation you will need to don the hide to access the transform.
The second option is to create a new 300 CP werewolf form that is separate from yours and attached to this
pelt alone.
This magic grants either the physical or the sensory enhancement of “Basic Sense Augmentation” or “Basic
Physical Augmentation” from the Werewolf Builder, to be chosen when this is purchased. For an additional 100
CP you instead gain a book detailing the ritual magic that will allow for the recipient of these enhancements to
be permanently altered and retain them.
This has the basics of transformation magic and a single completed ritual, this ritual grants a fully bipedal wolf
form and a weaker full wolf form that has 50% of its boosts.
Wolf Fang Necklace [100 CP | Free for Heritage / Lineage]
This wolf fang necklace contains a fang from the original werewolf of your line, and has been passed down
through your family until it landed in your hand. Unknown to others of your family you have found that this
necklace is far more than a simple keepsake of your ultimate ancestor but in fact allow the wearer to not only
talk with and command natural wolves, but allow for the wearer to sense other shifters that are nearby. It can
be used without being able to perform magic and can be passed around and worn by anyone without
restriction.
This wolf fang necklace allows for its wearer to understand and command mundane wolves, while providing
the ability to sense other shifters that are nearby.
Family Book of Techniques and Spells [200 CP | Discount for Heritage / Lineage]
This tome has been passed down from family member to family member, from were- to were-. It contains
everything from martial techniques that utilize shifter biology and anatomy, to forms of magic, magical trick, and
uses of shed or harvest components from a shifters body that can be used in magical rituals, spells, and
artifact construction that take advantage of the unique biology and transformations that a shifter is capable of.
This hide bound tome contains low level martial techniques, magical systems, spells, rituals, artifacts plans,
and tricks that take advantage of and build off of a shifter's unique biology and capabilities. These are a decent
base from which greater works and abilities can be built to.
This grants not only a toggle-able thermal vision, but the ability to see fully in low light, and in black and white
in complete darkness.
Cursed Form Lock [100 CP | Free for Dark Curse / Divine Punishment]
This cursed lock will force its wearer to remain in whatever form it is placed upon. All that is needed is for the
user to press this item to the victims body and watch as it expands to encompass the applied body part in a
form similar to a collar, bracelet, leg wrap, or tail ring. This cannot be removed without the person who placed it
or a sufficiently powerful nullification of item magic.
This lock will prevent any form of physical change from one form to another for the being it is applied to, and
cannot be removed by anyone but the person who placed it, unless it's cursed magic can be overpowered.
They can be your matching opposite gender alpha if you have a pack.
They have the race of Human and gain 600 CP to spend on perks and items. Choose their sex, age, and
history. You will gain an in-universe history with this person if you desire.
Race: Human
Station in Life: Peasant / Citizen
Werewolf Source: Artifact / External Source
Perks: Pack Wolf, Artifact Neutrality
Items
Stick: Generally kept in the form of a walking stick.
Sturdy Clothing: A sturdy set of clothes in the form of a red blouse, black pants, and a pair of red boots with
red buckles.
Wolf Head Bracelet: In the form of a Silver charm bracelet with an oversized wolfs head charm.
Hide: Mystically bound as her red wolf skin cloak, can be dismissed and summoned at-will and provides
access to her 500 WP Werewolf Transformation perk.
Wolf Pack [50 CP for 3 | 1st purchase for Free for Hermit / Drop-In]
[For every additional 50 CP spent you can double the pack size to a maximum of 24.]
You are the Alpha male or female of this pack and that will never change as they see you as the undisputed
leader, you can assign a partner to fill the empty alpha male or female role as you wish and remove them just
as easily.
If any of these wolves die they will return on the next full moon. This only applies to the original pack and not
any additional members added through conquest, adoption, or breeding.
These wolves are classed as followers and initially are nothing more than normal animals with only enough
intelligence to understand and follow your commands as alpha and not true sapience, though werewolf
infection can potentially increase their intelligence.
