Cost: 100 points
Jumper is a supernatural mental advantage that allows one to travel through time or to parallel worlds (sometimes known as “timelines”) merely by willing the “jump.” (B64) To jump though both times and parallel worlds requires 200 points base.
Special Enhancements[]
- Extra Carrying Capacity (Light encumbrance, +10%; Medium, +20%; Heavy, +30%; Extra-Heavy, +50%)
- Interplanar (+100% or +0%): For Jumper (World) or (Spirit).
- New Worlds (+50%): Only available to world jumpers. Doubles FP costs when used.
- Omni-Jump (+10%): allows between times and timelines. Must have both Jumper (World) and Jumper (Time Travel).
- Reliable (+5% per +1, to a maximum of +10)
- Faster Concentration (+5%/level)
- Improved (+10%)
Special Limitations[]
- Cannot Escort: -10%; only World Jumpers
- Cannot Follow: -20%; only World Jumpers
- Drift (-15%): can be as far as 10 miles from planned destination
- Limited Jump (set by GM; -10% suggested
- Limited Access (set by GM; -20%): For Jumper (World) or (Spirit). Go between only two worlds
- Maximum Range (set by GM)
- Naked (-30%)
- Projection (-50%, 0%, -25%): For Jumper (Time) or (World).
- Special Movement (-10% or more)
- Special Portal (-20% to -80%)
- Stunning (-10%)
- to/from summoner only
Time Stop[]
Jumper (Time Stop) is presented in http://www.sjgames.com/pyramid/sample.html?id=5782
You can't travel through time, but you can jump out of time. While out of time, you perceive the world as frozen. You can't affect it (and vice versa) — only observe and move through it. You can interact with items you brought along, subject to the usual limits of carrying capacity; this lets you patch your wounds, reload your guns, read magical scrolls, and so forth. Times passes for you (you tire, grow hungry, age, etc.), but it's subjective. You can use your ability again to return to normal time at the instant you jumped.
Semantics[]
In Classic, instead of a following parenthesis the word preceded Jumper as differently-located abilities Time Jumper, World Jumper and Spirit Jumper.
Powers Built from Jumper[]
- Astral Projection: Jumper (World; Limited Access, Astral Plane, -20%; Projection, Can affect destination, -0%) [80]
- Create Gate: Jumper (World; Extra Carrying Capacity, Extra-Heavy, +50%; Special Movement, Must walk, -10%; Tunnel, +40%) [180]
- Digitization: Jumper (World; Limited Access, Cyberspace, -20%; Naked, -30%; Special Portal, Terminal, -20%) [30]
Alternatives[]
- Warp: “jump” through space need Warp
- See glimpses of the past, future, or spirit world: Psychometry, Precognition, or Medium
- Assuming or sending forth a “spirit form”: Clairsentience or Insubstantiality
See also[]
References[]
- Basic Set pg 64
- GURPS Powers pg 57, 147-148
- Psionic Powers pg 15