These wolves can be imported en masse into any purchase or free follower, pet or familiar roles to gain any
innate powers, abilities, and forms.
Any forms gained will be optional and be altered into a werewolf-esque transformation going forward, so your
wolf pack could shift into a four foot Christmas elves as easily as you would from man to wolf.
This otherwise normal wolf has full sapience thanks to its bond with you regardless if you grant it a human form
through infection or other means.
A single purchase of this can be merged with a single purchase of the Wolf Spirit to allow it to shift between
and maintain either a physical or spirit form.
If you have the wolf pack this can be your opposite gender alpha wolf, leading the pack alongside you.
Wolf Spirit [200 CP | Free for Artifact / External Source when Hide item is purchased]
This spirit will be bound to the purchased Hide, and can be merged with Wolf Companion purchase to allow
your hide to manifest a physical form even when worn.
This powerful wolf spirit has stayed in the mortal realm to continue its hunt and is willing to assist you in either
enabling your transformation by merging itself with you, or even to further empower an existing wolf
transformation if you already have the capability to do so.
This spirit animal counts as a familiar and has the capability to move through solid matter as it has no physical
mass, and can physically interact with other spiritual entities like ghosts.
A single purchase of this can be merged with a single purchase of the Wolf Companion pet / familiar to allow it
to shift between and maintain either a physical or spirit form.
Drawbacks
Self-Insert [+0 CP]
You can self insert as a specific person in whatever universe you decide to enter into and your characters
history, background and origins will adapt to fit each other.
Monstrous Transformation [+300 CP | Requires: A werewolf transformation from the Werewolf Builder]
Your Werewolf form is far more feral, degraded and out of control than a normal Werewolf, this form is far
larger than normal with heavier fur and distorted and extended animalistic limbs ending monstrous clawed
paws or hands.
When in this form you have little of your human mind left as it has been subsumed by the vicious and
bloodthirsty wolf instincts and drive. By default this form will be triggered by extreme pain or bloodlust.
A Wolfless World [+300 CP]
[Requires either the ability to change into a normal wolf through the “True Wolf Form” transformation
or original wolf origin form.]
The world you land in has either few or no wild wolf breeds left in it, this can mean that the only true wolves left
are in captivity for the purposes of conservation and breeding, or that they are completely gone and
werewolves are the only beings with left that look like true wolves.
Why this is the case is up to you, a good option is maybe the old guard of werewolf hunters went wild and
slowly wiped out any true wolves in their hunts.
If captured they will perform a painful ritual to skin you in your werewolf form and claim your hide with all of
your werewolf forms bound to it.
This will not kill you as you will be sustained by the ritual and once your full hide is removed you will shift back
to your natural human or wolf form with your skin fully regenerated.
Once your hide is lost, you will not be able to gain your werewolf power back until your jump is finished.
This is only worth 200 if you are using the Wolf Hide as it can be removed and taken without painfully skinning
you to steal your power, though you will still lose your ability to transform into any other werewolf forms by the
ritual for the duration of the jump.
You will regain your transformation perk or Hide back once your jump is complete.
He has the following items that he has collected or crafted from his defeated enemies, and they can not be
stolen as he has bound them to himself and they disappear with him.
Well-Crafted Leather and Fur Clothing: Crafted by him from werewolves slain by his own hands.
Magical Wolf’s Bite Axe: Double-sided woodsman's axe with gold and silver inlays and Ice and FIre.
Wolf Head Bracelet: Grants the wearer the effect of "Basic Sense Augmentation"
Wolf Fang Necklace: Allows for its wearer to understand and command mundane wolves, and provides the
ability to sense other shifters that are nearby
Wolf Eyes: He replaced his gouged out eye with one taken from the first werewolf he killed.
He cannot be killed but if he is critically injured he will escape and return the next year.
There is a deranged fashionista that is capturing wolf cubs all across the land in an attempt to create the
strongest magical artifact in the form of an enchanted wolf pelt coat. She is planning or performing a magical
ritual to fashion it from the flayed hides of 101 young wolf pups.
If this succeeds she will now have a Wolf Hide that contains a werewolf form that has the power of a 1500 WP
werewolf, though unbeknownst to her this cursed hide will drive its wearer mad with the fragmented spirits of
all 101 wolf pups clawing at the wearer’s psyche.
Goal
Find her and her henchmen and recover the children before they are killed.
Reward
Kill the sorceress and successfully stop the ritual
If you manage to save the pups before the ritual you will gain the woman’s personal “Wolf Hide” Grimoire that
is filled with enough notes and theories in between the horrid data logging on her experimentations and
numerous profane ideas. These notes and half finished pathways of experimentation will guide a user in
developing a form of symbiotic magic that is capable of binding a single creature to a human partner.
This will enhance the intellect of the animal slightly while allowing it to merge with their bound partner
transforming them into a hybrid combat form.
When the animal eventually dies it will then be bound to its own hide as a guiding spirit consciousness and
transform into a living hide that acts like the “Wolf Hide” item without the need to slaughter them.
You can choose to keep the 101 wolf pups as part of your pack if you wish as finding their original family would
be impossible at this point.
There are a trio of little pigs that have been living fat off the hog for far too long and have managed to cross
you in some way. They need to be shown who’s the big dog in town.
They control a country-wide and world spanning organization operating under the name of Trio.
The first and youngest of the little piggies runs a country-wide organization that likes to produce and sling
anything from the harmless straw of marijuana to the harder ice of meth.
While the second little piggy enjoys the finer things in life and peddles flesh in above board brothels and below
board trafficking rings.
FInally the eldest of the porkish trio heads the world's largest and most lucrative chain of Gambling Dens and
Loan Shark operations to exist and whose entire business dealings remain above board and clean to any
surface inspection. This allows the younger two brothers to launder their ill-gotten gains safely and most
importantly secretly.
Goal
Find the trio, cook their bacon, and deal with their porcine empire.
Reward
You gain control of their organization and gain control of a legitimate business empire that to the wider world is
completely legitimate no matter what is actually happening in the shadows. You can rename this organization
into something else if desired, may I suggest a name like Jump Chain, Wolfs Head, or Full Moon. Future
business can be folded into this organization and gain legitimacy this way.
How you go about it and what you leave intact is up to you, but you must destroy their hold on the Drug,
Prostitution / Slave, and Gambling trades. You can kill the trio, and smash their organizations, or you can
enslave them and take over their businesses yourself.
Either way, once this is done you get to keep any intact spoils and any businesses will now travel with you and
grow in each new world you enter. Any changes made to these businesses will persist between jumps. if you
decide to drop the illegal hard drugs, trafficking, and forceful loan sharks, while ramping up the legal side of
softer medicinal drugs, brothels, and casinos you can.
Any businesses under your new organization's branches will find that in future jumps their more illicit ventures
harder to be uncovered and brought to the light, and their more light-facing businesses unmolested or
questioned by any authorities, even if things like medical marijuana, brothels, and casinos are normally not
considered legal in those worlds.
Scenario 03 [Territorial]
Everywhere you settle is your turf and you will have to defend it from others and fend off a randy Alpha that
wants to dominate you and claim your turf, beat one and more will come.
Goal
Survive your ten years and fend off all challengers to your dominance and keep control of your territory for at
least 50% of your time in this world, ensuring that you still have control of it by the end of your jump.
Reward
Take your territory with you and have its area doubled in size with generic forests and waterways that reflect
the world you were just in, while also gaining 300 WP to spend on boosting one of your current forms or to
create another.
Goal
Survive the assault by the woodsman and keep Red Riding hood and yourself out of his hands.
Reward
If you manage to keep Red Riding Hood from being captured, killed or worse at the hands of the Woodsman,
then you will gain her companion option for free with her perks, items, and background.
Scenario 05 [Vampires vs. Werewolves]
Master and slave, elegent noble and mndless brute, vampire and werewolf. This rivalry and bloody feud has
strength back past recorded history.
Use the Generic Vampire Jumpchain alongside this one and survive in a world where the two main factions of
the supernatural world either still vie for supremacy or simply try and not break out into new and bloodier wars.
As you will be taking both this Generic Werewolf Jumpchain and the Generic Vampire Jumpchain
simultaneously your will now be the first and only successful and stable merging of the two supernatural
viruses. Due to this you will not only be hunted by both sides for recruitment or destruction as your resistance
represents a potential third front in the unending wars and ceasefire stalemates between the two factions.
If this is taken with “Scenario 6 [Werewolf Apocalypse]” then when the elder packs on the werewolf sides
revealed themselves the ancient vampire clans did so as well as they felt secure in their own power to fend of
the humans and did not want to give up the advantage of daylight cooperation with the humans to the wolves
alone.
Goal
As you are now wanted for good or ill by both sides of an ancient and unending conflict just surviving will be a
neat trick, but that is your one and only goal in this hostile world as a new and unique existence. As such, as
long as you manage to survive your time here whether by decapitating the clans and packs or hiding in a hole
so deep no one can find you, you will gain the following perk as a reward.
Reward
Gain the Mixed Breed Perk for free to represent your new nature.
If desired you can blend the desired aesthetics from your Vampire alt-form into your werewolf transformation
form and change it from a single vampire alt-form and werewolf transformation into a single transformation
gaining all of the vampire's abilities while in and out of the werewolf form..
Scenario 06 [Werewolf Apocalypse]
The world you enter into is in the midst of a full on werewolf apocalypse, while there are some werewolves that
keep to themselves, most do not. As the older a pack's bloodline is, the more in control and less infectious their
gift becomes it was decided by the oldest and thus strongest and most stable of the packs on each continent
would come out into the light of day in an attempt to mitigate damage done by the plague of lone wolves and
the more bloodthirsty and infectious among their people as they can better represent their people in the light of
day. Unfortunately there were enough lone wolf rogues and outcast packs that enjoyed the freedom of the
change and hunt that there were almost immediate retaliations among the humans, whether in the packed
urban jungles of the cities where prey was plenty or in the more sparser more rural regions where a wolf could
slip in and slip out without much notice, there was massive outbreaks of rogue hunters, mindless beast, and
unknown packs attacking and infecting random people to spread the gift. Even worse if rarer was the cases of
the darker magic users deciding that since everything was now in the open that they now was the time to use
entire small towns as test beds to refine their blood magics and casting town-wide conversion rituals to perfect
their skills ensuring that anyone not turned became food for the newly converted during their first shift.
At this point with the help of the Elder Packs, the humans have managed to fight back and gain an uneasy
stalemate with the more violent elements of the night, while pursuing the time rediscovering the more ancient
and in some cases lost magics in an attempt to keep the human race from devolving into fracturing and
mindless packs. While most governments still remain and the humans still hold power, the packs are now out
in the open and people still need to avoid getting caught alone at night or venturing too far away from the
brightly lit cities, and those that are not in some way affiliated with an older or larger pack tend to be prey for
the darker sections of the moonlit society due to the lack of backing to take revenge for infection or death.
Werewolves now fall under a few broad categories and tend to group together along these lines. The sanest
werewolves in this world are those who receive their gift through their bloodline as while their ancestor may
have gained their gist through magic or a curse, enough time has past for the gist to mellow in their
descendants to meaning that they can shift at will and generally keep their minds if they desire to, though the
full moon will still may force the change and strengthen their wolfish nature. Then there are the werewolves
that are created through infection, dark curses, or simply by magic users trying to copy the strengths of the old
pack bloodlines for themselves, usually to the casters' detriment. These new wolves tend to be less able to
control their shift and suppress their instincts in the case of those created through dark curses and magic, or
almost completely mindless and forced to change under the three days of the full moon in the case of the
newly infected.
Goal
You will awaken in this world alone and without a formally recognised pack to back you up, you will need to
survive your time in this world and to do this you will need to either gain the acceptance and backing of an
established pack, as small independent packs tend not to survive much better than lone wolves or manage to
carve out a piece of territory the size of a small town while building enough of a pack to hold it. The larger the
territory held, the more ties you will need to make with the larger established packs to hold it.
Reward
At the end you will gain the territory you or your pack holds dominion over along with everyone living in it if
desired. You will also gain 500 WP to apply to your main transformation to represent the time, trials, and
challenges you underwent and your increase in strength and skill as a werewolf.
Werewolf Builder
You gain +500 WP to spend on customizing your werewolf.
Note: Just as Wolves (canis lupus), coyotes (canis latrans), and domestic dogs (canis familiaris) are
closely-related species, and all three are capable of interbreeding to produce viable, fertile offspring, such as
wolfdogs, coywolves, and coydogs, so can you choose to customize the aesthetic look of your facial features,
fur, and color patterns for any wolf and partial wolf forms within the limits of nature, so no neon pink unless it is
possible in the universe you are entering. If you want your werewolf forms to be a Bulldog, Dire Wolf cross,
then go right ahead though.
1) Aesthetics - This is where you decide on what your transformed form looks like and how it moves.
This covers fur coverage, limb and torso alterations, and facial structure, along with allowing for
various non-standard physical alterations to color and patterning.
2) Sensory Enhancements - This allows you to purchase various sensory enhancements for your
transformed and untransformed states.
3) Physical Enhancements - This allows you to purchase various physical enhancements for your
transformed and untransformed states.
4) Miscellaneous Perks - This section covers all of the esoteric enhancements from non-standard
physical mutations and abilities, to magical and mystical enhancements, to the ability to partially shift
your body parts without shifting your full form.
Werewolf Form Aesthetic
Locomotion Size Legs
* Pick Only One * * Pick Minor or Massive. * * Pick Multiple if Desired*
This determines you primary Do you grow? How big do What type of hands, feet, and
method of movement when you get? Example based on limbs do you have when you
transformed. average male height of 5‘ 9” transform?
or 69”.
-{ Scaling adds to either.}-
Shag [Free] Bulldog [Free] Furry [Free] Glow in the Dark [50 WP]
You decide how much fur you The jaw region grows to a Your ears sharpen slightly at Your eyes glow with an inner
sprout when you transform, short stub snout with a more the tips and increase in their light, this does not provide
along with its thickness and prominent canis nose and movement to provide a any real light but looks
location. sharp teeth. degree of directionality. intimidating in the dark.
Fancy Fur [100 WP] Wolf [Free] Wolfish [Free] Unnatural Color [100 WP]
Want hot pink fur with white The jaw region grows to a Your ears are extended into You can choose any eye
markings? Want to be full snout with a clear canis triangular and fully mobile color, as well as deciding if
covered in runic patterns style nose and full fangs. wolf-like ears. your new eye shows when
that are formed from your not transformed.
own fur coloring? Then this
is the option for you.
Sensory Enhancements
All sensory perks work at 50% effectiveness in terms of potency outside of a transformed state. Perks do not
stack when untransformed no matter how many forms they are bought in.
Vibrant Vision [100 WP]: You can now see in the dark, in pitch black you will see the world in black and white,
in extreme low light you will see in shades of grey, and in low light you will see as if you were in the light of day.
+ Thermal Vision [50 WP | Requires Dark Vision]: You shift your sight into the infrared spectrum for
heat mapping.
+ Life Detect [50 WP | Requires Thermal Vision]: You can now detect the very life energy of
other beings, which allows you to detect beings without any body heat like the undead or ghosts
as they still need energy to animate themselves.
Supernatural Sniffer [100 WP]: You gain an increased sense of smell beyond those of the strongest animal,
able to smell scents that are days old or faint to the point of near dissipation as if they were freshly sprayed,
from a block away.
+ Scent Separation [50 WP | Requires Supernatural Sniffer]: You can differentiate different scents
around you without getting them muddled, you can even focus on one to help block out other unneeded
scents.
+ Stink Sight [50 WP | Requires Scent Distinction]: You nose is now so strong and
discerning that you can almost paint a picture with your nose. You can not only tell how many
beings are around you by scent alone and can now discern more information from what you
smell from health, diet, injuries, and more.
Heightened Hearing [100 WP]: You gain an increased sense of hearing beyond those of the strongest
animal, able to hear even whispers of people or the skittering of animals from a block away. This boosts the
range of your hearing.
+ Directional Hearing [50 WP | Requires Heightened Hearing]: You can now focus on different
sounds in specific directions without being drowned out by others, as well as consciously focusing in
any given direction to boost your range. This allows you to focus on one direction to gain more detail
and range by tuning out the others.
+ Nuanced Noise [50 WP | Requires Directional Hearing]: You can pick out various noises
and details out of a busy background without issue and without getting lost in the surrounding
clamor. This ensures that you will subconsciously shift through the surrounding background
noise when trying to focus on specific things to boost the detail quality of your hearing.
Scents now appear to you almost as a visual overlay to the world, with scent trails you follow almost
seeming to glow ahead of you with light as you follow their smell.
Audio now dims and strengthens as you consciously focus on them, while allowing you to actively
parse what you are hearing better while all others are subconsciously cataloged for danger alerts or to be
reviewed later. This means that when you focus on something behind you will no longer lose track of what is
ahead of you as it will still be acknowledged and handled completely on a subconscious level.
As you gain more sensor capabilities such as detecting things like exotic energies, they will be added to
the constantly growing web of interconnecting feed that are from interacting with your surroundings, this can
also include things like non –standard senses like spider-man's precognitive spider sense or an earth benders
tremor sense.
You are now unable to be overwhelmed by any form of sensory input or whiplash as anything beyond
you capability to consciously handle will be shunted into your subconscious to be accessed or combined for
easier handling and any change even as mundane as going from a bright day to a dark interior will be handled
to your advantage.
Physical Enhancements
* All physical perks work at 50% effectiveness in terms of potency outside of a transformed state. Perks do not
stack when untransformed no matter how many forms they are bought in.
Basic Physical Augmentation [Free]: Your strength and speed are augmented to just above peak human
with a lifting strength of 1500 pounds when untransformed with an overall 100% increase across the board in
strength, speed and durability when in your werewolf form. This also comes with a slight increase in
regeneration in both untransformed and transformed states, allowing for the quick staunching of bleeding and
sealing of minor wounds without scarring.
Wild Appearance [Free]: As a werewolf you gain a rugged and alluring appearance that exudes an almost
feral beauty. You now attract others as your looks are enhanced to the limits of human beauty and health,
making you a 11 out of 10 with a palatable aura of untamed desire and strength. This clears all scars.
blemishes, and imperfections while enhancing your base looks.
Savage Strength [100 WP]: You can now sustain lifting an additional 1500 pounds more than your previous
base strength as a human and when transformed this will fully triple your new base strength providing a 200%
boost to your normal lifting capacity.
With no other modifiers on your strength you will now lift 3000 pounds (1.5 Tons) in human form and 9000
pounds (3 Tons) in your transformed
+ Reflexes [50 WP | Requires Swift Speed]: You now have nearly no lag between thought and action,
as your body is optimized for movement and reaction speed.
+ Perpetual Pursuit [50 WP | Requires Reflexes]: You no longer get exhausted from running
for long periods of time and can last as long as you ingest enough fuel to keep yourself going.
High-Speed Healing [100 WP]: You now heal any damage to intact body parts at an accelerated speed and
can watch your flesh knit back together before your eyes. A sword through the heart will still kill you but as long
as you don’t take an outright fatal blow you will heal.
+ Rapid Regeneration [50 WP | High-Speed Healing]: You now regenerate lost parts over the span of
a day for something like a limb. While this regeneration will continue without any extra food or energy
required, it will perform quicker when more food is eaten or you are under the light of the moon.
+ Limitless Lifeforce [50 WP | Rapid Regeneration]: You no longer age and if older than your
prime you slowly revert back to your peak physicality and age as you regress and revert any
signs of advanced age or wear and tear.
You can now turn up or down any perk, power, or ability from completely off to full power, and have complete
control of your body.
You could go from cradling an egg, to punching through a steel barrier, to knocking out a human all without
hurting them or exerting more force than necessary for any of the jobs.
Miscellaneous Perks
Weaker Form [100 WP]: You can design a secondary form and it will have half the physical abilities and perk
strength of your main transformation.
Restricted Reshape [100 WP]: You can shift only portions of your body at a time rather than performing a full
transformation with any transformation you possess.
Speedy Shifter [100 WP]: You can shift from your primary form to any other you have instantaneously with no
pain, discomfort, or delay. You can also not be prevented from transforming in any way.
Moonlit Magnificence [200 WP]: The moonlight is no longer just the cause of your transformation but a
source of power. You gain a 100 % boost to Strength, Speed, and Regeneration in any form while under the
moonlight.
Alpha Psionics [200]: You gain the ability to connect to others that you view as being part of your pack into a
permanent mental web of communication to share thoughts, senses, memories, impressions, and straight up
worded telepathic conversations. You have the ability to include and remove outsiders to your pack in this web
of mental communication at a lower level that only allows for basic mental communication in the form of
worded telepathic conversations.
This is enhanced by any psionic abilities you also possess.
Stay: So you enjoy your time as a wolf that much huh. Well have fun staying in this world and running with the
wolves.
Continue: On you go then, take your purchase, companions (voluntary or otherwise) and get onto your next
conquest.
Update Notes
v1.0 - First release draft of the Jump Doc completed.
V2.0 – Large Overhaul
- Edit the weapon descriptions and added magic.
- Edited the Portable Sun and Moon items
- Added spray bottle item
- Added Omegaverse drawback
- Overhauled the Woodsman Drawback
- Completely reworked the Werewolf Builders Aesthetic section.
- Updated the example builds and added Twilight Werewolves (Actually Shifters)
- Updated the Werewolf Apocalypse Scenario
- Added Werewolf vs. Vampire scenario.
- Many other small and large changes.
v2.1 - Scenario 01 - You can keep all 101 wolf pups if you save them.
Trivia
The three little pigs in the [Three Little Pigs] scenario are represented as follows.
Youngest Pig = Straw | Drugs
Middle Pig = Wood | Flesh
Eldest Pig = Brick | Gold
Crossed Arms
https://www.weasyl.com/%7Enomad/submissions/982634/are-you-quite-finished
Wolf Pack
https://www.kindpng.com/imgv/hmmJhmm_wolf-pack-drawing-base-hd-png-download/
Remus Lupin
https://www.mcgilltribune.com/a-e/pop-rhetoric-harry-potter-burden-diversity-876387/
Alpha Werewolf
https://the-order-netflix.fandom.com/wiki/Jack_Morton?file=TO-Promo-2x01-Free-Radicals-Part-1-12-Jack_as_
Midnight.png
Twilight Werewolf
https://corporatetraining.usf.edu/blog/7-professional-development-lessons-from-twilight
Fenrir Wolf
https://www.artstation.com/artwork/J9POkv